Foon → Ludum Dare Explorer → Users → Vegeo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | Project Planetfall: The Exodus Directive | jam | 281 | 3.74 | 3.42 | 3.62 | 4.04 | 4.08 | 3.43 | 2.78 | 3.47 |
| 2024 | 56 | Tiny Creatures | 👥 | Creature Box | jam | 427 | 3.65 | 3.17 | 3.34 | 4.00 | 4.06 | 3.85 | 3.15 | 3.81 |
| 2024 | 55 | Summoning | GATEWATCH | compo | 112 | 3.70 | 3.20 | 3.83 | 4.18 | 4.14 | 3.22 | 3.05 | 3.65 | |
| 2023 | 54 | Limited Space | 👥 | CRATE ARCANUM | jam | 3.45 | 3.16 | 3.16 | 3.83 | 4.16 | 3.75 | 2.95 | 3.16 |
This was really enjoyable! At first I was confused because I was just drawing lines in a box with some conditions, then the dexterity came in. Did have some difficulty with moving through the portals without unintentionally making intersections, though. But otherwise, visually really nice, funny idea, and good time!
Pretty funny, and fun to play! Neat little challenge and idea of creating the level with those random tiles and having to play through it. Comes with a little bit of strategy! Voices were pretty funny, but the reverb was a little much.
Pretty fun idea! Gives of a "world's hardest game" vibe from way back, though I guess it could use some tuning to make it feel a little more comfy to play. The weird cooldown after landing from a jump made a few of the levels really difficult to play.
Enjoyable little game! Very simple and understandable, though, it did take me a couple lives to figure out dodging the explosions and also the movement being floaty as I run toward enemies and spikes.
This was a lot of fun to play. Pretty difficult puzzle to get my mind around, but I figured it out and enjoyed it. Besides the little bugginess, decent game and really creative!
This was hilarious and a lot of fun! I love it!
What a charming little game! The music didn't feel off-putting repeating which a nice success there. The inventory management was a bit of a hassle with throwing items all over the ground though. Otherwise, it felt really good to play!
I really like the type of puzzle you thought up! But it seems a little finicky in understanding the direction they will definitely go. I know there are arrows, but I'm thinking if this idea was expanded upon such us thinking up challenges that restrict your movement, working around walls, and blocking their movement with your own position, it would be better if there was some way to well define the direction that a block would move. But, if you're clever with it, I can definitely see this going somewhere.
I like the way it looks, but so far it's just a short typing exercise. Would've liked to see any sort of a timer, or goal, or variation. The summoning theme really exists here as a theme for the words you type. But also, if you lose, you have to close the game and reopen it if you want to retry.
This was a lot of fun! The voice lines and everything was just hilarious! I tried to speedrun it a little bit, but got hung up on cutscenes slowing down my flow. But all round awesome!
I like the style that's started here! The movement is smooth and feels good. Would like to see where this goes if you choose to continue it!
I really like the different mechanics you came up here. I think they worked pretty well with their pros and cons between the different fiends.
Link doesn't work
This is such a lovely game! It's so relaxing to watch and play, but you still gotta pay attention. The sounds and visuals are just great and the design is fun! One thing I think need adjusting is the size of the area to click on the gladiators. I ended up missing a lot of them because they are tiny.
Didn't look like much going on. It's the start of a project that could go absolutely anywhere. But I do love the goofy walking animation!
It's an interesting chess-like, and I really like the visuals. Played a little bit against myself to get an idea of how it works, but I feel like it may be pretty easy to get in to a stalemate.
Download doesn't work
@tykenn Works now
This was a really funny QWOP type of play. Took me a bit to get used to the controls, but I was able to figure out the objective. The first room was a little confusing because I thought I could make the bucket sticky, then just stick all the balls to the outside of the bucket haha! In my fumbling around, the bucket fell onto the doorhandle. I also spent a little time flying around outside trying to actually find the wizard. Eventually, I got it done in 10:42
This was pretty fun to play! Though, the lack of textures and lighting made depth perception made it a little difficult. I also realized that the colliders for the platforms appear immediately so they are invisible. I thought the physics felt a little weird because of it. But fighting off the pestering crows was pretty fun!
