Foon → Ludum Dare Explorer → Users → waynetron
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Bad Skeleton & the Time Police | jam | 312 | 3.88 | 4.06 | 4.13 | 4.02 | 4.02 | 3.35 | 2.91 | 3.43 | |||
| 2020 | 46 | Keep it alive | Headbutt | compo | 187 | 3.81 | 4.16 | 4.02 | 3.76 | 3.97 | 3.28 | 3.65 | ||||
| 2017 | 38 | A Small World | Fish Stacker Pro | compo | ||||||||||||
| 2016 | 36 | Ancient Technology | Stabby spear | compo | ||||||||||||
| 2015 | 34 | Two Button Controls / Growing | Snake Dog | compo | 137 | 3.73 | 3.68 | 2.43 | 4.23 | 3.84 | 3.10 | 3.71 | 3.41 | 62 | ||
| 2015 | 33 | You are the Monster | Nom Nomster | compo | 93 | 3.77 | 3.90 | 3.87 | 3.97 | 4.16 | 3.55 | 3.84 | 3.37 | 58 | ||
| 2014 | 30 | Connected Worlds | Mr Totem & the Blobby Things | compo | ||||||||||||
| 2014 | 29 | Beneath the Surface | Doug | compo | 323 | 3.43 | 3.36 | 3.05 | 3.68 | 3.95 | 2.87 | 37 | ||||
| 2013 | 28 | You Only Get One | AAAAARGH! | compo | 315 | 3.24 | 3.32 | 3.71 | 3.15 | 3.75 | 3.59 | 3.05 | 54 | |||
| 2013 | 27 | 10 Seconds | Aliens and such | compo | 224 | 3.43 | 3.20 | 3.66 | 2.97 | 3.71 | 2.26 | 1.79 | 2.44 | 56 | ||
| 2013 | 26 | Minimalism | Survivalism | jam | 240 | 3.23 | 2.97 | 2.77 | 3.15 | 4.11 | 2.97 | 3.58 | 3.33 | 62 | ||
| 2012 | 25 | You are the Villain | Mr Pickpocket | compo | 32 | 3.84 | 3.56 | 3.80 | 3.84 | 3.44 | 3.10 | 3.09 | 46 | |||
| 2012 | 24 | Evolution | Attack of the killer cute things! | compo | 287 | 3.13 | 3.03 | 2.03 | 2.29 | 4.13 | 2.51 | 2.90 | 2.67 | 60 | ||
| 2012 | 23 | Tiny World | Crimson Booties | jam | 173 | 2.74 | 2.35 | 2.77 | 2.27 | 3.23 | 1.00 | 2.91 | 2.93 | 53 | ||
| 2011 | 22 | Alone | Furever Alone | compo | 50 | 3.50 | 3.32 | 3.05 | 3.48 | 3.55 | 2.71 | 3.89 | 2.60 | 2.40 | 42 |
No pads, I can't test this. Sorry.
Nice level design, but nothing I haven't seen before.
The visuals were all mucked up on my computer unfortunately. It was unplayable. I can provided specs and what not if you like (Windows PC)
The web version worked fine for me (Chrome)/
Nice concept, and the game mechanic can allow for some interesting puzzles. But waaaay too slow. I had to stop at the 5th level or so because waiting for the water tile things to slide across a large room was agonizing. It also seemed like the water tiles can be used regardless of their orientation to the pump, which makes it possible to cheat.
The visuals are nice. I agree with Feyleaf in that the contrast of colour to monochrome works well. The main character could benefit from up & down facing sprites.
The visuals are bright and polished but the poor run animation really lets it down. I actually quite liked the style of your original placeholder graphics, that could have been an interesting style to run with.
Too hard, failed many times before I won. Didn't progress enough to unlock other specials.
The 1d6+4 stats are a little heavy. I've played D&D so I get where it's coming from, but something simpler to read or visualize would be nice.
