FoonLudum Dare ExplorerUsers → xra

xra

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuCmCo
201019DiscoveryCOMPLICATED VIEWcompo1392.702.173.973.333.131.201.293.153

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Comments by xra

LD19 — Discovery

Chaotic Spread by r4m0n 2010-12-21T06:42:00

this is a great idea :) I'd look into making just the controls themselves feel fun to play with if you continue with it, the transition from hyperspace is awesome.

Thirst by Zilbuz 2010-12-21T06:35:00

I began to lose hope until I found a piece, my only suggestion is coming up with a way to give water when the Player is very thirsty, create some just off screen in a radius, something to cause the Player to feel a constant up down change in safety and anxiety (close to dying)

Fate of Mankind by LegacyCrono 2010-12-21T06:52:00

was hoping the first time i jumped on spikes would say "discovered pain" :)

COMPLICATED VIEW by xra 2010-12-20T19:09:00

thanks for the comments, I'm going to work on this more at some point to try getting it up to what I wanted to make, I'm glad it was creepy also, if I had gotten audio in it would have increased the creepiness quite a bit. There are a couple bugs, if you try to solve any wall facing a solid block (prior rooms are filled in when you exit them) it will create the new room inside the solid block, so you won't be able to continue. Also when you proceed far enough the enemies begin pouring in... so you can just pretend you've beat the game and quit out before it drops to 1 fps.

Sprawl by OneHP 2010-12-21T06:48:00

to spice this up a little, since each room has a border or some type, the border could be slowly closing in on you, get a bit of urgency in there. the movement could also be fixed up so that it isn't a keypress for every step

Mother Robot by increpare 2010-12-21T06:26:00

solid! I really enjoyed this, my only complaint is the pacing being a bit slow at about half way through, I found myself wondering how far I was. It could be as simple as swapping to an interior section, going into a hole in the background that changes to a narrow stretch of cavern, then exiting out of that back into a new section of open cave, both having their own bgm (like the pipes in super mario bros for example). Another thought for escalation is certain types of moving hazards that can break the energy beam line of sight.