Sushi for Robots by ludipe 2020-10-04T22:07:58Z
This game is sweet, but I can't figure out how to rate it.
Foon → Ludum Dare Explorer → Users → Zachary Barbanell
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Autoscript | jam | 743 | 3.52 | 2.97 | 4.18 | 3.00 | 4.10 | 2.66 | 3.58 | |
| 2021 | 48 | Deeper and deeper | Flat Pack Piles | compo | 3.58 | 3.75 | 3.75 | 3.91 | 3.45 | 2.54 | 2.21 | 2.77 | ||
| 2020 | 47 | Stuck in a loop | Loop Deleter | compo | 71 | 3.90 | 3.92 | 4.18 | 4.26 | 3.18 | 2.92 | 2.56 | 2.97 |
This game is sweet, but I can't figure out how to rate it.
Ah, that makes sense, though it's a bit annoying. I'll have to save this for later then.
Looks like ratings are open now.
Great game. Most of the levels were very tight, although I did end up solving 12 and 14 with an unused sticker. You seem to have the line about sake in there twice, and you're missing a word on one of the earlier texts. Also, I'm not a fan of how there's a left arrow portal and a right arrow portal, even though those directions don't mean anything as far as I can tell.
Overall, this is a nice, short little game that's still got some challenge to it, and the little blurbs on the left are charming. I like it a lot.
It's a little annoying that at a certain point you've got nothing to spend money on but the occasional repair, but the game's not even half over.
Very nice game! As everyone else has said, you really need a restart button. This feels like it has a lot of room for expansion, especially with the more complicated puzzles that show up in the latter levels.
Big fan of the visuals, and the enemy variety is very nice. I like how you did the "glitchy" effects without going completely overboard. IMO, the controls should be the other way around, but that's just me maybe.
Totally the most interesting take on "puzzle platformer with time travel" I've seen. Very cool.
This is incredibly cool.
Very neat game, I like the aesthetic.
The game reminds me of another game I'm not gonna say the name of because spoilers but you can probably guess what game.
I almost wonder if it'd work better without the progress bar?
yeah, I guess no indication of progress whatsoever could be annoying if you're not familiar with the concept.
This is a very interesting concept, but all of the puzzles are very easy. Would have liked to see some more challenging levels, but it's still pretty cool mechanically. A button to speed up animations would be nice though, as it's rather annoying waiting 10+ turns for it to get into a loop.
The gameplay isn't much, but this looks incredibly cool. Also, this is some sweet music.
The idea of adding commands to the code while it's running is pretty clever. The game is really slow though, and I think that it'd be a lot more fun to play if there was some way to speed it up. Also, the audio is really loud for some reason. It's a cool concept, although it might have needed a little more time and polishing.
Can't say I actually enjoy rage games, but this is a good example of the genre at least, you're got the tight platforming controls and forgiving hitboxes down.
This game doesn't seem to load.
Neat game, I like what you do with each move being a single note.
If there's supposed to be some sort of hint in the game as to the path you're meant to take, it's too subtle for me to notice. I gave up after wandering around for a while without making any progress that I could discern.
This was fun, but IMO the puzzles could serve to be a lot harder. Also, there were a lot of puzzles I finished with lots of leftover pieces and without using massive areas of the level, which suggests they might have been unintended solutions? overall, fun concept, could probably stand some more polishing tho.
Pretty neat concept, I like it. It's very easy to lose track of the controls because they're relative.
I like the mechanics of this a lot, though I found the robot voice extremely irritating. Also, I encountered a bug where after I beat the third level, I was taken directly to the fifth, which was rather confusing.
My best time after 2 or 3 tries was a 1:10. I like the idea of infinite looping pinball, but in addition to the physics being quite janky, it felt like there were a lot of long stretches of time where I didn't have any chance to touch the ball. Altogether a nice concept and a fun little time waster.
I can't figure out how to interact with this game.
Quite cool, although as I mentioned before it was a bit difficult to figure out how the input works. I made it to this one before deciding I was done for now, I'm curious how close to the end this is:
+[[[-<+>]<<+>>]<<-[]>[->+<<++[<+<<<]>>>-[<<[<<<<<<]>>]>>]<]
Quite a cool game and concept, though some of the levels have unnecessary buttons or areas that are a little strange.
The visuals and theme are very nice and I like the mechanical variation between the levels. The physics can be a little fiddly, and I had some performance issues, but overall this is very nice.
This is fun in an idle-game-y way, but a bit lacking in depth imo.
I get that the audio is supposed to sound glitchy, but this veers into the realm of "actually painful to listen to". The gameplay is pretty basic as well, because you only have to look at the segment you're on and the one that's gonna be swapped to next. The core dodging objects gameplay works fine I guess, but overall it's pretty shallow.