The planet flying mechanic was interesting and it's great that you have a complete little story.
If got boring really quickly though, no challenge.
I found this very slow and lost interest. Wandering around a forest looking for flowers is boring. And racing a sheep when all this it involves is clicking on the right of the screen is dull.
The sheep was cute though, and the music fit the mood nicely.
I forgot to include a link to the source. Not sure how to update the entry so here is here:
http://www.paperplayground.com/alone/alone.zip
The fish last until they're eaten and the more cats are on them the faster they go. When you get a LOT of cats on the screen they start eating up your fish like they're candy. I find throwing them out 2 at a time at this point helps.
The real problem (which I'll fix after the comp is over), is that the cats sometimes miss some fish. And when you have a bunch of uneaten fish lying around then you get stuck. I need to fix that bug and also allow the fish to be picked back up by the player.
Took me about 5 tries to not die in the first second... :( Not a very fun game. The scrolling makes it tough because you can't wait until the bad guys kill each other.
I don't get it, sorry :(
Really well done. The animations between each planet were great. The baddies on the green planet were too fast though, a bit frustrating when you can't get away.
It looks and sounds great. I got stuck so didn't really get into it.
It looks really good. I've seen things that look like that in a microscope :)
Excellent! This would make an awesome game for the iphone. I would play this for my entire train ride in the morning.
How do I run the Windows version?
Not running for me (Windows). No error message.
I really liked that, it was fun :)
The physics is a bit crazy, I got a bit out of control and couldn't find my way back.
So do I mash they keys? It didn't seem to work properly, or maybe I wasn't doing it properly
I agree with what most everyone else has said: slick UI, great tutorial.
But I didn't get the connection with flowers for warriors, mushrooms for spys etc. That made it a little hard to remember the combos.
I liked the rough graphics, and shooting things was fun. I wasn't sure what the aim was though, I just ended up shooting all the rocks
The controls were a little bit bland, I didn't feel like I was controlling a ship, but rather walking something around that looks like a ship.
@epicSpeedTurtle: If you play the 'web (extended)' version, then you can get through to the end.
@Jedi, I totally agree. Feels very much like blind stumbling towards the conclusion. Perhaps some kind of visual feedback could help with the interactions... I'm not sure.
@Cake&Code, I actually thought we had too much dialogue before I got the game up and running. It's amazing just how much needs to be written to give the user a little bit of choice in the conversations.
Crashed for me in Chrome. But then worked in Firefox. May or may not be my system, but thought I'd mention in case anyone else experiences problems.
Cool idea. Could have really benefited from some evolutionary style traits rather than straight up randomness.
The browser version was horrible to play, as my mouse kept jumping out of the frame and click on my browser / 2nd monitor. The Windows version ran quite nicely, although the mouse look I felt was way too sensitive.
Fun game though, was very exciting when I got my first evolved eye with hat.
Ouch, my brain!
Found it way too difficult.
Amazing game, Love your work (as always)!
Although this really doesn't fit the theme :S.
Amazing game, Love your work (as always)!
Although this really doesn't fit the theme :S.
Also, I found the difficulty perfect.
Graphics are great. the Painterly swooshes and splats just fantastic. Not sure what it had to do with evolution though, and the gameplay got a bit boring fairly quickly.
Addictive! The progression feels a bit slow though. Music and visuals also really nice.
@SiENcE: My bad, source link works now.
Love the crab!
I found it quite difficult to know which way the crates and heroes would go at first. Then once I'd figured that out, everything happened quite quickly. Cool puzzle idea, but I found it a little too difficult.
Love the interface and the visual style. But definitely needs expanded gameplay.
Here's a tip, embed your swf file into a html page, then you can centre it and have it sit nicely on a dark background.
The visuals are lovely. Extra points for a nice logo / title screen. Music also fits really well.
Shame about the controls.
Just love whipping the littler guys over and over again.
