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tordre

Games

YearLDThemeGameDivisionRankOvFuInThGrHuCo
20132710 Seconds10 Seconds of Gascompo10
201224EvolutionGAMEcompo10
201121EscapeCubicle Escapecompo3082.692.232.233.542.692.451

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Comments by tordre

LD21 — Escape

Victory by refrag 2011-08-24T00:09:00

This game seemed more tedious then fun. The levels were quite simple and easily solved.

As for game mechanics, the super jump seems seemed forced. The puzzles with it seemed like it was using it as a way of making the game seem fresh as opposed adding a new mechanic you had to grasp in order to solve the current level.

The motion effect of jiggling side to side for the jump seems like it is suppose to make it feel like to are moving fast by simulating the motion of going that fast, a vertical jiggling might add some more immersion to it and capture that feeling better.

The graphics were well polished and the style was attractive.

Something about the voice saying "layer number number" it sound shockingly similar to the title card voice in "Serial Experiment Lain". It does feel like it is good fit for mood, but also sounds like it might be ripped.

All in all that was a well made game.

Victory by refrag 2011-08-24T21:00:00

@refrag please forgive my skepticism, your layer "samples" do go all the way up to 20, but you express your numbers as zero one" or "one four", the fact that you have more than lain has doesn't prove anything because it could also just be samples taken from the first 9 episodes.

Harvest by dave84 2011-08-22T23:01:00

I agree the controls are not intuitive, especially when trying to navigate while the ship is at the edge of the board, maybe a frame around the game board could be used as an additional input area to account for this, I lost most of the time by loosing focus of the window. This could also be improved by an auto-pause feature.

I had some fun, and the gravity mechanic worked great.

Hi-Score of 567

Cubicle Escape by tordre 2011-08-22T19:58:00

@JohanAR I don't know what version of openGL wine uses that might be an issue, you might be able to get a newer version of the dll.

@Mstrp2ez yeah I played through at work today and I realized something went horribly wrong with the the level file for the, I don't know am I able to post an updated file? or would that be against the rules?

I also noticed at work that I was relying on nvidea's locking of draw cycles because the game plays too fast on other computers, In other words I was lazy and didn't change the movement based on time and only clock cycles.

Cubicle Escape by tordre 2011-08-24T00:30:00

Thanks for the nice comments about the graphics, it is inspired a bit by the new pokemon game, I liked the way they used a similar method to convert a 2d game into very solid 3d game.

Uploaded the new version with the map fix.

Cubicle Escape by tordre 2011-08-24T21:08:00

Thanks vede for the port and the advice, I wasn't planning on porting so in many cases it when I did type in file names they were just me copying and pasting from explorer (I was lazy).

I know I wasn't using windows.h but from the looks of my compile errors SDL for windows does use it, and VC++ was complaining about me not using it, so I just wanted to shut up the bitch.

Once again thanks for the port, do you mind if I post in on my entry page? (with proper credit of course)

Cubicle Escape by tordre 2011-08-28T11:58:00

Motivation is a speed boost, speed isn't consistent on most computers so it really would not look like it has any effect.

You've got the money: Escape by Thomas Pritchard 2011-08-22T23:12:00

Good graphics, kinda repetitive, not enough information is conveyed to the user to help them figure things out. For instance I didn't know if the goal was a goal or some object I should not touch, yellow is not a good colour for conveying that.

Some music would have been nice.

The game itself played smoothly on my computer the driving mechanic had good controls for a top down perspective driving game.

LD24 — Evolution

Cubevo by NostraDamon 2012-08-28T02:10:00

Seemed interesting. I got the door unlocked was trying to find the key when I ran out of EvoGems, Movement being too slow, and navigating around trees being too tedious will prevent me from making a second attempt. A big open world is fun if the possibilities are limitless, but when there is a set path you must follow it would be better to break it into smaller chunks which would allow for a save point system instead of having to start from scratch. This being an integral part of your game design there is nothing you can do about this now besides improving the feel of the movement and navigation.

The player can infer rules from your game, for instance not wasting Evo on 1 blocks, but the game itself breaks the inferred rule and could be seen as jarring to the player and lead to giving up on a confusing goal. Something you might not have realized.

Graphics are quite generic with the style you have done. The over contrasted game world with bright colours on black is definitely headache inducing. Combine this with not enough contract when needed... For most of the game the screen is either mostly white or black, plain white is not a good choice for your primary HUD elements. Might I suggest another color, or white with a black border so it is still readable when staring into a white block.

Music is the strongest element in this game, really capturing the evolution you appear to be going for.

Mechanically there is a perceived flaw, for instance the spawn '2' blocks on the edge of the map instantly throw one of the four EvoGems off the edge of the world, not sure if these lost EvoGems were accounted for in your level design?

EvoGems being trapped places is another problem, it seems like your game is not one of dexterity but one of logic making people deal with the world just to get coins that you already know exists is not fun, but tedium in this world. I suggest adding/increasing the pick-up radius, This way the player does not need to navigate trough the trees as much and will get a better sense of accomplishment by hearing the 4 bloops when the tree forms. instead of hearing a bloop and looking to see how they are going to get the other coins.

Apologies for being critical. I believe everyone here did an amazing job this past weekend and that we all have done something to be proud of, but I also feel people tend to give more compliments because of this. I am merely giving my honest feedback with suggestions for an improved experience. Cannot wait for version two or your next game.

GAME by tordre 2012-08-27T14:14:00

This might be needed on your machine if it cannot run.
http://www.microsoft.com/en-us/download/details.aspx?id=5555

GAME by tordre 2012-08-29T19:25:00

@Rex Peppers use the d-pad to move around, its a top down space shooter. The red blocks you shoot destroy the enemy bricks.

@scoot, i decided to give it a test on my work machine, I don't have visual studios installed there so it didn't work, thought it would be a good to provide the link.

Also the mechanic I used for the bouncing would you say it was good, bad or just odd. I was reading up on different bouncing methods used in other breakout style games and it sounded like the most controllable for me.

It also led to a completely ridiculous pong game I had with an OP AI, where the only way to win would be to speed the ball up to a speed faster than you or the computer can go, you can make predictions about the final location but the ai is stuck in its bad AI loop moving to where the ball is currently and not moving to where the ball is going. If you want to see what I am talking about you can remove the random bit of the source for the pong ai, and play it out.