FoonLudum Dare ExplorerUsers → Yann

Yann

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201635ShapeshiftShapeShiftercompo5103.172.872.703.702.701.892.3246
20132710 SecondsVoxSculpt Challengecompo14
201326MinimalismMini Malicecompo3983.323.213.292.883.283.243.523.3237
201224EvolutionPlopcompo353.813.383.773.403.272.912.113.2151
201121EscapeWalls of Darknessjam302.922.672.583.423.253.091.33

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

Mood vs Overall

Comments by Yann

LD21 — Escape

Walls of Darkness by Yann 2011-08-23T08:47:00

Yep, I didn't have time to make other levels. I wanted to make the game look pretty.
Changing difficulty change the timing between the start of each raw of walls. In this regard the gap between too easy and unbeatable is really narrow (if you try to get all the treasures). Maybe I should use another parameter hmmmmmm...
Anyway thanks for your comment =)

Walls of Darkness by Yann 2011-08-23T19:54:00

Thanks =)
Yeah I used the default grid movement behavior of construct classic, next time I'll code my own movement 'cause indeed, this movement is too sensible (one quick touch may move the character for two grid square instead of one) and pressing two keys at the same time stop the movement.
I got used to it but it's not that good anyway.

Walls of Darkness by Yann 2011-08-27T13:12:00

Thanks jedi =) yes the stopping is annoying, I used the default movement of the engine,I should have tried to code a custom one. I did for one just two days ago and it took me like 30min. It's a shame.

Walls of Darkness by Yann 2011-08-30T01:54:00

yeah I may try to do longer level but now I'm losing myself on other project. This ludum dare triggered many ideas :D
I made a maze generator in 2 days just after this one.
You can check it out here http://dl.dropbox.com/u/23551572/exe/maze.exe

Walls of Darkness by Yann 2011-08-30T01:54:00

Oh! and thanks for your comment =)

LD24 — Evolution

AvRvE by Cake&Code 2012-08-29T07:14:00

Nice puzzle game!
I agree with AaronGordon for the theme not being reflected enough in the gameplay.
Maybe you could add some "natural disaster" tiles that would destroy for instance trees blocking your way or make some ice melt. This way you make the level itself evolve as a part of the puzzle solving.
Or you could give 3 goals for each puzzle like saving a mammoth, a sabertooth cat or a dodo, and according to this choice the next puzzles get modified (yeah a bit crazy to create though :D)

Anyway, I agree with everyone, graphics and audio are good, the gameplay is a little unforgiving (don't waste a millisecond or you're dead) but still good and nicely polished.

Fend off waves of zombies with your evolving gun DELUXE by Ezzam 2012-08-28T14:58:00

Not a bad game but yeah I'd like to know what the third player enhancement icons mean. As the first two are "speed" and "jump strength", I would guess the last one is recovery rate or resistance but I didn't really noticed much change.
As for the theme, yeah every leveling system could fit the concept of evolution, but I think the theme were an invitation to try to add something else to that. Like maybe you could get some of the zombies abilities and make them your own ; maybe fast/jumpy/strong zoombies could spawn some pickups and by getting these pickups you'd evolve into a faster/jumpier/stronger being.

Anyway, it was fun (:

.Evolvorous. by repstyle 2012-08-28T08:59:00

Same here looked like a fun game though

Diverge by patrickgh3 2012-08-29T07:45:00

Hey nice idea, having to choose the path of your evolution to get to each goal :D

At first I didn't notice that the red dots in the breakable tiles had a meaning, after that it went smoothly =)

Graphics are ok, I agree with RARoadkill for the music.
Of course, it makes me think of "Knytt" and "Knytt stories" from nifflas.

Good game =)

Galapagos by espekia 2012-08-27T12:02:00

That's a nice game, the only thing it suffers is the lack of visual feedback. After I played 3 of 4 levels mindlessly spawning the appropriate tree, I end up noticing that their was an health bar.
And that the weird disappearance wasn't a glitch but death.