Shame that the nemesis can be so easily gamed. I simply stacked all the guard into the same room and they blasted him until he got stuck in the ceiling. Perhaps you need a reason to keep the guards posted in other areas.
Lovely sprite animations.
Nice game, I like the concept. I used the blocks to funnel everyone into the same chokepoint, then filled the chokepoint with monsters. It made the game a little easy. Perhaps making clusters of monsters less effective could help combat this strategy.
Another monster type could help spice it up a bit also.
I really wanted to design the characters and have their faces rotate correctly, but I ran out of time :(
Really loved the look of it. Multiple weapons was also a good touch. Good pacing.
The graphics brought me in, the story, atmosphere and narration kept me.
But terrible controls and boring gameplay let down what is otherwise a very well executed game.
It was actually quite fun listening to all the sounds.
I found it a bit hard to work out how to play. I like the idea though.
Graphics are super pretty but I find for such a fast paced run the speech parts really slow the game down.
Took me a bit to work out you have to talk to everyone. I also didn't find any use for the items or the action button. I like the concept of talking and becoming friends though.
I really liked it. Very enjoyable
Perhaps you wanted the controls to be awkward and hard. But if you didn't, I think mouse control would make this a lot easier. Nice mechanic though!
I liked the filter that you applied to the screen. It really made it look like an old CRT.
Well done on changing the music. Good idea.
Web link is broken for me as well. Just tries to download an html page.
Music and graphics go well together. Love the retro feel.
Good game. Really liked your audio. It is quite hard to aim the fireballs
Good variety of platforming elements although it drops a frame sometimes and that really throws off the jump accuracy if it happens mid air.
Nice touch adding the lighting. Audio would have made this game really come together.
Took me a while to find the button that starts it! Turns out it was ctrl. Also CTRL-ARROW is not very good on the mac. Keeps activating the switch screen stuff.
Would suit a touch screen well.
I cannot push the buttons fast enough, a and q are quite hard to mash while using the arrow keys on a QWERTY keyboard. I like your pixel art hands though, they are very nice.
I love particle effects. Refreshing the browser to have another try I didn't like as much.
@Chman. Yeah, the theme is a bit of a stretch. The intention was for a cut-down survival game. One arm, no clothes, absolute bare minimum that you would need to survive. As we worked on it the day/night bear dynamic seemed more interesting and easier to achieve, so the focus moved towards that.
Wayne wanted to make the bear even harder! It should take a few nights to kill, there is a good strategy and once you work it out it becomes a bit easier.
Control + Arrows on my Macbook is used for other shortcuts. Perhaps 1,2,3,4 to select as an alternative could be nice.
I only made it to the fish stage before I got frustrated and stopped (too hard for me).
Cute game mechanic, good use of the theme. I think the puzzle designs could have been a lot more interesting.
Source code: http://deepnight.net/proletarian-ninja-x-source-code/
Ok, I've updated the description with more detail to hopefully help though who are a little confused.
I've also added a Post Comp version with some bug fixes and a skip button on the puzzle phase (Can be frustrating waiting 10 seconds if you don't find any new blocks).
By the way I don't think it's possible to beat level 15. If anyone does, I'd love to know.
Nice pixel art and the music is fitting.
But damn, that interface and those controls are just so hard to use. I gave up before completing the first level. Took me so song to figure out how to even roll the policeman.
To tie it to the theme: I like to think that Mario only really has one life. But there are actually many clones that die and end up in the Underbyte. Tragic, really.
For a game that requires a lot of fast scanning and quick decisions the graphics are too complicated. I'd aim at reducing the number of colours, lines and details.
What you want are simple colours and obvious silhouettes. And for the background to have contrast with the foreground elements.
I think mouse aiming with keyboard movement would have been more fun to control. The controls and the repositioning lag frustrated me more than anything. I guess therein lies the challenge, to implement the theme in a way that opens up new gameplay options and adds to the genre rather than detract.
