FoonLudum Dare ExplorerUsers → Toeofdoom

Toeofdoom

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
201122AloneA.I.onecompo2932.802.072.792.503.143.431.863.1030
201120It's Dangerous to Go Alone! Take This!Atomic Pinballcompo1392.962.413.302.223.933.262.442.472
201019DiscoverySpacebrick and the Window to the Starscompo333.563.503.173.443.562.533.143.868
201018Enemies as WeaponsRobocolosseumcompo1052.682.082.922.833.282.882.003.2720

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Toeofdoom

LD18 — Enemies as Weapons

Purple by roBurky 2010-08-23T07:06:00

The game is a really nice start and I would like to see more. My computer could deal with the graphics, but with each bullet being a light (I think) I can see how it could slow down.

EnemiesOfTheLetterB by milsom 2010-08-24T09:14:00

This game would be really cool if it had a bit more of a control system and balance, as it is I really like the sound and the graphics are pretty nice.

Robocolosseum by Toeofdoom 2010-08-23T00:06:00

Yeah, I figured it was strange that it was possible, but it didn't break anything or work very well so I left it as is. :)

Robocolosseum by Toeofdoom 2010-08-23T01:09:00

Absolutely, there are a few ways to get rid of robots. You can even block off spawns in advance if you feel like it (spawns activate one by one until all 4 are going 2 minutes in, at which point it's constant)

Robocolosseum by Toeofdoom 2010-08-24T08:59:00

Thanks for the support guys, it's awesome when at least a few people actually enjoy a game instead of tolerating it. :D Hopefully I can keep making games that way.

Robocolosseum by Toeofdoom 2010-08-24T21:26:00

You may be the only one here to say that, but people elsewhere have definitely said the same thing. Essentially, theme is enemies as weapons... for other enemies. So they have cannons on top and actually fire each other at you - it's no bug. :)

I've found that it's easier to tell what's happening in fullscreen mode, but you might be quite right about the camera. I haven't really thought about that. Another part of the problem is that when the robots get fired they "jump" straight to the cannon, not moving smoothly at all.

Robocolosseum by Toeofdoom 2010-08-25T11:36:00

My brother discovered the same strategy :) I think he got to 1023? I suppose spawns should be all the way into the corner or something to combat that. Or maybe it's just the base game mechanics ruining everything :P

Robots <3 Monster by timgarbos 2010-08-23T06:55:00

There's a minor issue with say... the score not resetting when you die and restart and the difficulty could do with ramping up more later on - otherwise you have a really fun game and the sounds and graphics work great!

LD19 — Discovery

Spacebrick and the Window to the Stars by Toeofdoom 2010-12-21T11:55:00

Heh, thanks guys. There was a point where I didn't know if I would even get the upgrade system in but I think it worked out well.

I think I might make a bit of a post-compo version with more enemies and upgrade types... maybe a hint of balance. I should also fix the rather major bug in the downloadable versions of "not having an exit button".

Spacebrick and the Window to the Stars by Toeofdoom 2010-12-26T09:45:00

Indeed, the bottom bar is health and the top bar is "energy", which only really controls boost. In the post compo version I'll be adding more abilities that use energy too.

It does occur to me that a numeric display for those bars would be useful, though it would also be handy to make their purpose clearer.

Spacebrick and the Window to the Stars by Toeofdoom 2011-01-02T05:56:00

Indeed, I've actually been working on the post-compo version quite a bit and it addresses a bunch of that stuff. The music is gone (working on some better stuff) and it's much harder later on. With all the changes, the circling strategy will eventually get you killed.

Although the post-compo version itself is a work in progress. Thanks for playing!

L E A P E R by Sophie Houlden 2010-12-21T16:21:00

I liked the game, although I think trying to count all the effects layers would screw with my mind as much as the graphics themselves :P

LD20 — It's Dangerous to Go Alone! Take This!

