Foon → Ludum Dare Explorer → Users → wally2069
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | Ghost Robot Time | jam | 115 | 3.51 | 3.45 | 3.82 | 3.89 | 2.53 | 2.78 | 1.97 | 3.00 | 100 | ||
| 2012 | 25 | You are the Villain | Nebula Marauders | jam | 219 | 2.78 | 2.74 | 2.70 | 3.39 | 2.70 | 1.42 | 2.22 | 2.43 | 50 | ||
| 2011 | 22 | Alone | Incomplete Soul | compo | 567 | 2.15 | 2.00 | 2.00 | 2.62 | 2.23 | 1.67 | 1.78 | 1.90 | 1.50 | 39 | |
| 2011 | 21 | Escape | Smash Shove Solve | compo | 253 | 2.86 | 2.73 | 3.23 | 1.95 | 2.64 | 2.16 | 1.67 | 2.45 | 13 |
Well this was a pleasant surprise. At least you didn't need to control all three of them at once. The timing was fine and didn't need any changes.
The nurses did seem to hurt the player before they could get punched back. But the massive health drops made it more than fine. This is worth expanding on to make a full version.
The delay on the first level is way too long. Just jump right into explaining things and people will get the hang of it. Otherwise a great job.
Short platformer with no real challenge. Mixed bag with strong innovation but lacking any fun. No fulfillment, purpose or reason to keep playing.
The ending made me chuckle a bit.
------------------------
"Press enter to win bro"
Man this entry was pretty good. The pixel graphics, worked well with the music and the boss fights were pretty neat.
Also I died to the 2nd bosses final shot while he was dying which made me laugh and cry a bit.
While technically innovative but in all the wrong ways. My patience for the ragequit mechanic is now at zero. Also simulating a fake crash that forcibly takes control of my screen resolution is a big no no.
Seriously missed the mark on this one.
Bubble bursting was kind of annoying. Only got to fourth level each time. Sorry but it crashed twice on me with relatively similar errors.
-------------
Traceback (most recent call last):
File "escape_from_the_frame.py", line 59, in <module>
File "escape_from_the_frame.py", line 56, in main
File "escape_from_the_frame.py", line 50, in run
File "escape\model\model.pyo", line 306, in update
File "escape\model\actor.pyo", line 36, in __init__
File "escape\library\load_image.pyo", line 33, in load_image
pygame.error: Out of memory
-------------
Traceback (most recent call last):
File "escape_from_the_frame.py", line 59, in <module>
File "escape_from_the_frame.py", line 56, in main
File "escape_from_the_frame.py", line 50, in run
File "escape\model\model.pyo", line 263, in update
File "escape\model\actor.pyo", line 36, in __init__
File "escape\library\load_image.pyo", line 33, in load_image
pygame.error: Out of memory
The map generation was pretty swingy but this was a nicely done game. Could have used some music as well. Hope to see a post compo version.
The checkpoint and health system were very odd. Falling in a pit only delays you but getting hit by bombs may cause permanent death?
The DNA upgrades were a nice touch. I would like to see a higher variety of these in future versions.
The fishes movements were pretty random and made it escaping more a matter of luck than skill. Also several times I was almost out only to have three fish rush up and eat the one I was in. Excellent concept and I think recursive fish pinball is pretty accurate.
At one point the same level was generated four times in a row for me. You do get super bonus happy points for making a pinball styled game.
Also agree that the game does kind of play itself out. I mean the mouse bounces off the walls and will hit the key and exit eventually on its own.
Well you do have a 3D walk around engine with exits to find but the walls blur together with those colors and there is not much else here.
Not one on my favorites. The graphics needed improvement. None of the triggers resets when you die. The boss was kinda rough given quick death and no visible life meter. Better luck next time.
This was pretty confusing. There seemed to be only one solution and it was tedious to do (drop rocks on everything). The crane mechanic was neat but need to be used on more items than rocks.
This was definitely a solid gem to play and probably a top runner for the competition. Needing to both push and break blocks in proper order was an amazing mechanic.
Well that left me confused. I did knock down an audio point for the deadline editing, but honesty prevented it from being a flat out one.
The music and story carried the entire game. Good luck.
Awesome game. You may want to reduce the difficultly on future version though. Overall great work. Good checkpoints too.
