Beaver's Last Log by hadesfury 2013-12-17T05:57:00
Looks fantastic! Beaver was well animated and modeled. Fun little point-and-click,
Foon → Ludum Dare Explorer → Users → WhoaConstrictor
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2013 | 28 | You Only Get One | Touch | compo | Audio | 4.36 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Super Burning Mummy! | compo | 36 | 4.00 | 4.17 | 4.17 | 4.13 | 4.04 | 4.09 | 3.86 | 4.24 | 36 | |
| 2014 | 31 | Entire Game on One Screen | BACKACHA | compo | 73 | 3.82 | 3.79 | 3.79 | 3.55 | 3.48 | 4.33 | 3.00 | 3.81 | 57 | |
| 2014 | 30 | Connected Worlds | Othersider Diner | compo | |||||||||||
| 2014 | 29 | Beneath the Surface | Persephone | compo | |||||||||||
| 2013 | 28 | You Only Get One | Touch | compo | 10 | 4.12 | 3.31 | 3.98 | 3.48 | 3.88 | 4.36 | 2.00 | 4.47 | 96 |
Looks fantastic! Beaver was well animated and modeled. Fun little point-and-click,
I like the theme ties and the gameplay is alright. With more levels/obstacles, this could be a pretty fun game!
Very eerie atmosphere, and a perfect audioscape. Well done.
Entertaining beard art simulator.
Fun but difficult to master game. Among the many Christmas-themed games I've played for this competition, this is the best executed.
Entertaining despite its simplicity.
I've seen a couple of games with this concept, but this one is the best so far in execution. The levels that were missing visible floors confused me for a bit since the first few levels had them. Good job explaining the gameplay in the first two levels.
Really cool mechanic, and overall well executed with tight controls. My only complaint is that the ground physics felt a bit slippery.
The first 1000 is brutal, but after that there is solid progression. Art is very stylized and cool, albeit macabre.
The game being interacting with the game is very meta. Very strong theme ties here. The simplicity sells this.
I was unable to jump high enough to reach the platforms with the things to purchase. As said by others, the controls are a bit difficult to work with.
I like it. Took a while to figure out jumping on the fire hydrants gave you a super jump to do more tricks.
"Their parents buy them cars!" got me laughing. Handling was very difficult, even on the cars with "good handling" due to limited vision of the track.
A+ tutorial and level design, best execution of the "choose your powerup"-style games I've played. Some of the puzzles proved to be quite a challenge! Well done!
Entertaining. I like the idea of putting different personalities in different roles to build a dynamic narrative.
Genius, took a while to figure out. I really like the atmosphere the music creates.
Fantastic game. Love the art and gameplay. Lots of fun to play!
Like the idea, but the pacing felt prohibitively slow, and starting a level over after a mistake felt really punishing given the slow movement speed. A dash/accelerate feature would be useful here to progress through solved puzzles.
Fun little twitch platformer. The bright colors and flickering background felt appropriate. I like how the player runs back and forth while "standing still".
Really cool game. Simple to understand, yet complex to master. Lots of replayability. Good usage of the theme, and the graphics and sound are well done. I had a lot of fun!
This is absolutely amazing, and everything a game jam game should be. Fantastic design and a blast to play. Graphics fall in that "perfectly imperfect" zone.
Really cool, fun mechanic with the size multiplication. Has a lot of potential. Art was consistent and well done, reminded me of classic Game Boy games.
Requires a bit of patience, but overall a really clever use of the theme in an interesting gameplay mechanic. Art is consistently good, and the music fires on all my gameboy nostalgia cylinders.
Masterfully executed tutorial. The text "C to swap characters" persisting as a background element after you spawn (and thus can no longer change characters) was a bit hard to understand, though I got it after a while. I like it a lot and it fits the theme very well.
Ran into a few little demon-looking critters that didn't seem to do anything. Really eerie atmosphere, nice graphics. The rustling and footstep noises were perfect.
I like the "choose your checkpoint" mechanic, it makes the player think about what might be a difficult spot to complete. The increasing fog is also clever. The SFX for picking up a green orb were a bit overwhelming, but otherwise a solid game.
Unsettling environment/visuals. Jumping was a bit unresponsive at times, but a minor issue. Very interesting atmosphere.
As soon as the "power downs" were introduced, it went from great to amazing. The powers chosen for each level seemed appropriate, interesting, and cool. I really like this game, the creativity here is astounding. My one complaint would be the rounded stairs were hard to climb as I would sometimes get stuck on the rounded sections and get cheated out of a death.