Then this game became more a matter of timing for population control.
The last generation should be the closer to the goal, so you just have to wait for them to die and just feed the youngest to evolve faster.
So in my opinion Good innovation and good fun, and Excellent implementation of the theme (:

As suggested, I think you could expand the idea with predators and the ability to hide/run/etc (:

Catching Life by Fadobo 2012-08-28T17:44:00

Interesting, a mix of timing, finding the shortest path, watching the surrounding so the rocket target the right planet.

It looks more like infestation than evolution though :D Makes me think about independance day you know "They're like locusts. They're moving from planet to planet... their whole civilization. After they've consumed every natural resource they move on... and we're next."

Anyway, I think you could probably make the concept "evolve" by setting some gravitationnal traps for your rocket like a solar system to avoid or finding the right timing to go through an area.

Good game (:

Bit-Craft Evolution by eyehawk 2012-08-28T14:10:00

Nice game (: I think all the usefull stuff has already been said but I'll say it again: no autofire in a shooter hurts your hand :D

The Lost Laboratory by Kayelgee 2012-08-28T09:28:00

Nice audio! The game gets a little repetitive after some kills though.

Jim's Quest by craio95 2012-08-28T08:41:00

Hmmm I'd say the evolution theme would have made a little bit more sense if the character were evolving through the levels. Here only the levels evolve (:
Stamina limitation doesn't add much challenge in the game, just forces the player to stop what he is doing for a while. If you could find a challenge that would use that it might get more interesting, and the stamina decrease rate and max stamina could be something that evolves.
It seems to me that the fact that you have to get all the DNA and not just reach the warp to clear the level would go with a platform/puzzle game style. So you could add some sequences of choice where the challenge would be to find how to reach all the DNA. For now it's pretty straightforward.
Anyway, the graphics are nice and consistant and the controls are ok.

Mech Creature by Ramutra 2012-08-28T13:21:00

Ok I reached the second level, but this maze has no exit... v__v

Mech Creature by Ramutra 2012-08-29T16:44:00

Seems pretty closed to me
https://dl.dropbox.com/u/23551572/C2-Games/LD24/Mech%20Creature-lvl.jpg
Unless you put some kind of hidden passage somewhere by removing a collision. But I don't really feel like going through all the walls of your huge empty level. So yeah Ragequit (:

But just in these two levels I might say that it's a bit unbalanced between long wandering phase and actual gameplay phase. In the first level, there's really nothing after you pass the surprise worm.

But overall you've got pretty decent graphics (: like your biomechanic lizard character and the animations are cool

IO VUOLE ZEN by Capro 2012-08-28T16:16:00

hahaha directly from brainstorming to game withouth any form of selection :D it was fun and very frustrating, I'll go kill some rabbits now

Species:Chappy by hnjslater 2012-08-29T08:12:00

Nice idea, unfortunately, I think your game would have gained a bit of clarity with a little more work on graphics and audio.
I didn't clearly see the changes in level 2 between the population of the two left island. When I finally found how to make the population live in the desert, I noticed the Darwin effect and then the game made a lot more sense.
This idea can definitely "evolve" into a solid game (:

Plop by Yann 2012-08-27T08:34:00

Wow Thanks guys :D Fell asleep after testing just on game... time to play :3

Plop by Yann 2012-08-28T20:46:00

Thanks guys (:

@hnjslater yeah I noticed this aspect when I played the level, I think with a bit of time I would have added a rewind system like in toki tori, or at least, for big levels, some checkpoint items that would capture the state of the level...

Plop by Yann 2012-08-29T06:33:00

If you have invisible stuff, you're probably using firefox, I used some WebGL fx that aren't fully compatible with all browser.
If you want to play the game without issues you can either use the last version of chrome or dl the .exe (:

Thanks for your comment o/

Place of Origin by evilseanbot 2012-08-28T08:19:00

Oh noes paradize is all flat and full of grass... wait...

LD26 — Minimalism

Stalker by The Consul 2013-05-02T13:07:00

The game is nice, definitly well made, Graphics, UI, Atmosphere,...
The bad side is that you're often down to hunt for clickable areas with for sole feedback the mouse cursor shape.
I think it kinds of break the mood, I opened the chrome console and thankfully you used the DOM to script your areas so I just had to hover some div element to figure out where they were.
It then made the game better since now that I knew how I could interact with the game, I could focus more on the story.