A very innovative but challenging little game. Prevent the ball from escaping by placing blocks. You would need quick reflexes to keep this up for long. My highest record was a paltry fifteen seconds after ten or so tries.
I get the concept and the execution technically worked but it just doesn't speak to me at all.
Not terrible but nothing really special.
Guide blue guy to green exit while dodging pink squares. Run through presumably endless randomly generated levels to score points.
My top score was like 17250 or something when I realized you could collect to the cyan dots for more points.
Another fun time killer.
Not really fitting all that well. The explanations disappear too fast which makes it hard to understand what is going on. There was something cool here but the rules are hard to understand.
Overall a very well rounded entry. There was some fake difficultly with the complete lack of explanation. Otherwise a pretty good entry with multiple sound tracks and a really dark maze.
Accidentally discovered the cheat to turn off the dark effect. I would enjoy if a longer version were made in the future.
The challenge was too high being as no checkpoints existed. The music track either glicthed or was missing a few notes towards the end of the loop.
The circle of vision also added to the difficultly without any real explanation. I gave up after trying to pass the crushers with a dead end after it.
So neat little platformer. Run from rooms as they flood with lava. The flow went mostly intelligently. A nice five minute time waster.
Could have been better if there weren't so many jumps with a block directly over the players head.
Needs better level design but good work overall.
Well this made me feel all nostalgic on the inside. Good mechanics borrowed and tweaked from very different games melded well into an amazing game.
Actually, the colors were fine. The visuals were spot on since blur a blind corner with the wall was the most innovative part of the game.
It made the game feel like a real escape as opposed to some of the other entries. Good work here.
While the idea was nice, this could have had so many things done to polish it a little. It does stand out from the others for mostly good reasons.
So this is a pretty well polished entry. The tools were neat and self explanatory. Punching the walls was pretty fun. Only real complaint was the ghost maze being difficult with depth perception and what not.
Thanks for the game.
There were some extremely tight spaces which made me wonder if I cheated through a wall that I shouldn't have. And I gave up on the items. They should have stayed collected if you got them once.
It wasn't actually humorous or funny but the mood was so well set that it needed to be reflected in the score. Everything worked together so well and in so very few words that this was amazing.
The hide mechanic killed this for me. I really want to like this but dying for what felt like arbitrary reasons made this too tough to like.
This was a fun little adventure. Run from the cops so you can drive into the river. Nice five minute game.
My only nitpick would be that some of the collisions are off. Like jumping near the bottom part of a spike causes death even when the player doesn't hit it. It is pretty amazing otherwise and fun for a short platformer style game. The wall jumping sets this apart from other entries.
Sorry to be so harsh.
This is one that I actually regret playing. The first riddle is programmed backwards so the right answer gets you scolded then having to retry the room.
This put me off to trying doors at random until escaping. The red door was a decent touch but there is nothing here that could have been accomplished in two to three hours.
The jump while hanging off the side of a ledge mechanic took this from neat to awesome. Hope to see you at the next ludum dare.
Managed to get it to work on Firefox anyway but worked very slowly. Neat experiment.
A very interesting take on trying to escape. I also agree with the above that the only things that tripped me were the small objects so low to the ground that they were almost impossible to see until hitting them.
Although I never got more than ten seconds in on a run despite thirty or so tries. Has potential but nut very fun.
A neat little homage to the classics. The disappearing blocks definitely needed some improvement since the next one should have appear before the one underneath you vanished.
The one hit kills were kinda strange but you managed to balance around it. Overall a good project.
The final jump was kinda stretching it by being pixel perfect. A few of the switches were rude as well with the hit them but having to kill yourself. Fortunately the frequent checkpoints made this a minor issue.
The whole portal vibe isn't really there for me. I was expecting voice overs instead of signs.
The game has OK mechanics and nothing is really special aside from comparisons to popular games.
The audio and humor made me push through this one. It is definitely worth polishing up a bit.
The bosses had to much health to make you restart from them after one hit. Also they could have used some kind of on screen health meter.
There were some extremely tight jumps on the moon stage going over the four octopi in a row.
But this project is near the top in my book, not the best, but close.
Now this is what I am talking about. Using tools to prevent others from escaping. Shine the lights at prisoners trying to flee so they are noticed then captured. Shoot anyone outside the walls because they are too far away.
