Bouldaouf dash by shubart 2021-04-29T14:42:59Z
Hey, a Boulderdash clone! Pretty neat, and props for writing your own engine, even if it's not really all that in-theme.
Foon → Ludum Dare Explorer → Users → Vicco
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Spellunker | jam | 667 | 3.65 | 3.50 | 3.06 | 3.86 | 4.08 | 3.57 | 3.31 | 3.54 |
| 2020 | 47 | Stuck in a loop | 👥 | Neverquest 6: a minimalistic singleplayer mmorpg - it's a game | jam | 2.50 | 2.60 | 2.29 | 2.60 | 2.80 | 2.60 | 3.83 | 3.10 | |
| 2020 | 46 | Keep it alive | 👥 | Second Layer: a Ludum Dare 46 audiovisual experience | jam | 1155 | 3.52 | 3.68 | 3.76 | 3.72 | 3.54 | 3.55 | 4.17 | 3.54 |
Hey, a Boulderdash clone! Pretty neat, and props for writing your own engine, even if it's not really all that in-theme.
Well, if nothing else, the conspect of being able to thrust into the dragon hole definitely kept me playing. But the gameplay, while definitely interesting, is marred by a strange turn of the level design towards the Kaizo Mario-esque. Kinda like Getting Over It but more annoying to control. The interpretation of the theme is fun, but I kinda wish the moment-to-moment gameplay had more to do with it - the "deepest" in "deepest-sword" feels a bit forced.
A SHMUP is fine too. Graphics are really really nice, audio gets a little grating after a while, and the gameplay id good though the powerups feel slightly underpowered. Would love to see an enemy with more complex patterns, but for a 9 hour game it's impressive nonetheless.
Pretty simple but not bad at all. Interesting take on the theme but I kinda wish the gameplay was more related to the theme as well. My main issue is that at the start the game is a bit slow, and that by the end the energy drain is absolutely anxiety-inducing, the cans spawn in such a way that you grab them at the last moment.
Feels like a simpler version of Factorio. Sadly I gave up halfway through because my trucks kept getting stuck on empty space, making the entire experience far clunkier than it had to be. Could definitely be polished into a really neat experience, and would be great as a compo game.
Ah, it's that kinda thing. Shame you're forced to actually do what the game tells you to do.
Boy, this was frustrating. The idea of a platformer centered around auto-scrollers is interesting, but unfortunately, the slow pace and difficulty gave me plenty of time to figure out some things that bugged me. In terms of audio, everything was good! I have no complaints.
In terms of graphics, the pixel art is well made, but the enemies blend in with the background a bit and there's a slight issue where the player character's crouching sprite is off-center with the standing one, making it difficult to tell if you're going to get hit by a fireball or not when you stand up. And I did. A lot.
In terms of gameplay... the frustration set in around level 3. There isn't one problem that causes this - it's a combination of a number of things. The game requires a fair bit of precision platforming. That's not bad, but the jump is somewhat underwhelming to say the least, and the player's hitbox somewhat large and unusually proportioned. And even then, this would not be an issue if not for the fact that the level design often features obstacles that are very difficult to predict and deal with the first time you see them. Which, again, would not be an issue, if not for the autoscroller element. The stages aren't all that long at first glance, but because you're forced to progress at a pace the game sets for you, it becomes incredibly frustrating. I would die to an obstacle that I noticed way too late, go back to the start of the level and then die multiple times trying to get back to that point - not because it was difficult, but because I was trying to go too fast - I was too good, and the game was punishing me for it, leading to frustration. There's fun to be had here - just don't punish me for being too good!
The most frustrating moment is the ending of the second to last level - where the camera scrolls down, revealing absolutely nothing, and the only things on the screen are two lines of wall leading to nowhere. I tried waiting but nothing to jump on showed up. Then I thought I had to go to the side, because there was a hole there. Then I tried falling down the "chute" creating by the two walls - and I died anyway! Turns out - you have to wait for the camera to scroll down more and THEN fall down the chute. I assume this is a glitch, maybe the camera was supposed to stop somewhere around that point, but even if did I'd find this an absolutely baffling piece of level design.
Also, I feel cheated. The game has a small plot hook at the start, and I was hoping to see some resolution... but there's nothing, just credits. Come on! At least give me a Super Mario Bros 1 style ending!