FoonLudum Dare ExplorerUsers → velaachlorine

velaachlorine

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202251Every 10 secondsSilver Plattercompo434.004.003.733.634.214.113.653.86
202149Unstableb-Blastercompo454.003.952.853.664.253.903.053.13

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 velaachlorine

LD49 — Unstable

RUIN ESCAPE by reccy 2021-10-04T02:04:11Z

i got to level 2 and then after a solid 15 minutes said out loud "what" and gave up; could probably make the game more accessible for people like me who have a room temperature iq

Glitch Stability by Ekaterina 2021-10-04T16:19:46Z

to echo m11 and dekajoo, loved the mood and the accompanying audio and graphics. there are a bunch of things that don't get explained in-game like the walljumping mechanic and stability being the chance a glitchy tile doesn't teleport you, not sure if the point is for the player to figure these out themselves.

also on one instance i managed to get softlocked at the ceiling because the gravity stopped working, but i wasn't able to recreate it.

Unstable Atoms by Fersyvanderzee 2021-10-04T21:00:07Z

basically echoing what recessive said, it's simple and well made. the fact that the ship doesn't stop immediately after letting go of the key threw me off a bit but i think it's a fine addition to the difficulty

AtomBurst by Tigeryue 2021-10-04T02:25:01Z

cool concept and really enjoyable, my main complaint is that there's no feedback on when the forcefield is going to run out, more than once i died to a pink square because of the forcefield running out right as i was moving towards the square. you could make the field's opacity fade out as it's about to end.

also kind of a nitpick but it'd be better if the music didn't restart when dying.

i can definitely see this being expanded by adding stages with different gimmicks each

when the earth falters by Honey Pony 2021-10-04T03:04:10Z

super fun, very unique mix of concepts, the puzzles are hard enough to keep you busy for several minutes and also engaging enough to not rapidly bore you; really enjoyed this

Everything's Fine by Patsui 2021-10-04T16:48:57Z

that was way harder than i expected lol, it took a few tries to beat, it's stressful but in a fun way. i like the style of the graphics, it's really charming, and the voice lines are a nice touch too :)

UNTetris by JaviCoder 2021-10-04T17:03:56Z

removing the blocks is super satisfying, with sfx and a bunch of higher difficulty levels it'd be quite solid. it looks like a good candidate for a mobile game

Alchemy Courier by Paroxysmal 2021-10-04T12:52:52Z

interesting take on the theme and concept. controls feel a bit awkward though and the platforms' hitbox is weird and prone to getting you stuck; other people already mentioned that but i mention it again because it did take away a lot of the fun

Boat History by etrealjunior 2021-10-05T12:57:39Z

saw this on 3mpty's stream yesterday and wanted to try it out for myself. it's SO much harder than it looks lmao, the boat physics definitely live up to the theme, at least the checkpoints are close enough that it doesn't become frustrating

the idea is executed really well imo, it's wicked fun and it has so much potential for being expanded into a fully fledged game

the aesthetic and graphics kinda mismatch eachother but it gives me old flash game vibes which i like

relaxing sunset music plays a big factor in sanity conservation

~☆~ Nekolibrium ~☆~ by Chris Dirkis 2021-10-04T15:31:40Z

i love the graphics, especially the animal sprites and the palette. i would've never thought of mixing this kind of simulation with the theme "unstable" but it works really well lol, props for coming up with something that unique

Tumbly-Bird by baldwinthree 2021-10-04T01:13:08Z

was not expecting it to be that fun; cool how you took quite a saturated concept (tower made of blocks that can topple over), changed it just a bit and caused it to become way more interesting

b-Blaster by velaachlorine 2021-10-04T03:24:40Z

@ethanzech somehow i did not consider making the screen clear a hotkey until you mentioned that, and also yea after ~1000 points jitterclick stamina and ample use of the screen clear becomes the main way to survive, and it becomes hard to manage really quickly; i had already spent way too much time tinkering with the balance though so i just left it like that lol

EVERY GROCERY STORE HAS ONE PRODUCT THAT BINDS EVERYTHING IN A UNIFIED ENERGY by calutron 2021-10-04T17:44:55Z

the whole time i was so scared that the game was suddenly gonna turn into a psychological horror thing lmao

anyways, i really like this, i'm amazed at what people are able to convey with such graphic limitations