I did like the variety of enemy types. And the difficulty progression felt pretty good. Although a health bar / way to die would have been nice.
It wasn't obvious that I needed to hit the enemies sword. I kept trying to hit low and middle on the first enemy to get underneath his weapon.
Simply having the first enemy with is sword at mid would help I think. Once the user has disarmed that first enemy, then it is more obvious what the goal is. Either that or have the first baddy just stand there rather than running at you.
I like that the sound and visuals work together to set the tone and mood. Feels very Japanese.
Great!
The visuals are fantastic. The artist did a superb job. It reminds me of Tiny Thief. ..I wonder if 5elephants is 5ants... or is that just a coincidence?
Anyway, nice colours, animations and visual cues. All goes towards a fairly intuitive experience.
Not introducing the double jump at the start meant that I never found it until coming back and reading the controls again. Odd choice, perhaps just mentioning it at level 3 could fix that (unless you did and I didn't notice).
The arrow pull back was a tad slow, compounded by the fact that there's no way to cancel once you start to charge it. I'd ditch the bow setup animation and have it start pulling back the bow immediately. Then you could have the option to release early and fire a weaker but arcing shot. Then I could fire over things, opening up my choices a bit.
Waiting out the tutorial after dying is sooo frustrating.
The controls feel great. That's my one big compliment. Just feels good mousing around, firing and rolling.
The chatter audio at the start also made me laugh out loud when I heard it the first time.
Cool concept. I chose to max out team size, played through to the end. The battle mechanics were really simple. Could have taken that much further.
Big fan of the pixel art. The open world / choice of boss order brings me back to the original Zelda, in a good way.
But I felt the game way too hard (I feel like a bit of a hypocrite saying this as this was also the main criticism towards my entry). Had I not had to walk back to the dungeon every time I died it may not have been so punishing. Having 3 hearts could have made it a little more forgiving. Just my 2c.
^ Yes, agreed. Was considering some pilot air control. But ran out of time before getting to explore the idea.
If I do a post-compo version. Adding sound is probably first on the list. Pilot air control would be next. Unfortunately I had to cut a lot of ideas after I burned most of the weekend trying to get the plane physics feeling nice.
That's really good feedback.
Most of my testing was of the frantic, rush to the bottom variety, and I subsequently hated the feeling of the gameplay. Now that I can play through with a bit of distance from the stress of the weekend, playing slowly and patiently, I actually enjoy it a lot more.
The bombs seems to be most useful as a means to move sideways. Blowing them up quicker might help with the frustration of being caught off-guard, but doesn't really add any depth to the gameplay.
If anyone has any good suggestions there, I might look at a post-compo version with some changes.
The links seem to be broken at the moment.
Love the idea. But the controls really hold it back. And it reaaally needs a way to restart when you get stuck.
Best use of two buttons I've seen. And the chase scene is just great.
Colours are amazing. So much character.
The lighting effect doesn't add anything to the game and makes this really frustrating to play.
The jumping mechanic feels tight, and the visuals / sound and music is really nice.
Cool idea, looks very relaxing.
The font in-game is hard to read / ugly.
This could be the next QWOP!
Cool mechanic. Art style is great. Movement feels a bit slow and floaty. Also spacebar causes the browser to scroll when I tried to play the embedded version
Simple mechanic executed well.
The enemies are hard to read against the background, and once I get into a rhythm it becomes really hard to focus on the screen.
Cute game. I like the sound effects and the mechanic. Making the player something with a front would help with steering.
Nice mechanic. Tight layout lead to a getting caught on edges often, which is frustrating.
Music is wonderful, but I feel it belies the hectic pace of the game.
The selected colour is not obvious, and there isn't enough feedback when balls collide correctly / incorrectly.
Great simple idea.
I read the name is Captain Ninjabread and was disappointed when I realised it wasn't.
Love the balance of the two attacks. Overall really nice. Needs more juice.