If you can get past the touchy subject matter it is definitely worth a play.
Help souls escape by crushing their foes with lightning and using light to lure them to the portal which will set them free.
The help screen did a decent job of explaining the goals for a 48 hour entry. If the game got expanded upon, a tutorial would be nice though.
Some of the explanations could have been improved like what causes the player to lose and gain hope. Everything else looked great. Nice work.
This one was brutal to beat. Revisiting levels in order to help on future stages was good until I realized that future events had consequences in the past as well. Like having lower health on past stages because of screwing up on future ones.
A really deep and well thought out game.
The controls were way too slippery for my taste. They were also awkward using the A & D keys. The bricks never gave me a power up.
You have something but it needs a lot of polish.
The loading and exit screens are almost hypnotic. The maze is nicely generated and the flow of lava has just about the right pace to it. Great work.
Well it breaks my personal rule number one of game by not having any explanation at all. Not very much content and I really want to rate this lower, but cannot justify it.
The appropriate categories of not fun and no music are marked while it does have decent innovation, theme, and graphics. And the joke at the end did make me laugh pretty hard.
The darkness sometimes enveloped in a weird manner. Sometimes the character ran into pits causing a death. That was usually accidental. Otherwise neat job.
The mechanics are very interesting but the sharks were very random and moved way to fast. Sometime safe people got eaten just by predator teleport.
Otherwise a great program.
The enemies could have used a bit more graphic variety. The lack of sounds made this hard to play and the unclear collision box made getting hit feel a little arbitrary.
Better luck next time.
Penguin with a rocket pack leaves planet. A bit simple but a fun time waster. It doesn't need to be any longer and it appears as though most of the details were refined brilliantly.
Very interesting concept that could have been expanded a lot more. The screenwrap was kind random. Sometimes I would run off screen to appear in front of the red square.
Enjoyable but could do for a polish.
Obviously the best part was the graphics and it shows. It was your basic run jump and shoot. The physics worked out well for a platformer. The to be continued at the end makes it feel incomplete.
Once I figured out how to play it was easy to blow through these levels. Very creative and would enjoy seeing more of this in the future.
A simple one button repeated quick time event where you kick down the door to run from Cthulhu. As soon as the player miss times one of the button, the game is over.
Not really much here.
Not having audio was kind off a let down but otherwise good work. I also agree there should be some kind off goal to keep thing moving along.
Well the theme application was kind of weird and the game was just dodge getting shot at by homing bullets. These kind of endless games just do not resonate well with me.
A really neat look at helping others escape from somewhere. A good use of theme to look past the obvious. The obstacles had a nice variety between shooting dogs, bear traps, soldiers, and running guards.
Overall a very good entry. I hope there are more that leave me this satisfied.
A good series of mini puzzles that clearly involve escape in its most interesting form. A great job worth playing.
The forest was a bit too what the bleep mate for my taste. Sadly never got past it even after collecting three of the items. Looks beautiful and good music too.
The game definitely needs some kind of tutorial. The blocks never stuck together for me so first I tried making a building which only caved in. It should have crushed people but everyone survived despite being under five layers of brick and metal combined.
Also the game overloaded on the fourth round for having too many objects on screen. Maybe being able to place 800 blocks was not the best idea.
The graphics were a mixed bag. Would have liked some kind of sound. Four mini games each only related by being part of the same program.
Another fine entry for the competition. I would like to see this extended or continued somehow. A sequel perhaps. Also the text ending felt a little weak. Otherwise, great work.
It was frequently very to difficult to see myself as a cube would pop up from behind me and due to its size over shadow the player making it hard to see where I am going next.
Also the sound did make the cubes scarier than imaginable.
The sound of gunfire got a little repetitive after some time. Other than that this is a great play for those who enjoy flinging people to safety.
And having managed to actually complete the game, here are the solutions. Press enter on first screen to make player icon approach red picture.
Then after entering dungeons, mash escape repeatedly to make player run to the green picture.
This idea not only is not original or fun, but tedious, poorly explained, and having to hit escape a bunch instead of hold it down just leaves me sour.
Nothing interesting here.
So no real story or audio to speak of.
Run and dig down through the earth to escape flowing red stuff. The digging mechanic was more interesting than other versions, but the only the difference in modes was the speed of the lava.
Overall a nice game.