The end is indeed weird, and unfortunately there wasn't really any challenge in the choice you can make in the dialogs. Though it would have been hard to elaborate some complex story tree in just two days (:.

As far as the theme goes, on one side your graphics aren't really minimal, as well as your story, on the other end the UI and the interaction are. Sooo I guess you're half in / half out of the theme. But well to me the theme is just a pretext to make things nice, which did rather well (:

A Simple Circle by zatyka 2013-05-01T09:40:00

Nice ideas, and cool mecanics (:
At some point I got stuck and ragequited though and then I remembered that I had some sleep deprivation. So I gave it another try today.
Definitely a good entry (:
The thing that made me ragequit I think is that you spend some time figthing against the UI.. You don't have any indication if you'll drop a piece at a valid place or not. It would have been easier if the piece turned red when invalid, or something like that.

But some good puzzle overall o/

Mini-Malice by Starspell 2013-05-01T08:28:00

Hehe indeed we had the same idea for the title (:

Nice simple game.

In a game design standpoint I understand why you've choosen such control (we have rotation speed has to be considered when we want to reach some area) but I find them quite frustrating and hard to use.

But like the idea.

Potato Dungeon by _Rilem 2013-05-01T09:07:00

Pretty impressive (:

For some reason, I had a weird bug for the boss fight: I could hit both tiny pig soldiers until I killed one and then the other didn't register the collision of either my or my horse's sword. I guessed you somehow destroyed the two collision. After trying a few time I succeeded though.

But overall nice game idea, and you managed to find some really cool pseudo-coop mecanisms =)

Balls! by Codexus 2013-05-01T01:34:00

Darn your game is as horrible to handle as it is pretty :D
I had so much problem controlling the character and also if you push the ball on a slope you have the tendancy of walking over it. Pretty frustrating.

But! I finished the game anyway (:

Save the Potato, Save the world. by JohnnySix 2013-05-01T10:10:00

Ok first minute: holy crap, what is that? where I go? what do I do with this rock potato taters.
After this first phase, few death and finally reaching the bag (oh you were there all along?)... I told myself "wow... those 4 taters? without dying?.... And then little by little, starting from the furthest away (most difficult) to avoid having to redo everything each time.

Overall nice idea and graphics. Discovered toward the end that you could wall jump ("ho... can be usefull").

And well done with the animation (:

Arena by rogueNoodle 2013-04-29T22:11:00

Hey pretty neat graphics, I like the subtle reflection on the floor.

As everyone else said, controls are indeed a problem and I've never really came across a good solution for isometric control. So I usually refrain from using isometric representation when controls are so important.
I would have probably settled for frontal iso. But yeah it's less graphically interesting (:

Anyway that's a pretty well done game o/

The Call by fullmontis 2013-05-02T17:13:00

Hehe nice, though, unless I miss read the option menu, you should add something to be able to delete the saves so we can test the game again. I had to go through the .py to find out that you were keeping stuff on AppData.
Wanted to see both ending ;p
So yeah interesting!

I Didn't try your post-mortem, but it could be fun to have a tree of possibilities and maybe Debbie can call you as well (which would make hanging up part of the gameplay maybe), she could say something like "I know you're not Dan but if you play the role you'll be rewarded", blah blah and another scheme on Mark and you could have the choice to side with either Mark or Debbie or none of them :D... etc

Way Home by unclejunkie 2013-04-29T21:23:00

@unclejunkie
Hey well done (: it's lacking a bit of feedback to really understand what happens, and the starting screen text is too slow whereas the instruction text in the game fades too fast (should put a button for the player to chose when to close it I'd say)

But overall it's looking pretty nice, I like the ambient sound, a bit less the sfx (maybe too loud or too 8-bit), and the idea is a good starting point.

I would encourage you to continue working on this game. (:

Well done!