Neat concept. I was able to acquire two of the three coins. Art is stylized and clean. Good work!
Cute and stylized art. Well done given the timeframe.
Graphics and sound are slick, gameplay is really neat, overall very well done. The gamer in me tried (and failed repeatedly) on the 3-life version. Them missiles.
Don't really see the theme connection and the physics were a bit floaty, but otherwise a solid platformer with above average level design.
The combat mechanic is really cool, though only fighting three enemies at once repeatedly got boring quite fast. With more interesting environments or other obstacles to consider, could be an interesting game. Humor is neither here nor there.
I like the idea on paper. When I jump I just float up into the sky and land quite a long time later, which is frustrating. Potential to be interesting.
Looks absolutely gorgeous, but the pacing was really slow and I never really found myself having fun. The world looked like there was a ton to explore, but deviating from the road I only found trees without collision and a few patches of flowers. I like the idea of holding one spell at a time and running around for powerups when you run into an immune enemy, but the time distance between encounters was way too high and the encounters themselves weren't very engaging. I couldn't dodge enemy projectiles, so I just sat there waiting for my cooldowns to be up. I found myself constantly sprinting to get from point A to point B, which had me wondering, why was walking an option to begin with?
Short but excellent game. I really liked the music and visuals. The scarf alone adds so much character and charm to the otherwise simple visual design. I like the atmosphere set up by the environment and short bits of dialogue by the NPCs. Attack felt a bit prohibitively short ranged, but not that bad. If you decide to expand on the game, it might be neat if each color had a different attack pattern and each color enemy had different attributes to complement it.
Very fun! Graphics are charming, fun to replay, sounds are crisp and appropriate. A+
Theme ties aren't the strongest, but the gameplay is innovative and it's a lot of fun to play! Well executed.
As I type this review I am waiting on the timers (they are a bit too long!) I don't see a reason to the excessive waiting, but I like the idea of a "here is what you do, now execute on this precisely" mechanic. Game has a very unique look to it, though it hurts my eyes to look at the flickering for long.
Interesting game. I could see this being fun on a mobile device. It was explained, but the theme isn't really here. Well executed. Graphics are crisp.
I really like it, though I feel like the information provided isn't enough to 100% verify the killer each time, though that may be the point. Very fun, lots of replayability, and great pixel art!
I made it to the end of the library and was fascinated. The start of an interesting survival-runner-type game.
The game froze periodically, which was a bit of a nuisance. Otherwise an interesting puzzle game after I figured out that orange = lava = failure and that I was advancing through chambers. One try per test is interesting. I like how you played to the character's floaty gravity.
Good sounds and visuals. I like the 3 coins = invulnerability powerup mechanic, though running from zombies got repetitive as I ended up kiting them in circles around the edges of the level. Red screen on low health was a nice, chilling touch.
Maybe I'm an idiot but I honestly cannot figure out how to play this game. After a lot of trying I figured out that placing a white block next to a blue block caused it to grow in that direction, but all options resulted in failure. This has the potential to be really cool but it needs to be explained better (or at all). Looks and sounds nice, though.
The text moved a bit too slowly, would have liked the option to advance it manually and then have a timer count down once I can start interacting with it. Otherwise, very well constructed mood and atmosphere. I like that the ending is ambiguous.
Very fun! The bullets were a bit hard to dodge, but I like the design overall. Unique mechanic, interesting powers, good use of theme. Well done!
Graphics are super stylized and clean- I love when the logo and controls are seamlessly placed the game. Enjoyed playing the game, took a few tries but I made it to the first gate. Simple, but well executed!
Use of the theme as a punishment without a payoff, reward or sense of accomplishment doesn't feel like a strong tie. The platforming itself is solid, though the game froze at the end of the third level.
First up: A+ graphics and music. This game is absolutely charming. Gameplay is solid, and fits well with the theme.
Had a bit of trouble understanding some of the environment mechanics like the springboard after it seemed to be established that I only get a jump after collecting the object.
Solid audio, nice atmosphere, well executed gameplay.
one of the first jumps in level 2 is hard if you don't wait until your character is almost completely over the edge. The rest of the game feels pretty trivial and the story doesn't seem to have a whole lot of depth. Failing once resulting in restarting the game was a tad frustrating.
Missing the Data folder in the download link, cannot run. Include it and the executable in a zip or provide a web version.