Theme sound effects were a little laggy but otherwise fine. Trying to survive the swords was pretty cool. Nice job.
The graphics were great and the mechanics were pretty solid as well. The difficultly needed to be turned down or have some checkpoints somewhere. Too much backtracking. Also the pirates viewable distance should get turned down a bit.
The lava was too low and made it difficult to tell where the platforms end. It also added to the falling time which made it take longer to try again. The death screen was also kinda painful to read.
Better luck next time.
Not sure how to feel about this one. It works but not sure if satisfying?
The green blobs might move just a little too fast but otherwise great game.
I got stuck on the boxes in the second level five times before quitting.
Very nice minimalistic puzzler.
A pretty decent platformer but not much more than that
The controls changing got kinda obnoxious despite the simple premise. Also feels very contradictory to the theme.
This game came out to roughly average for me. The character graphics were great while the environments felt rushed. The sound effects were cool but no music was bland.
The good was great but the missing things weighed it down too much.
The concept was the most interesting part but was still difficult to understand. Needs a little polish but worth working on.
The collision was kinda buggy and dragging objects had weird issues.
Tutorial made it easy to understand but the dice are just plain mean sometimes. Score got reduced to twenty before I gave up out of frustration.
Aside from the dice, great game
The red text was kinda hard to read.
Trial and error gameplay, blocks pushing with little regard for theme, and unexplained controls earned this a low ranking.
The character seems to move just a bit too fast and requires some getting used too. Otherwise great job.
Nice little game that is so simple it might suffer with more add-ons.
This game was just lacking something for me. The monologues and scripted sequences made it really hard to enjoy. The console with little to no explanation killed it for me.
Well this was very weird and a strange take on the theme.
I think this was a really important game to make about real life. As a side note, I think this game also demonstrates why the Humor category should be removed for the Mood category.
Even after looking up the controls ( which really should be in game ), it just wasn't fun. Too slow and needed a different spin on it.
Edited the game after the voting started and using premade art assets, this kind of unfair conduct earns a downvote.
Second wave was just too obnoxious for my tastes.
Nice little game but the drones were difficult to evade
The text was hard to read and it could have used an instructions screen but it was a pretty silly experience.
I can see the effort but it just fell flat. Also, seemed like the maze was unsolvable despite spending ten minutes mapping all of the explorable paths in another window.
Well that sure was weird, but it did not really anything for me.
Really tough game but having each play-through give a tip was a very nice touch.
Hero has way way way too much health and I lost on five consecutive playthroughs. Needs a lot of polish.
Functional but missing a bit of that hook which keeps players interested.
A bit on the easy side but I did giggle a good amount at the thought of driving a truck to burn down trees.
Well that was weird and interesting. Seems like it got the point across too.
The game ran and nearest I could tell the only thing I could do was enter two buildings. Tried walking of the edges to another screen in each direction and nothing happened.
The game was a little bland and I took off points for using other people's resources ( the background ) in a compo entry.
Controls took a while to get used too but overall a solid entry. Would like to see this balanced and explained a bit better though.
Short choose your own adventure story with no graphics or sound....
@dansludumdare: I was going to add the sound effects but simply ran out of time, will be working on a post compo version later.
Would like to have seen a bit more variety in chambers but otherwise pretty cool.
The theme felt a bit stretched to me but otherwise good entry.
Non-interactive video and really lacked any substance.
Controls were bad and dog kept sliding off of the screen. Made it too frustrating for me to play.
Really fun turn based SWAT tactics game
Could have used some better in game instructions but otherwise nice
Using premade graphics is against the jam rules
Instructions could have been a little been clearer.
Also stuck on the third level, Demolition Man breaks the first rock but gets stuck on the dirt
The random wind direction and speed made the level less precise than desirable
Nice game but weak use of theme
The gameplay was a bit too fast paced for my tastes
It was interesting that you could dash left, up, and right but cannot dash down.
How very meta of you
Very clever game mechanic, I liked it a lot
Having them rotate after each click may have made this one too hard
Well that was a very weird way to make a debate game
Nicely polished quick style detective game
Clever use of theme to make interesting modes
Nice use of theme to create a single player team coordination game
A little too trial and error based for my liking
This is very poetic
Tee hee hee, ponies reference
Nice idea but the graphics lagged down the game while playing
Nice, but maybe an indicator of where Luigi's is when needing to return to get another pizza
Some the the level spawned impossible situations, one time spawned trapped in a corner where a bomb killed me, and a shop floor I couldnt reach the exit, otherwise nice game =)
Best use of theme that doesn't involve time units
A nicely done entry but could have done with adding in music.