Equalizer by whiteravens 2013-04-29T22:28:00

Nice idea (:
Few little things could be improved to help the player understand what is going on, thus making the game more fun:
- put an indication (arrow) when picking a box will change gravity, and in which direction
- indicate deadly pit with maybe spikes or circular saw.. something deadly. because sometimes, because of scolling you don't know it's a deadly pit.
- being able to zoom out so you can plan your action ahead to solve the puzzle
- when you are in reversed gravity, maybe jumping with down arrow instead of up

Cool puzzler overall (:

Steel Guy! by lukedirago 2013-04-28T10:20:00

Well done (:

Mini Malice by Yann 2013-04-29T20:01:00

Hey thanks guys :D

@Crefossus I had other ideas for features, but I wanted the game to look and sound good so I had to cut those corners =)

@whiteravens yeah I prefered not to fall to much into the depth of tweakings. time was short, I only got started after the C2 class.

@JohnnySix Yeah to kill the priest you have to power stomp from high enough (:
Might not be easy sometimes.

Mini Malice by Yann 2013-05-01T01:29:00

Heh thanks everyone :D

Yeah the repetitiveness seems a the recuring issue. I wanted to add more feature of course but I also wanted to polish the graphics.... darn time!

@_Rilem
Darn! that's actually a good idea! I'm keeping it in the back of my mind (:
It would probably make the repetitiveness less perceptible.

@Starspell
Oh sorry to hear that, if you read this comment, I'm interested to know what
browser(version?)/OS you use (maybe Chrome is the solution)

Battery by onzephyr 2013-04-29T22:01:00

Hey neat, very hard, but neat (:

LD27 — 10 Seconds

Inversion by mutuware 2013-08-28T20:17:00

Nice idea, I feel like you should however lock the game during the rotation because you don't really have time and the proper visual feedback (when your character is sinking while still being upside down) to react properly... I sometimes jumped left instead of right....
I like how the two characters can help each other out though (:
And yeah like some said, sometimes the change seem to happen randomly

Every Ten Seconds A Kitten Drowns by matthias_zarzecki 2013-08-28T20:04:00

Hehe interesting, works well, but two things:
1/ using kittens is very a very low move on your part ... I mean... seriously... kittens :D
2/ I couldn't find any ways to get better.. Always stuck to 40-42%, I checked various strategy in buying power ups but nothing
3/ sometimes cat spawn on mines.... you should have filtered such case in your randomness =)

But overall the game is working and well... kittens!

Every Ten Seconds A Kitten Drowns by matthias_zarzecki 2013-08-28T20:04:00

(yeah it turned out to be three things...)

VoxSculpt Challenge by Yann 2013-08-28T18:45:00

Oh nice you like, at two third of the dev I was starting to wonder if it wasn't too boring (:

@zatyka yeah I hesitated to implement some 3Ds max/maya/blender like viewport controls but it wouldn't have helped for the learning phase of the game. But maybe there are better rotation algorithms for a click/drag control

@Erkberg yeah the undo, I thought about that but I concluded that being able to recreate a cube would be enough... Maybe not...

@SaintHeiser yeah the theme definitely feels like it doesn't belong, but to my defense I did start to think from it. I wanted to create a challenge for people to exercise their 3D representation and maybe take a liking into sculpting voxel art :D
But yeah... the theme felt more and more like it didn't belong, and I actually implemented it at the end.

@SaintHeiser yeah as an extra control you're probably right, the more the better (:

Thanks again everybody, I'll try to take some time to try your games as well (:

LD35 — Shapeshift

Gondwana's journey by JuDelCo 2016-05-09T21:10:00

Nice, you should probably go easy on the parallax, too much movement is distracting.
Also the upper background's parallax should be reversed: you should see less background leaves (the darkest ones) the higher you get since they get hidden from the foreground ones (the lightest one).

Flesh Mess by radmars 2016-05-09T22:10:00

Heh, I tried it when I saw it on facebook but forgot to vote :D
Nice one though I couldn't finish it =)

ShapeShifter by Yann 2016-04-19T15:12:00

@varuns and @DevelopTech yeah didn't have time to make a proper tutorial phase, but I thought a lot about doing it. In the end I settled with writting a help here and in game (in the Gear icon menu)

Thanks y'all

ShapeShifter by Yann 2016-04-20T04:34:00

Thanks (:
Yeah having started on Saturday evening (GMT+1) I had to cut something off... sound and tutorials... v_v
But well, c'est la vie ᕕ( ᐛ )ᕗ

I'll get to test your games once I'll get back on proper tiredness management :B