Fun game! I got 1885.
Starts off a little slow.
The zoom-in effect was tiring and I don't think it added anything.
Very engrossing game.
The visuals have loads of personality. The texture on the background is a subtle way to show movement. I felt like I needed to see farther.
OSX version doesn't work :(
The main mechanic is a unique idea, which is great. But it's quite unforgiving.
Very charming :)
The controls make this unplayable. Looks really nice, though.
Forgot to comment on this before. Lovely little game. Would work great on touch devices.
Nice atmosphere and visuals.
Movement feels really floaty like low gravity.
No need for sprint button, just have faster walk speed.
Mouse sensitivity seems really high.
I wasn't around in the 30s, but this is exactly how I imagine it to be.
Receive this error message on the embedded version: 404 Not Found https://storage.googleapis.com/itchio/upload2/game/81913/263143
Works on itch.io though.
I really like the format of the text. The way it all reads as a single log file.
But it does become annoying when the amount of text added is larger than my screen height.
I think the mystery and not knowing what to do is the most interesting aspect of the game. A tutorial would ruin that.
Finding the monument, then connecting the line was exciting. It felt like a discovery. If you told me about that before hand it would be worthless.
Make everything faster, snappier and juicier. And let me make some mistakes.
So, instead of 1 enemy touching the base resulting in game over. Throw lots of enemies at me and let the base take a few hits first. That way I have some information to learn from. I can see the base taking damage, then I can react. Then I can start to correlate the enemies to the dots on the minimap.
Similarly give me some spare energy, or place some within really easy reach so that I can learn that mechanic too.
Then have the base regenerate the health lost. So now those mistakes I made whilst learning don't carry on for the rest of that playthrough.
Increase the movement speed so I don't waste all my time exploring in one direction only to find nothing.
Bring the camera out a bit so that I can see more of what is going on.
Really charming little adventure game. I just adore it.
Really nice puzzles. But I found the animation and movement too slow and got frustrated before I finished. Even at double speed, it is still really laborious. I want to press right right right quickly and expect the character to move 3 squares. And I want the character to turn around instantly when I change directions.
Finally got around to playing this. Really really great. The interactive title screen is a work of art.
A web version would sit really nicely on the itch page. Just saying ;-)
I love everything about this. The UI is beautiful. The story and the gameplay complement each other really well. Just lovely.
My only irk is that the subtle animation on the signal strength tricked me into thinking the puzzle was timed. And it took me a few puzzles to realise.
The visuals and the music are great. It's incredible the scope of this for a 3 day game, even with such a large team. Who organised everyone? They should probably get an extra credit!
The crafting mechanic didn't do it for me. I really like the idea behind it, but I think in it's current form picking up plants to craft bullets is really just picking up bullets with extra steps. There is definitely something really interesting there though and worth exploring further.
I found the controls a little difficult to get used to. I think they can be simplified: Reuse jump key again in the air to glide. Reuse left click to throw the egg once carried.
Otherwise, really cool game.
Wonderful concept, cute visuals. I think the game would be stronger if my actions in the mini game have more meaningful impact on the adventurer game. Right now I see no reason to pay attention to what is happening the adventurer. Instead I can play by just focusing on the UI and the mini game.
Really unique idea, I love it. Took me a few goes to figure things out. I think you could look at ways of easing players into the mechanics. Perhaps firewalls aren't available immediately (either starting with too little money, or gating it with an upgrade first). Things like that.
Super cute. I went back and tried all the options. Would have loved to see some more branching and tangential story.
The sound did not seem to work in Safari for me (I tried refreshing), but swapping to Chrome resolved the issue. I like the visual style, the pixel art is really nice, and I like the colours. But I'm not a huge fan of varying pixel sizes, particularly the comparatively high resolution fonts. Actually, I think if you stripped away most of the UI it could be quite beautiful.
I'm a sucker for a simple arcade game with tight game feel.