The flying sword "bug" is actually pretty cool. The paper design pictures are really nice to see.
Very chilly atmosphere. Boat controls like a boat. Game has a very nice aesthetic to it.
Clever level design. I really like this mechanic. Physics were a bit on the slidey side though.
The puns. So many puns.
My word, this is gorgeous.
With more enemy types and faster pacing, it could be a neat defense game. Art is well done. Theme seems very loosely tied to the game.
Took a while to understand what was going on, and occasionally got stuck on walls. Neat concept though.
Excellent storytelling given how short game is. Well executed. The portal sound was a bit loud though. I was a bit frustrated thumbing through doors trying to find the right one since they weren't labeled in any way from the outside, but it's only a minor concern since exiting rooms is just as quick and painless as entering them.
The most beautifully frustrating game I have played yet. Oh, the slow decent into madness upon missing an early note. I laughed. I cried. I nearly threw my mouse. A-, I get the theme tie but I don't feel it is that strong.
Cute games. Funny use of the theme. I was entertained.
I like the concept, but all of the card types being thrown at the player upfront makes for a long and hard to learn stack of information. With time + polish, slowly introducing the cards and interactions over the course of a tutorial, could make for a really interesting game. Not sure if it fits the theme that well, however, with a goal of one rather than "you only get one"
Powerful. Great, concise execution.
It was a bit difficult to complete the levels with moving platforms due to the player not moving along with them. Has potential.
I REALLY like the idea, has the potential to be hilarious and a blast to play. The physics issue is a shame because this has a lot of potential and looks pretty nice. Would really like to play a finished version.
Brilliant game. Expertly designed tutorial. I love this! Minor critique, would have preferred "enter" as the restart level command on failure to match the key used to move on to the next level.
Interesting. I like how well things can be hidden in this environment. Only achieved 86% completion, so I guess the objects are well hidden.
Strong theme ties. Hitboxes were weird, making the platforming very difficult once the enemies appeared. Appropriate atmosphere.
A masterful fight between man and machine. Well executed glitch art experience.
Pretty simple, but well executed. The movement feels really good- the little bit of slipperiness plays very well.
REALLY cool concept. A bit lacking in the fun department without enemy AI/movements, but the core idea is really interesting and I'd be all over a polished post-compo edition.
As others have said, controls were really finicky. Player felt too "heavy" while still having floaty physics, if that makes sense.
I sort of liked the restricted vision, but I could still faintly see the environment through the darkness. Restarting to the first level on death felt really frustrating and artificially prolonged the time it took to get to the end.
I really like the zoom feature and the gameplay surrounding it, but infinite jumps really invalidated a lot of the challenge and I didn't have an interest in collecting more than a quarter of the gems. Fantastic visuals.
Scored $279. Like the concept. It's a subtle touch, but I really like the guy that drives by. Adds nice atmosphere.
Improvements I'd like to see: Placing boxes in the truck could be improved by using a KeyDown function instead of checking for Key press so placement is less finicky. I'd also like to be able to put down boxes once I've picked them up. Ran into a bug where the boxes in the truck would persist if I mashed spacebar at the button that sends the truck away. Random temporary obstacles spawning instead of boxes on the second and third floors could add variety in the way the player chooses what boxes to pick up and how they get to them.
Pacing felt unnecessarily slow. Like the core idea. Secret passageways were a good choice.
@rjhunter thanks for the heads up, I'll look into re-exporting it.
Neat world generation. Not sure if bug or feature that a new pusher is spawned with every world regeneration, but I like it.
Where'd the last half hour go?! I ended up with 5524 points. Very addictive and fun!
This game is dripping with polish and is very well executed. I remember seeing a WIP post on the front page and was really excited to play it- glad it popped up in my queue. I really like the sweeps mechanic.
The sound that played when I got to the end scared the crap out of me. Played rogue and just mashed 1, didn't see any level of challenge. Continued walking off into infinity once I got to the right side.
I enjoyed this one. Ended up finding speakers and keyboard, and played pong. Humor was hit and miss, but completely lost it at "Edgy Band Name". Well done!
Liked balancing leveling up powers vs. spending them. Neat game. Only complaint is how quickly time passes, doesn't feel like I have enough time to properly react to things. Good job!
Neat arcade/survival game. I like the dynamically changing circular maze. Pacing gets a bit monotonous, could benefit from temporary powerups or enemy diversity.