Nice core gameplay loop, nice music. It's a little confusing how a mistake just kicks you to the title screen without saying anything and that it takes a minute to start spawning things.
Even if the actual art is pretty basic, the overall aesthetic is nice. The camera controls could maybe use a bit more work. I like the way you keep returning to places that you've been with new abilities.
Your game appears not to be public, the link leads to a 404.
Well, it was interesting to hear you talk about it at least. Personally I've been avoiding using any 'real' game engine because it always feels like I'm working around then engine more than with it. The idea of having robots call each other is really cool, maybe worth developing further? IDK.
@gamefriend yeah I agree, unfortunately the font is hardcoded into the engine. I tried to be sparing with my use of text, but I felt like this mechanic needed some written explanation.
@honey-pony yeah, the difficulty curve is not supposed to be totally monotonic - I put 9 in there as an easier break between some of the early harder levels, to give people a break and encourage them to keep playing. As for 12, some people get it really fast, others struggle a lot with it. (Level 14, otoh, is completely trivial because I added it at the last minute, oops).
@dotsquare If you used an orb while you were stuck in a loop, that's what's supposed to happen :) (If somehow you disappeared without using an orb, that's totally a bug, but I'm willing to bet that's not what happened).
@wormholegames Yeah, I tried to cut out as much exposition as possible, but I still ended up with a bit more than I was going for. I feel like I need to explain the mechanics at least somewhat, since they're not all incredibly intuitive.
Neat concept, it'd be nice if there was some sort of fast forward button since there's s lot of waiting.
Neat game, though it's a little frustrating that aliens in the second ring move at almost exactly the same speed as you.
This is pretty fun, it's a bit trial and error but that's okay. Also, this level of visuals in a puzzlescript game is insanely impressive.
A neat concept for an idle game, but there's not that much interactivity and the fact that if you die you lose all your stuff for real is super punishing. It seems like it takes too long to become powerful imo.
Amazing game, my only issue was that some of the songs seemed significantly louder than others,
Neat game, though it's a bit weird to have gold get sparser the deeper you go. I got as high as 54 in the handful of runs I did.
@euler-moises Yes, there is an end, when you reach (what I believe to be) the highest possible score.
_This game is terribly ugly, and even though it made my eyes feel some incredible pain, it’s still not as bad as the games incredibly annoying music. Sadly the gameplay is more boring then reading the manual to my last HP printer, and if it was not for that music, this would have been greater at making me sleep then a really strong sleeping pill. And by the way, why the hell do you make multiplayer games, when no one has any friends? So overall I can only say, that this game is a really bad experience, and this is definitely the worst game ever made. Have a great day, even though you ruined mine._
In all seriousness, looks pretty neat, though I don't have anyone to do local multiplayer with at the moment, might come back to it later
Very pretty game - personally I think it would have been nice if the theme played into the puzzles a bit more, as opposed to just making you stop what you're doing and play hot potato for a minute, but the gameplay felt very solid nonetheless.
Neat concept, though as mentioned in the description, would be neat if there was more interaction among the bugs, as far as I can tell the one on level 1 is the only one. Bet you could expand this into something with some really interesting puzzles, especially if you allowed bugs to modify the properties of the scanner.
Amazing visual style, and great gameplay to boot. My only complaint would be that there's no reason not to leave the light on the whole time in task 2 - the first one felt much more fleshed out with taking the lid off affecting the temperature. If you were looking to further expand this, I'd suggest adding more 'familiar' tasks ala job simulator - it's funny that making pasta is hard because I know what making pasta is like, but it's not that funny that running a mars rover is hard because I don't have experience running a mars rover.
Neat game - I kinda wish the shadow was a little more defined since the isometric perspective can make jumps pretty confusing, though maybe that would remove a lot of the challenge. The physics are just fun to jump around in.
The puzzles seem neat, but the controls feel incredibly unresponsive - maybe speeding up animations if the player has pressed a key would be a good thing to do?
A deckbuilder seems like a pretty ambitous choice for a jam game, but I'd say this succeeds - your instructions could be a bit clearer though, took a while to actually figure out what I was supposed to be doing.
Cool game - the one thing that harmed the experience was that on some of the bigger levels, it could be hard to pick up certain objects, since the mouse position required to do so seemed precise, but also not perfectly aligned with the object's visual location.
platforming controls feel very solid, but got pretty lost with the map layout.
Just a general tip for LD - you probably want to have the link specify that it's an HTML5 (web) game, since more people will play those.
On the game, this is sweet! I like that you play with 'troll game' concepts without making something overly punishing, as those games tend to be. I do think the fact that you have two action buttons could probably be cut down - there's so few puzzles where opening are relevant that it could probably be always caused by knocking? Just a thought.