Tried repeatedly but could not fire upwards.
Shooting left, right, and down worked just fine.
The first couple of levels had power-ups everywhere which made the time limit seem unimportant
Yeah, this really should have been submitted to the jam if it was going to break the no pre-made assets rule
The tiny window resolution made it difficult to play
That cat is in a hurry to make a sandwich
Nice customization options
The collision needs a lot of work, simple jumps were messed up by the player loosing momentum unless over jumping the platforms.
The story was very awesome.
The character moved a little too fast and was difficult to control and collecting things could have been better
I just about lost it at RRRRRR, "Doing Things the Easy Way" indeed =)
Not sure I like this interpretation of theme
A nifty reflex based ragdoll physics platformer
The control were really really annoying
Enemies both spawn and move way too fast. Although I understand they travel the paths in about ten seconds, it was not very fun to try to keep up with them.
A super quick Stepmanis type of game, people get creative when they have only ten seconds to do stuff
The shaky cam screen was a little too much
Whoa, look at the size of that window
Having the an animation showing ship die when it runs out of fuel even though it still has momentum was kind of annoying. Lost two games if the ship would have been allowed to finish coasting into a really close canister.
A pleasant way to spend some time
Having the timer [ accidentally? ] display behind platform needs to be fixed
The controls are rather awkward and kind of broke the flow for me
Kind of awkward turn based game, could use a little bit more polish
A little tough given that each checkpoint can only be used once, but really fun
Definitely needed a proper tutorial
Maybe the graphic for bomb and air bubble should be different colors or shapes or something
Could have had some kind of sound effect to help with reinforce the gameplay
This arena style survival game could have started just a little but faster
Having to go back to the first level after losing at the second and third was kind of frustrating
Finished the whole game, neat platformer speed running game
Having the game close on defeat instead of going back to the title screen discouraged me from trying to play again
I see what you were going for but it seemed like the object was to just wait for ten seconds for the next path to open up
Oh dear, these color choices are difficult to read text
This is awesome, a collaborative story game where everyone plays for ten seconds, nice work!
A good start that needed a bit more polish
Screen transition were jarring with player exit right bottom and appearing left top of next room
Nice story and way to incorporate it into the theme
The player mode switching mechanic was fun
The boss may have been a little too difficult
Starting without any instructions was odd, once I did figure it out, the delay between moves was annoying, and capturing an opponents piece led to a runaway victory
There was some massive slowdown about a minute into my play session
Agree that the character was very slippery to control
Fun mechanics and really liked playing the levels.
Wow, this is a really tough to finish entry
The jumping sound effect startled me and part of the screen was chopped off
This is a quirky little entry
The unity window was bigger than my screen resolution and fake walls are really annoying
First level was terribly vague and colors blurred together
Yeah, the slow character feels like a drag
Pretty sure I beet the last level and it just looped back to the first one again
A ten second RTS game is rather interesting
Speed and tactical stealth, Ninjas are cool!
The theme interpretation was pretty unique but not something I liked enough
Could have used a tutorial
Those jumps on the last stage were really awkward going back and forth hitting your head on the ceiling
I can tell you put a lot of work into this even though it is not really something I enjoy
@tigers: Pressing escape pauses and brings up a menu to return to title. The fifth option down on the title screen is GAME EXIT
I do not see how the theme was implemented....
This was awesome and you have warmed that cold black lump of coal I call a heart
Nice use of cutscenes to reflect the theme
The zombie was a bit sluggish but I like them that way
The controls were way too slippery for my taste
Not if the multiplayer variant would have worked out so well
Stupid trees, I chop you down good
An ok entry but lacked any real depth
My first four robots committed sepuku, kind of remind me of current job at a pizza kitchen, sigh......
I like how the title screen says to blame the loss on the randomly generated map =)
Neat even though depth perception was a little difficult
Quirky idea but needed a bit less repetitiveness
The theme was rather stretched with a questionable interpretation of "10 seconds" and some music would have improved this game
The character sprites could have used more variety but other wise job