FoonLudum Dare ExplorerUsers → Yanrishatum

Yanrishatum

Category Medals

YearLDThemeGameDivisionCategoryScore
👥 🥉 2024 56 Tiny Creatures Your Dreadful Majesty jam Mood 4.70

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202558Collector👥Mechmoriesjam1853.813.213.304.054.504.07
202557Depths👥Deep Dark Difficultjam1393.943.733.253.654.154.134.02
202456Tiny Creatures👥Your Dreadful Majestyjam234.313.873.523.974.674.70
202455Summoning👥Isekai Husslejam2473.873.483.783.734.183.783.814.01
202354Limited Space👥Urban Junglejam5143.633.283.393.824.524.00
202353Delivery👥Haul and Prayjam814.173.563.813.934.744.344.43
202352Harvest👥Goblin Sylvester the Mighty Harvesterjam534.094.003.853.814.193.853.344.08
202251Every 10 seconds👥Heartbeatjam604.153.894.184.314.104.234.52
202250Delay the inevitable👥Please Don't Date Mejam514.203.724.124.194.463.944.15
202149Unstable👥Viole(n)t Cookingjam5843.643.162.983.754.624.123.293.72
202148Deeper and deeper👥Fleetingjam1244.103.733.473.504.394.314.47
202047Stuck in a loop👥Despairshipjam1324.083.884.024.224.063.983.583.81
202046Keep it alive👥Morphologyjam1004.143.773.984.304.644.094.27
201945Start with nothing👥Beyond the Horizonjam4373.563.053.103.574.503.593.66
201944Your life is currency👥Vampire Driftjam4133.563.623.243.624.593.373.62
201842Running out of space👥Edgy Fantasy Battle Deluxejam474.083.653.823.974.363.823.763.74
201841Combine 2 Incompatible Genres👥Apostle: Vanguardjam2793.753.223.753.904.673.454.05
201740The more you have, the worse it is👥Rokku Bandojam3033.703.562.583.584.283.902.903.61

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 Yanrishatum

LD42 — Running out of space

Edgy Fantasy Battle Deluxe by Shess 2018-08-14T08:48:07Z

@gmaker What OS are you running and what videocard you have? Because it fails to allocate basic textures for rendering (And WebGL not only support RGBA format, it prefers it). Well, we clearly do not support outdated hardware in html5 version, but try to compile C executable today (with DirectX target).

Edgy Fantasy Battle Deluxe by Shess 2018-08-14T11:15:40Z

@gmaker I updated the build, and fixed your issue (Turns out WebGL1 supports only POT cubemaps, and our cubemap was NPOT, which crashed the game). Changes: * Fixed cubemap breaking WebGL2 incompatible devices (linux) * Fixed healing/fire effects. * Changed default volume to 50%.

LD47 — Stuck in a loop

Despairship by Shess 2020-10-22T07:22:49Z

@satolas We didn't use version control (I eventually drop source code into my jam repo on github however). Instead, we use Syncthing, since it's easiest to set up and use (I.e. simple folder sync). So it's just a drag&drop in terms of sharing assets. And apart from Shess, who did text/gamedesign/UI graphics, we all had our own role.

@wolfrug They do. You have a limit of 5 clones (including yourself), and then oldest one will disappear. If you could just spam however many clones you want that would destroy any semblance of difficulty.

@bytinggames You don't delete your crew on collision, as I just mentioned - you have a 5 clone limit, and collision just interrupts your current run at that point.

LD49 — Unstable

Viole(n)t Cooking by Shess 2021-10-06T05:48:58Z

@tinykidtoo Any ingredient going over 50% of the total ingredient sum is a fail state. Since it sets game flag to "not playing", it obviously locks every interaction except the book.

@paul-maxime Pie chart updates near-instantly with some fairly fast lerping, but there is a slight delay between you dropping the ingredient into the pot and it actually being added (it's intentional). I queues the item, and Violet going back and forth is an actual place where it gets added. As for reset, see below.

Because Itch decided to lock out build updates, I was a few minutes late to update the build with some fixes (namely fail state being more obvious as well as some effects that lets you know what objects became interactible). So, no dice here.