This is a really good chess-like game! I really like the concept and strategy, and well done on the visuals! I did manage to find a exploit immediately against the computer. Basically all I had to do was keep sacrificing to gain more ground and take over the 3 spawn points. That allowed me to just skip the other player's turn. Though, it did manage to crash 2 turns later.
@andrewkennedy ``` File "entities\player.py", line 85, in on_turn_start AttributeError: 'NoneType' object has no attribute 'coordinates' ```
Had a lot of trouble figuring out the concept of the game. The card game part took a few turns to actually figure out but it was a bit of fun! The whole dating side of the game is still very confusing to me and I had trouble figuring out the relevance of it. A couple minor fixable things I had concerns about is that the audio is really heavy on the bass, and the flashing between turns is quite jarring.
I was actually pretty surprised with this! Actually pretty fun to play and manage. I now understand why the "fix bugs" strategem exists. Though, I would recommend tuning down the audio, it was pretty grating some times.
This was a really funny play! I got the Candice ending, and ended up summoning Dave 7 times. I did encounter a bug where I had -1 candles. I think it's because I tried to buy 2 candles, and it only gave me 1? Not exactly sure, but on the first day I was too slow to even do 1 task. The office portion does go by quick, but you did address that in your post.
This games feels really good to play! The visuals are pretty nice considering the pixel/3D style of it. I would definitely like to see what it would look like with more stuff going on. Like if there was a base you had to defend and you could build stuff, have more options for summoning, or change how you could fight. I think the game would also look really cool if there were props to fill out the scene more.
Really fun casual "number-go-up" game! Played it for a while, but then 2 of the AIs got stuck on eachtother. I like how you have different behaviors for each penguin too!
This was a pretty interesting play! Seeing the animations of your previous versions reminded me of baba is you, but I've never played it so I can't say any similarities beyond the look. But this was pretty fun! I liked coming up with the strategies to try to survive longer and longer.
A really interesting idea! Today I discovered that the Steelseries Apex 5's N-key rollover has an asterisk, but I really like your concept! The thing I would say is that it feels a little slow in both the symbol animations and the hand animations. I feel like the hands should be more responsive so you just have a better idea of what finger you're moving.
This was super cool! I could definitely see this being expanded upon. I really like the strategy that comes with the limited inventory and the different abilities!
Was a lot of fun to try out different builds and progress! I also really liked the retro style and the overall mood of the game. The movement and gameplay is also very satisfying.
Otherwise, the only things I would say is that the flying visual effect along with the mana orbs visual effects don't really fit with the other visuals. Also, I think it would be more intuitive to be able to switch summons using the mouse wheel instead of Q/E. Also some of the levels don't give you much of a chance to comprehend what the level looks like before you die.
Really minor easy fix things. Meaning good game!
These were some interesting puzzles! It did take a bit to actually figure out what does what. At first I thought you had to try to carefully preserve your imps and try to avoid burning them.
Took me a bit to actually figure out the actual summoning bit. The platforming was alright, but gliding around everywhere made it difficult to parkour and dodge bullets. Though, I did notice you added coyote jumps, nice touch =) Also, pretty cool to introduce that you can build platforms for the dog to walk on.
This game wasn't really feeling it. I'm pretty certain that the assets used weren't made in the 48 hours. If they were, then man, you'd have the skills to make everything else *not* a white cube. With compo submissions, the requirement is that the project is all you, in 48 hours. Also, the controls are unintuitive and hard to get used to. Also, missing a way to exit the game without alt+f4.
A fun little game of testing your dexterity! I would've liked to see more variations for the summoning paths on the left maybe!
This was a really fun play! The puzzles are so interesting! And it's all so well polished so I am very impressed.
I love the beautiful pixel art! It's really charming, and well done for 48 hours! I like the gameplay idea and I'd like to see it evolve! It was a little annoying having collision with the eyes, but I'm not sure if it's part of the design. If it is, I'd recommend having some sort of reaction or something for the collision to make it obvious that you can't walk through their space.
Screenshot 2024-04-15 173934.png
Is indeed a duck spawner. Super cute, starts to break down at around 500
This felt not too bad to play. Figuring out the hitboxes was a little weird. I noticed a few interesting level design tricks that I liked! I think a lot of this could have benefitted from some animations and more clear hitboxes!
Really enjoyable simple platforming game! Takes a little bit to get used to the timing, but I really appreciate the notched you added to the UI so you know when to jump!
