Flower Run by jk5000 2024-04-17T19:33:52Z
Charming and deceptively difficult. I love skill games and the timing is actually really tough. Some variety in the gameplay would give it more re-playability.
Foon → Ludum Dare Explorer → Users → vrdiy
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Doe The Dragon | compo | 269 | 3.08 | 2.93 | 3.21 | 3.13 | 3.11 | 2.59 | 2.59 | 2.61 |
Charming and deceptively difficult. I love skill games and the timing is actually really tough. Some variety in the gameplay would give it more re-playability.
This game has a very cool vibe, the car controls a bit weird, would have liked controller support. I'd say it is a bit on the punishing side with the roads being so thin. The jumps also would be really nice to hit at full speed but all the jumps I hit you basically need to hit at half speed to avoid bouncing off the track when you land. The music is nice and overall a solid game, great job. P.S. my highest score was 4780.
The art style is very cohesive. This game has so much potential its crazy. More tower variety, and more enemy variety would push this game so far. The camera movement towards the player makes him appear jittery. Overall really cool and you should continue developing this further!
Very cute game, has a nice classic feel to it. It could use some more difficulty, currently you don't need the dash to dodge as you outspeed the enemies pretty hard. The idea of the lenses is really cool! Although I wish they stuck around longer so you could get more use out of each one. The slo-mo is a great touch. Good Job!
The control scheme was a bit confusing as on PS5 controller the O and X the control scheme refers to are inverted. Really neat idea, would have liked some additional element to create a sense of urgency, like a wolf that comes to kill sheep or something. Overall very creative and well done.
Great fun, with an epic boss fight. The bridge part was a bit confusing at first as I tried to use a minion, who doesn't get stopped by the invis wall and fell down below the bridge. Very cool use of the mechanics to open the levers throughout. The main character's animation broke for me after using summons, ie not walking but sliding both feet. Overall very solid, with a great use of the theme!
A very unique game, the amount of polish is honestly crazy. Not sure I really understood it on the deepest level, but did complete it nonetheless. The music was great, I would not have thought this was made in a single weekend, good job!
I'm still unsure after beating it whether the AI strategizes against you based on the number of cards you currently have. This would be a really fun multiplayer experience. The only thing I would change would just be some polish, like having rounds autocomplete with speed up when you have no real choices left, like if I'm holding 3 fires, it should just play it out the ending. Overall really pleasant experience with nice atmosphere.
This game brought me back to the YTP days, good meme entry :thumbsup:
I'm not sure what I did, but on wave 6, and a few waves after, I started getting insane amounts of points, to the point where I had the full wheel maxed by like wave 11 I think. I was pretty much un-killable and chose to stop at wave 33. Really neat idea, was a bit confusing at first, the slo-mo when selecting is a nice touch. Some improvements could be adding shadows to the elements to see them easier(mainly the green one), and using the scroll wheel to select your element(s). Good Job!
wave 33.png
Not what I'm used to, but I think I'm not the right audience for this kind of game. Its got a cozy vibe and a neat idea!
Really great art and feel, it's a bummer you couldn't finish it but it has so much potential!
I'm sure this wasn't meant to happen but I get this error every time I jump into the void to the right of the room that has 5-6 green slimes on the bottom with the grassy platform parkour above their heads. But based on what I was able to play its an absolute gem. Great art style, great animations, cool summoning mechanic, would love to see more, great job!
error.png
It is tough at first! Won as both sides. I love the simplicity, you can just jump right in and understand what to do.
@sigmoiddev Thank you so much, your words are very encouraging! <3
@asatrain I purposely didn't choose Q & E as if you are moving to the left, and wanted to spawn a wall to your left, you'd have to use the same finger to do so, but I agree LMB/RMB probably wasn't the best choice either, if I had more time I'd have added the ability to change the binds, thank you for your feedback!
@sirlich Did you play the version with Patch 1? That version I fixed the window issue I believe? Unless you are talking about something else? And as far as the main menu, I'm not sure what you mean, you should be able to open the entire project straight into godot from the source. Also I've only just learned Godot and C# like 1.5 weeks ago, so I'm sure I am violating all kinds of best practices in that code LOL. Thanks for your feedback!
@tykenn there isn't a set number. There is a special message if you get to level 100. I've personally only reached level 44. So I'm not sure what the highest possible level is, the max number of spikes that get spawned are based on the level, however that caps at 70. The distance the star is away from the starting point also scales every 5 levels, but there is no limit. I reckon there is a level which the star is completely unreachable due to spikes at some point, although I've yet to see one.
@wo-ri-gou-le Sorry you had so much trouble! It is meant to be challenging, the first star is purposely placed so that you have to use at least one of the mechanics to reach it. Playing on a controller has a much better feel. I like the idea of the pillars spawning based on your facing direction, although I feel that may overly simplify the game. Thank you for your feedback!