LD51 — Every 10 seconds

DRILL BILL by Aurel300 2022-10-09T17:20:39Z

Surprisingly fun to play. Giving player time to consider how to solve the level was a very nice touch, compare to just throwing player into the level with no preparation. Making it work as both a minor puzzle (what and in which order to shoot) and an action-platformer. Also I suck at precision platformers. Hate the damn lava levels. The clock animation progressing in a stepped manner felt a tad distracting, however. Personally would prefer it to just move smoothly.

Overall it's quite polished gameplay-wise and fun to play.

Forging Through Fire by ryusui 2022-10-11T20:33:05Z

Short and sweet. The menus would have felt better without the gradients, as text was somewhat hard to read. Especially since the stylized serif font was already heavy on the eyes. The second to last level was a bit of a surprise, compared to its predecessors. However while overwhelming at first glance wasn't too hard to unravel. The fact that you couldn't burn the heart/ruby with dragon fire I think was a missed opportunity.

Overall it was a good experience, and the victory screen honestly sent me laughing because I noticed the "boob physics".

Heartbeat by Shess 2022-10-09T18:45:21Z

@stmatn > You could add some kind of indication that draws the players attention to the newly introduced systems

Yeah, I did experiment with the idea a bit at some point, but it looked quite yikes, frankly. I do think that some elements need better visual indicators of their interaction state. (The small LEDs on some of them actually were added mainly to better indicate the state).

@paul-avallone > Sometimes it felt like the space bar wasn’t being responsive.

That's definitely an oversight with the graphic assets on the timer circle as it's not properly aligned with the time where you can and can't press space yet. The red vignette starting to appear is an accurate presentation of the timing, however.

> I wish the end game and the restart needed a specific button to click because I would restart the game immediately after dying and when I finally landed I accidentally skipped past the win screen because I was still trying to play the game.

I've dropped a small update to add a 3 second delay before you can restart the game to ensure players won't skip it by accident.

@juutis > That said, the keyboard bindings could use some improvement

I agree with that, however I'm not sure which keys to use alternatively, plus the keybindings are baked into the textures in the first place. (Also Cltr+Alt+1/2/3 is a global hotkey for me as well, so I feel the pain)

Heartbeat by Shess 2022-10-12T08:21:40Z

@nicekot > Do you have to press space only in the red zone? Or do it more often?

Rather as soon as red vignette starts to appear, i.e. once every 10 seconds. The bottom-left circle is not accurate to the timing.

Well, for people who wanted easier gameplay MASSIVE SPOILERS on mechanics:

1. As soon as red vignette appears - it signals that you're clear to press space with a 1s reaction time. Afterwards you take damage every second (indicated by quite heavy vignette + sound que) 2. You'd want to keep your oxygen in yellow bar area on a high side, but not orange. Pump too much - you start to take damage (LED turns orange on low damage and red on high). 2. Pressure you just need to keep low, however pressure chambers (aka switched below the wheel) accelerate pressure build up by 20%. 3. Wipers literally do nothing other than unfog the window. 4. 1-2-3 switches also only control the distance screen display (cut mechanic with you having to press and hold break button at specific altitude instead of as soon as cover opens up) 5. Alt-Shift-Ctrl switches cause ship to move, in theory making shooting asteroids harder. Otherwise do nothing. 6. Asteroids do a bunch of damage if they reach the ship + create window cracks. Just click 'em. Cracks, unless taped - accelerate oxygen leak by 20%. 7. As soon as button opens you should just abandon everything else and hold it. In fact, when button is held I blatantly cheat and disable player taking any damage in order to ensure he doesn't die, however he still dies if he took more than 70HP damage (not gonna say how much damage things do, but asteroids deal a ton, and overpumped oxygen is a sure way to early grave)

Also game split up in roughly 3 stages: First minute is "learning", where you get mechanics unlocking one by one. Second minute is ramp up stage. And last 20 seconds is chaos stage. Game duration was decided on quite early and everything was designed with that in mind.

tl;dr: Just keep oxygen in high yellow bar, keep pressure low, press space every 10 seconds, shoot asteroids, hold the break button and you're set.