This was a really charming little game! It was fun exploring and running in to ghosts. Though, I feel like you could've done more with the summon mechanic. I ended up just pressing E, clicking, and pressing E again super fast to shoot at something.
Game doesn't seem to work
Neat little game to test the reflexes! It felt a little less responsive than it should've been, but I'm not exactly sure. Also, the moving pink bubbly background was very noisy and made it difficult to see. After playing for a while it caused a little bit of eye strain.
Took a little moment to figure out what was going on. Realized that you could summon all of the divinities whenever, you just get one of each. The movement and bullet hell was fun. I made it to the boss fight, but died immediately. Overall pretty good!
I like the concept and the art, though the music with the pickaxe percussion is a little unpleasant. I would also tune down the camera shake.
This was really satisfying to play! Watching the bees moving around is really fun. The bees trying to pollinate the rocks is hilarious, but straight up eating the flowers is a little odd haha. I think this could be improved in the flight control, I mean it definitely works, but it's not very satisfying to move around with. But, that's really the only thing that stuck out to me. I appreciate the different settings though! They helped with the playability.
Hey hey, creating and completing is something to be proud of! Seems you understand the major issues, those just being due to other problems and time constraints, so I'll just touch on a couple things that are here! I think the music is pretty good! It sounds nice other than the abrupt looping, but that's forgivable for this. But the other sounds can get abrasive with how loud and pitched they are, easy fix!
Extremely impressive for a compo submission! The mood really is on point, and I enjoyed navigating your levels. Though, it felt like the lights just about weren't effective enough to be more useful than the scan effect.
This is a hilarious concept! I absolutely love it! It was slightly confussing going in to it, and I think it could've benefitted from the first level just letting you get used to how to navigate the game, without a timer. I think this is a well done jam game!
Pretty fun! I basically have similar notes to other comments here. Could use something in progression, whether that be theme changes, speed increase, etc. The red wall doesn't really feel like a threat after the first 15 seconds or so. But otherwise, I really like the art and particle effects. I think they could have done with more variation but that's understandable. What you have here looks really good!
I absolutely love this submission! The music is the first thing I noticed, of course. I opened the game and thought, "wow, this is genuine goblin music" Everything about this project is *chef's kiss*. My one critique is that I wish the camera had collision so I couldn't see the map through the wall. But otherwise, lots of fun! Got my friends to hop in to it and play!
@smilewood Thanks for playing! It was definitely a fun, yet overscoped project. There were a lot of things we wanted to do, but time limit happened. Progress bars was one of those things that could all round make things to understand. There are talks of continuing the project!
@grimwitch Thanks for playing! The bits you complimented on were the bits we had the most fun making, so we appreciate the good words! Tutorialization and status bars were things we just ran out of time for, just because of how ambitious the plans were. We learned a lot from the project!
@christian-zommerfelds We went ahead and layed out the deadline builds and bug fixes, thanks for letting us know!We appreciate all the feedback and will keep your notes in mind if/when we continue the project!
@gamescodedogs A WebGL version would be nice for reach, but I'm yet to learn how to actually develop for it properly. Don't actually know if it would be possible for our project in the way it is built. But we look forward to continuing the project!
@rincs It was a lot of fun watching you play! Being there and talking to you gave me a lot of insights on how we could improve the project, so I really appreciate you! Look forward to participating in your jams as well!
@tsaot I am SO PROUD of the mining minigame. In the planning phases, I got so excited about the idea and ended up probably spending too much time on it.
Multiplayer is something we would really want to do in future iterations on this idea!
@dxk2294 Thanks for playing! Tutorialization would exist a bit better in future versions haha!
@ryusui We tried to fix all the bugs we found in all the interactions with items in our latest patch, so we appreciate you letting us know! We are so happy with how we did in the audio and visual art, the compliments are appreciated!
@eugenik Thank you thank you!
@wolfier Yes, something we didn't think of starting off lol. We'll keep it in mind for updates, thanks for playing!
@ammonit Thank you thank you! I'm really happy with my visuals!
@coda-highland Unfortunately, we aren't able to work it for WebGL or linux. If we get to a full release, we'll try to see if we can make it linux compatible at least.
@i-pots Thanks thanks!
Anything critiques I had on the project are all addressed already, so I'll just say, I look forward to what you do in the future! Plus, I dig the music. Good mood!