Mars Contractor by Chameth 2021-10-04T01:38:30Z

really fun, it's also short enough for my attention span to last through the entire thing; also the ai watchdog task was pretty funny

Circle 7 by RustBaron 2021-10-06T12:57:18Z

super fun and engaging, which is really cool considering how simple the game at its core actually is

the glitch effects look nice and compliment the mood/atmosphere of the game very well; the music does this too and is a banger on top of that

LD51 — Every 10 seconds

Cursed Hotel by mvasko2 2022-10-04T23:16:28Z

this is surprisingly fun. i ended up lasting 8:21 minutes before succumbing to fatal disintegration, i did not even attempt to optimize the employees' walking time lol ; the music is basic but i think it fits the game

Ten Seconds to Midnight by Alchemic 2022-10-04T01:26:52Z

Incredibly difficult game; after 45 minutes of trying I think I still haven't made it past the halfway point. I had a lot of fun trying to adapt to the physics and trying to optimize routes. Might come back to this at a later date to try and beat it.

Also I like the naruto run

Clock Caper by Ryan Dotsikas 2022-10-04T22:47:34Z

this is quite outstanding for just 72 hours. the red hazard lines kind of clash with the art style a bit but it otherwise stays consistent thorough and doesn't break the immersion. i like how the clock dude's animations are synced up to the music, it's a nice touch!

Echo by caeonosphere 2022-10-04T21:36:01Z

I really like the atmosphere of the game, and there being no real tutorial or info besides the one for the walljump (to answer @blinry's question, you have to keep holding the movement button whilst touching the wall to run on it). Sadly I couldn't get past the first walljump of level 5 because I suck, but I really quite like this.

Anxiety by lesinvisible 2022-10-04T01:08:22Z

Cool art style and music don't know if there was anything else to do beyond getting two items, I feel like I checked and talked to everything My only real criticism was the amount of grammatical errors; text is a core aspect for this type of game, and that kind of took me out of the immersion a bit

POV: You Live in Los Angeles by Thomas Applewhite 2022-10-04T21:08:28Z

One of the games ever made Took me way longer than I'd like to admit to figure out the second car is unavoidable and that you're meant to touch the red car to win

Lost Thorn Maze by yusovv 2022-10-03T23:42:45Z

itch.io page returns 404, perhaps make sure it's set to published

Silver Platter by velaachlorine 2022-10-04T23:38:05Z

\> @quinn-patrick I agree that more effort could've been spent on teaching the players about the mechanics. I chose to play it safe and do something quite basic as opposed to something more complex like in-game tooltips, partially due to laziness but also because when I began making the how-to-play screen there were like 3 hours left in the compo. In addition to this, I usually prefer to avoid bombarding the player with a lot of crammed info text, as that tends to be offputting to somebody about to try a game (at least it is to me); striking a balance between this and properly explaining the complex mechanics is difficult, and I probably handled it improperly for this game. Glad you find it fun though, and thanks for the detailed feedback.

\> @googlypoo Reiterating what was said a few lines above, the mechanics are a bit tough to grasp at first, and the insufficient or lack of in-game information/tutorials doesn't do that problem any favor. Sorry about that.

\> @gangure Adding some form of measure to prevent just blindly mashing the space bar is something I hadn't thought of and would actually be a great addition. Thanks for pointing that out.

Bomb Squirrel by shmador 2022-10-04T21:53:40Z

My only complaint is the 8 second music loop that gets annoying after a while. Graphics are great, and this could certainly be expanded into a much larger game; the existing mechanics have a lot of potential on their own, and with more mechanics you could make some very challenging and complex puzzles.

Slime cat! by Sofy 2022-10-03T22:28:17Z

My main gripe with the game was the fast movement speed, which while it's not an issue by itself, I feel it doesn't really mix well with the friction-y weight-y type of movement when decelerating or falling especially, in a game like this where precise input is required. Some of the other issues like the boss' hitbox have already been mentioned in previous comments I liked everything else though: art, music, kitty. The walljump is cool, and I feel like you could make some interesting levels designed around it, should you choose to expand on the game in the future.

Watch Your Step by red-stake 2022-10-04T22:24:53Z

really cool! needs some sound effects for hitting and killing enemies to up the satisfaction factor by 100x would comment on the music but it seems soundraw is an ai music generator; as i understand, ai *art* generators aren't allowed in the compo, but music generators might. not sure though