Assault on Hartblood Hotel by kiririn51 2022-10-09T18:09:40Z

Unexpectedly a JRPG. The curse on timer mechanic felt a bit too obscure, as I didn't realize at first that it was timer that caused the curses to apply. Besides that, while felt as if you are thrown into the middle of the game, writing felt natural even without the context of "what happened before". Overall the game didn't feel grindy or too long at all, which was very nice. And art style of characters is stellar as usual.

On a side note, probably should've put the combat sound effects into a SoundGroup with a limit of how many can play at once, because murdering 5 enemies via Brawl was painfully loud. Maybe it would be a good idea to have a small icon indicating which keys you have collected.

FLV-51 by landosilva 2022-10-11T20:12:38Z

Wow, a 10-second tiny metroidvania was definitely unexpected. Frankly a "die prematurely" button would be appreciated for later stages of the game. Timer actually pausing to let you read the button prompt was a very good touch. I've managed to press some buttons without double-jump powerup just by stacking the bodies, and I'm curious how many power ups you actually NEED to finish the game. I guess only double-jump and dash to cross the gaps, since everything else can be done by stacking the bodies.

A very well polished experience, one that does not overstay its welcome (larger map would likely be quite annoying to navigate with a 10 second limiter).

FLV-51 by landosilva 2022-10-12T17:58:43Z

Correction: Low% requires only dash, because exit is too far and spikes near dash upgrade are way too hard to clear without dash. Simple tactic - bury everything with bodies, including spikes. While you leave no body on contact, if you die above the spikes - body remains perfectly intact and 2 of them is enough to cover the vertical reach of the spikes. The big pit before exit was a mass grave. Really fun game.

FLV-51 by landosilva 2022-10-12T23:50:42Z

@settings Nah, not a speedrunner at all (don't find "going fast" as an interesting thing to do). I just like to finish games with 100% and in some cases figure out low%, as games often aren't really designed around players actively avoiding upgrades. I'm really happy that my initial idea of needing double-jump and dash was wrong as I discovered ability to just drown spikes with bodies, lol. It does require some timing, since you want to bee mid-jump when timer runs out and not hit the spikes while being alive. Wall-climb/jump were obviously skippable by stacking enough bodies, but if not for ability to drop bodies onto spikes and retain them double-jump would be mandatory for a big gap.

LD52 — Harvest

Goblin Sylvester the Mighty Harvester by Shess 2023-01-11T23:20:18Z

@bradu > Am curious if there was a strategy to not sell some of the items (or maybe remember the items that got sold for the most?)

Game actually remembers what you sold before (or should at least) and next time you find same item - you will get a prompt on how much it's going to sell for.

> Would be nice to have a way to open your inventory even when you’re not on top of lootable object

Didn't have time to do.

> Unsure what was the “rule” for not collecting enough (as going “early” back to the shop keeper)

First 30 seconds of the level. Mainly to prevent players from accidentally ending level prematurely.

> Would be nice to see the cost of each individual item (maybe keep some of them for other usage in the future)

You can always see the costs of the items in the shop as well as after you sold same item once. Not knowing the costs in the field is intended as you supposed to estimate price based on looks. I.e. "that looks expensive". (+ there was a cut mechanic)

> Sometimes the slow walking speed on swamp (?) was jarring…

Certain terrains have movement speed penalties, as well as your encumberance level. On empty inventory you move 30% faster and on almost full - 30% slower, however that penalty is alleviated when you are on the road.

> Suggestion: similar to the golden tint / items that are more costly, maybe adding something like selling alot of the same type would give you a bonus (making sense to collect alot of low-tier gear if you have lots of the same type)

There was actually a cut mechanic of selling item sets. Didn't have time to do.

Goblin Sylvester the Mighty Harvester by Shess 2023-01-11T23:24:13Z

@fluri > I didn’t realize there was a cost to not returning to the spawn on my first playthrough and the 3D view could be closer.

Yeah, mechanic is implemented but not properly conveyed as we just ran out of time. Intention is that if you don't get back in time - you have to bribe the guards with your most expensive item.

@nicekot > Funny title and in-game goal, cute goblin art, but the overall mood is so sad and melancholic

There's actually a reason for that, as we had a bit of miscommunication on what the plot premise is.