A bit slow paced, but I do like the core mechanic a lot. For how "simple" the graphics are, they are very well executed. Despite a lack of music, the visuals and enemy movements created a really tense atmosphere. Good work!
The "haters" didn't go away in between rounds causing quick losses when trying again. Timer didn't reset either, so it was saying I survived a lot longer than I did. Mashing click to attack felt unnecessary, pacing was flat.
I killed myself by shooting and moving diagonally in the same direction.
Like the idea of shifting safe zones, and it could be improved by simply having more pattern types.
Love it! All of the dragons were really satisfying to play as (even the boring fire dragon, hahah). Thought the graphics were a bit simple until I noticed the clouds, and then winter came, which was an amazing transition. Fantastic job, really fun!
Liked it- got to 30. Random movements made every moment exciting, and 1 second in between movements gave just enough time to assess surroundings for potential threats, so death felt fair. Well done!
Fantastic game! Really like the core mechanic of knowledge vs. time. Music really sold it. Good work!
Would have been nice to see the range of a tower when placing it. Tower diversity felt a bit lacking. Decent for being incomplete.
I like how the menu design meshes with the game's controls. Incredibly difficult to pick up, though. I feel like introducing the patterns without a break of all black sectors in between makes it hard to differentiate danger and safety fading in and out.
Learned a lot of mechanics through trial and error. Opened a chest for a much-needed heart only to have it spawn inside a wall. Neat atmosphere, and the character was smoothly animated.
I like the pressure that escaping = 2x money provides. Neat concept, good execution.
Really unique puzzle. Craft to adventure is something I haven't seen before- pretty cool!
The sprites were really small, so it was hard to tell what the different weapons were. I also didn't notice a difference in what each weapon did- they all seemed like melee weapons of equal strength.
I sort of liked the idea of getting a different power whenever you level up, but not knowing what the different options were made the proposition of getting a random power undesirable.
Beat in 235 on my first try. Was a little hard to remember the combinations, but overall I really like this idea. Cool game!
Great art, and a novel concept.
The fast-moving kids were really frustrating. Since yarn is so slow-moving, predicting their movement seemed unnecessarily challenging.
I really love the core gameplay here. Would be nice if it was broken into a series of shorter levels with increasing difficulty, since playing for two minutes straight was a little exhausting since there was so much to keep track of. Including little challenges of "acquire X score without killing Y people" would also be really cool. A final neat touch could be increasing the speed at which you spin the longer you spin in one direction, resulting in more style points (but being significantly harder to control + more dangerous to other dancers)
Cool game!
Good tunes, cool to see two different stages with two difficulties each. Pretty fun!
Since there wasn't a punishment for pressing keys off-beat, you can get a high score pretty easily by mashing all the keys.
Cool mechanic. I kind of let humans multiply until I was getting coins and people faster than I could fire them, and using the coins they generate for health up to that point.
Impossible difficulty is a hilarious touch.
Entered "to seek the holy grail" in question two, was half-expecting an easter egg. :P Funny dialogue.
[SOLUTION SPOILERS] It was not very clear what the objective was, since the robots (?) never demonstrated that they can move things. I only guessed the globe had something to do with it because there were a lack of other things to interact with. Also, the platforms that could be sped up were moving so slow initially that deciphering what I can and can't manipulate was a matter of trial and error, which given how slowly your shot recharged (for no apparent reason?) was very frustrating. The fact I needed to shoot the enemy to defeat it didn't make a lot of sense, since the shot was described as speeding up an object, and the robot was already fast approaching and killed me on touch. I could jump, but I didn't see a reason to do so, since there wasn't anything to jump over. The ending transition was so slow I thought the game bugged out.
I ran into a bug where it seemed if I walked against a wall for too long, I blew up, which made a few stages more difficult than probably intended. I would have re-ordered a few levels for a smoother difficulty curve. Overall, solid game
Pretty neat mechanic. The physics were pretty satisfying, though I found a bug where jumping and hitting a spring at the same time would do a super jump. The throwing controls took a bit of time to get used to. I tried "1", "L", and "i" and didn't see a difference (Couldn't tell what key was being referenced).
Ending 3. Played again, got ending 2.
Textures were well done, dialogue and personalities were charming. At the end I was imagining what a sentient weapon dating sim would be like.
Pretty cool game. Can't say it was "fun" in the traditional sense but it was really captivating. I like how more and more tasks were introduced. Felt good about knowing the answer to one of the homework questions off-hand.