Squaretackular! by rolfeth 2011-05-04T06:28:00

Interesting idea, though it could use a little more structure (ie - win/lose messages). Also, does the doggie do anything? :P

Atomic Pinball by Toeofdoom 2011-05-02T21:14:00

It did end up pretty confusing, yeah. I would've liked to get more time to actually make the pinball machine, but the reaction system took a long time and I only switched to a pinball machine once I realised the platformer movement wasn't so great and I didn't think I had time for a decent set of platformer levels.

For the performance, I found that it acted *much* better at a higher physics update rate - obviously that comes at a cost though. Pinball seems to be more sensitive to accuracy of physics than many games.

If I had a solution for the linux issue, I would use it :( - but even using something harder like ogre + a physics library and sound lib means I would have to leave mac users hanging unless I found a way to cross compile.

Atomic Pinball by Toeofdoom 2011-05-04T05:52:00

Haha, I haven't studied chemistry since school either so you can imagine there were a lot of wikipedia lookups. Anyway, both the versions of the game I tried could sorta work, but have some issues to think through first. Such as how to have lots of atoms bouncing around but also separate "signal" from "noise".

If anyone's actually interested in seeing the platformer (and has the unity editor) you can grab the source package - it has the platformer level I was working on in there (go to open scene and choose testscene.unity)

Atomic Pinball by Toeofdoom 2011-05-07T07:56:00

I don't mind polishing up fairly normal games, but for this ludum dare I felt like trying something a bit unusual. Turns out I couldn't make it work that well within the time limit (although I did make some pretty good progress on the "bonding system", all things considered) - but it's something I can come back to when I figure out how to make it accessible and awesome. :)

To be honest the idea was that you would mainly try to hit heavier, solid atoms around and working with the others would be more about flow control, so a stream of flourine would hit a stream of... maybe lithium? Dunno if much will make flourine stable, realistically :P

A similar thing could work for the platformer idea, but I also want to figure out a way to play as a light atom like hydrogen there. Perhaps those levels could take place in vaccuum chambers, for the most part, where there's no (or less) air to smash you around.

190k is a fair bit higher than I've bothered to get, by the way.

Take One of These by Kynrael 2011-05-04T09:52:00

Haha, it was quite odd getting the ice armour right at the start. Health never dropped. Anyway, nice prototype, it's enjoyable.

LD22 — Alone

A.I.one by Toeofdoom 2011-12-20T03:05:00

Thanks, right near the end I could have put in tooltips (and it would've helped the research stuff a whole lot) but would've needed a system for it and a font etc. The default unity font changed recently and is awfully low res.

Anyway, I have a twitter account (@Toeofdoom) which would have any updates, I'm not sure my blog would really end up with much as I rarely actually write much on it. And yes I definitely would expand the strategic options - one thing I'd like is to have game speed buttons (after all, AIs can think really fast) so you can make a strategy without being pressed for time if you need to. Someone else at the melbourne site noted that it had controls similar to eve-online and it does, but being an MMO they have a fairly simple simulation per ship so I probably have room to do more at a skirmish level (but not fleet strategies like with 100+ ships).

The research menu was the result of me trying to think of various ways to represent an AIs decision process and ways to research other than using tech. trees. Since I know what's going on it works for that purpose.

Anyway there are obviously more ideas there than really works for a ludum dare (unless you're much faster than I am) and I tend to do that even if it means the game doesn't really get finished. I probably could've spent a bit of time explaining what was going on, but even things like enemy behaviour and spawning came in pretty near the end.

A.I.one by Toeofdoom 2011-12-20T21:24:00

Okay, fair enough. I've added some instructions at the top of the page though I imagine it still won't be user friendly. Thanks for the nice comments about the graphics/audio. :)

Solitude by ACodeGerm 2011-12-20T03:54:00

It took a while to load for me with no real indication of why, so for anyone else just be patient I guess :P Anyway it's pretty fun and I liked the music and the floating brain, though I didn't really get very far due to dying and stuff, since there didn't seem to be any health packs etc.

Cardiac and fireproof Kitten alone in Alps after a plane crash by jim3wg 2011-12-19T22:35:00

Nice game, although the heart rate meter is counter intuitive (it looks like a health meter). The audio really fit the game. You are kinda meant to post source though and everyone's source tends to be reasonably messy.