LD55 — Summoning

Isekai Hussle by Shess 2024-05-03T20:22:35Z

@mircudx > I would like to have a pause button

I agree that without full pause - game doesn't let you properly appreciate the funny titbits with hero generation (frankly sometimes it produces some hilarious combinations of traits and trivia). But at the same time - being able to pause at will would remove A LOT of pressure from the game. The game speed buttons were rushed last additions to alleviate waiting you have to do when worlds are stable or you have no heroes to spare, and slowest setting already sets it to 20% speed, so it should fairly easy to beat if you switch to it when feeling overwhelmed.

@tentacledream > Game feels overwhelming at times, or slows down waiting for the next truck

Yeah, can agree here. Pacing was hard to adjust, and aforementioned speed buttons were a crutch to address that. In retrospect I'd make it a slider and allow for even higher speed, but it's retrospect, it's always like that.

@apoly > Would love to see icons with different stats to understand what each one means and maybe in addition to text traits a small icon stating what it does would make it more accessible.

That actually was planned, but never made into the game. I wanted to put icons denoting which affinity the hero trait affects, but never got to it.

@zinkler > There are too many gifts to keep track of, and it always feels like you race against the clock and don’t have time to read the perks, even if in fact you might be able to. Downtime between arrival of new souls seems a bit dull, and the worlds’ dynamics are not clear at times.

Yeah, it's intended to lay pressure on the player, because if they could simply do it at their leisure - game gets hilariously easy. But as I sad above - it sadly affects ability to enjoy the writing. And on topic of gifts: It should have been fairly easy, as each gift provides affinity buff, and each word has specific affinity. Formula is basically `(hero affinity + gift affinity) * trait affinity * world affinity`. Hero affinities are hidden values and are extremely small to the point that you can't really rely on them thought. Traits play a much bigger role here.

> simplified version of it, along with a pause button and an option to buy more souls using currency

There was a planned feature that got gutted pretty much immediately due to time constraints - ability to buy permanent upgrades. Including truck capacity and speed. And as mentioned above - speed buttons were added to improve downtime/overwhelming moments.

@n0va > Like how ya used truck-kun lol

In fact I wanted to make it start off empty and hit sprites of people and thus increasing the counter while it was driving first quarter of the bar, for extra funny. But alas. It was so low priority it never came to be.

@vgxmecrew52 > sorry

I'm not sure if I should answer to your original message or not lol. But in short: That's what we could make in a given timeframe with effectively 2 people (+audio guy, granted Elvendan did give a few very good ideas, but mostly he stuck to making audio). Most of your suggestions are basically not doable within given timeframe and manpower. And in fact some suggestions were floating around during initial discussion stage or popped up during development but discarded as being infeasible.

THE SALMONING by pataya 2024-05-03T13:42:41Z

Pretty fun, albeit short. Really appreciated that finger wiggle when you try to click outside of summoning circle. Mechanics are fairly solid, and given more levels would be a neat little puzzle game, as this version feels a bit overwhelming and short, not giving enough time to explore each fish type mechanically.

Death Death Resurrection by Lachlan James 2024-05-03T14:08:52Z

Quite fun once you know what you're doing. A bit confusing at start, but after figuring out controls - quite fast-paced.

Not sure if it's supposed to be like that or softlock, but when I killed crusader while he was cleansing third location nothing happened? Also entering correct combo but getting it reset because I pressed space just a a few frames before cooldown ends was a bit annoying. And a bit of personal nit-pick: Do not use chromatic abberation on text, I beg you, it's horribly unpleasant to read when you have poor eyesight and astigmatism.

Crystalline by TripleCubes 2024-05-03T14:23:47Z

Wow, quite a fun experience. Controls are snappy and gem respawn rate is fast enough to not feel annoying, yet do not allow for easy spam. Music is catchy and sets the mood quite well, if not a bit too fast to loop. Mixed feelings on gazers. Practically only real threat to the player, but also a bit annoying how they have no telegraph that they're about to shoot, so you have to awkwardly shuffle around waiting for it to fire off to ensure you don't get shot while aiming.

LD57 — Depths

Podvodsk by Finlal 2025-04-24T20:21:00Z

Good graphics and audio as usual. Late-game bunkers feel like more expensive scaffolding, because there's absolutely no way to make them profitable.