This is a great example of what can be accomplished with very minimal graphics and coding.
For a simple arcade style game like this game feel is really important. So relying on system keyboard repeat isn't great for movement. Lowering keyboard delay in my system preferences helped. I'm on a Mac, so maybe it is better on Windows.
I think it would be really interesting to push the cellular automata aspects of this. With enemies that reproduce to move and more sophisticated plant growth.
Love the music. Very classic arcade feel. I think the horizontal movement of the player feels quite slow. Would be nice to see some more interesting movement as that is the core of the game. Perhaps the bird could hover for a short time if I keep the jump key held down. Perhaps when picking up the egg the players movement is altered in some way.
I found SPACE to jump and X to pick up in the updated version much harder to use than UP and SPACE in the original. But my preference is actually neither. It's rather to have 2 keys that are side-by-side: either Z and X or X and C. I imagine you're probably over it by this point. But my suggestion would be to bind Z as jump and X as action. Then in addition throw in extra jump bindings (undocumented) of SPACE AND UP (for those weirdos) and C (for people with European keyboard layouts).
Anyway, the game is super cool.
Super cute. Impressed that the timing feels tight (have played several rhythm games in previous jams that failed to get that working well) . Visuals are funky and the music is just amazing.
WebGL build ran fine for me (Chrome on Mac). I have noticed WebGL games do tend to run poorly in Safari. Love the lasso mechanic, very original. The lightning effects are really well done.
Cool concept. I enjoyed experimenting with different combinations, but found it difficult to remember what they were.
Nice use of the theme. The golden dudes are hilarious. The main gameplay loop got repetitive fairly quickly for me. I think if the lasso mechanic was a bit more interesting / had a higher skill ceiling, that would help. And I think some clear behavioural differences between the different dudes would also help.
The visual design is absolutely gorgeous. Even the logo is great.
I got bored before each level ended, but I kept going to see what each level would look like. Would love to see how it plays with a higher top speed. Maybe even 5x what it is now. And when it approaches the top speed it should shake and rumble and throws sparks as it turns corners. That would be thrilling. Then make the brakes better to balance it out. Finally I would tied the win condition to a set number of laps rather than number of cars. To encourage people to go faster and take risks. Encouraging them to play the game in a way that is more fun. Just my 2c.
Very cute, well done. Somebody go to door 150 and see if there is an easter egg, I really don't want to walk that far!
Lovely little game. Simple controls, interesting obstacles. I think it could work well with clean vectors rather than pixelated. But the aesthetic still worked. Some more juice would have really sold it, particles, animations, screen shake etc. One of the other comments asked for scoring, so I'd like to add that I really appreciated that it doesn't have scoring. It's a complete experience that ends, which is nice.
The presentation is on another level. Such beautiful motion design.
Love the aesthetic :D
It's a complete game and you should be really proud.
I found it really difficult, and I feel it should be difficult, because the entire game is driving around in a circle. But it wasn't a very fun difficult. I would start by juicing the hell out of it, skid marks, particles, screenshake etc. The point of the juice should primarily be to help communicate to the player how the game is responding to their inputs. When I am on the grass, then the car is bumpy. If the handling is starting to lose control, then you see skid marks etc. And I would iterate on the driving until it feels really really good.
Then you'll want to something in there to ensure the user takes risk. A lap time limit would be the obvious way. Without that there is no incentive to take risk (drive fast, which is fun). And the user will follow the degenerate strategy of taking their time (which is less fun).
Best execution of this concept I've seen, very elegant. Beautiful visual design too.
Best itch.io page design I've ever seen. Haven't even played the game yet!
Absolutely beautiful visual design. ❤️ Controls are tricky, perhaps you like that, I really struggled. Would moving in the direction you're holding make it too easy?
I've never seen anything like this before!!! 🙆♂️🙆♂️🙆♂️🙆♂️🙆♂️🙆♂️🙆♂️🙆♂️🙆♂️