Foon → Ludum Dare Explorer → Users → Zessirb
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | 👥 | Sol Invictus | jam | 1099 | 3.18 | 2.84 | 3.52 | 3.56 | 3.54 | 3.29 | 3.27 | |
| 2021 | 48 | Deeper and deeper | 👥 | The Moore Contingency | jam | 910 | 3.51 | 3.23 | 3.67 | 3.21 | 3.72 | 3.30 | 3.44 | |
| 2020 | 47 | Stuck in a loop | 👥 | Blank Tape | jam | 30 | 4.30 | 4.37 | 4.23 | 4.19 | 3.94 | 4.00 | 2.88 | 3.91 |
| 2020 | 46 | Keep it alive | 👥 | Mauritius: The Last Odyssey | jam | 2412 | 2.75 | 2.28 | 3.25 | 3.30 | 3.14 | 2.50 | 2.27 | |
| 2019 | 44 | Your life is currency | 👥 | Experimental Treatments | jam | 180 | 3.81 | 3.57 | 3.60 | 3.86 | 4.09 | 3.60 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Back at Valborgne Manor | jam | 820 | 3.04 | 2.96 | 2.88 | 2.83 | 3.38 | 2.46 | 3.19 | |
| 2018 | 42 | Running out of space | 👥 | Castle Crabers | jam | 910 | 3.09 | 2.73 | 3.29 | 3.89 | 3.47 | 2.38 | 2.74 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | The hole at the end of the universe | jam | 428 | 3.58 | 3.47 | 3.29 | 3.59 | 3.74 | 2.77 | 3.36 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | CHRISTMAS PRIME | jam | 800 | 3.19 | 3.31 | 2.78 | 3.50 | 2.84 | 2.95 | 3.12 | |
| 2017 | 39 | Running out of Power | 👥 | The devil works in an open space | jam | 649 | 3.02 | 2.83 | 2.47 | 3.04 | 4.11 | 3.00 | 2.87 |
It is unfortunate that I have a low framerate while playing, make it very long to reach the village. The game is pretty nice, it was great to see different ennemies and a defensive position ; I would have liked some health pack in the tower because the helicopter robots were really hard to beat.
A little problem when rolling next to a wall : I'm beneath the building rolling in the deep.png
Fast attack only destroys one element, whereas the strong and slow attack can destroy everything on its path ; try it out on multiple objects !
That Funkotron is just too good MettatonEX.gif
@rosypenguin We didn't implement walls hit point because we though it would break the gameplay of building a castle protected from the sea (at the beginning it was planned, but we decided to cancel this feature and we also didn't have time). @hi-irie I also think we should have put an indicator when the tide is rising or not, but we were really short on time. The tools can also be selected with the 1, 2, 3 keys, the mouse scroll is optional. @vphyre The gameplay goal was decided very late (...monday) so we are aware that this would not be enough to make a good game. I like to consider this work as a concept more than a full game. Thank you all for playing, I'll try to checkout your games if they are available on linux.
I like the artwork ! Receiving the SMS also accentuated the funny part of the game ; great work overall !
Also, spoilers... I was stuck and could not use the soap I picked up ! Every other choices were leading me to death. Anyway, I restarted and chose an other way.
I quit after some ~70 years because the cities seemed to grow faster that I destroyed them so I could not eradicate the population, but it was nice ; quite hard for a azerty keyboard though but can't put the blame on you ; it could also compete for the "You're the main villain" theme. Well done
Yeah, nice to see another crab :) It is sometimes hard to jump as the player is often slightly above the ground, it causes some frustration when platforming. I would have also liked the screen to be a bit bigger, I don't like not seeing where I'm going to land when jumping.
I really liked the mood of the game ; unfortunately I didn't understand the battle system either ; it took me a few refresh before realizing how to equip stuff without discarding it ; I really think it has potential !
I didn't know what I had to do so I kept going upward (since left, bottom and right side lead to a wall) and the enemies seemed to stack on the right wall for some reason. I think it could be more entertaining having a higher difficulty (like enemies evolving quicker, or the energy bar emptying faster) I'm guessing the enemy sound is made from tearing paper, I like the idea of using an electric guitar for all your sounds. Nothing really innovating on the gameplay side but it's okay, I had fun anyway
Thanks for the linux build ! I find myself struggling on both levels when there is a one minute timer : I'm really running out of space to avoid walking on dirty stuff, and the game jumps from tranquil to nearly impossible. Is there something after the timers ? I think the difficulty is too hard there (or am I too bad ?). I wonder, can the growing stuff keep you from achieving your objective ? One of those grew just behind me as I walked a corridor leading to what I assume was the next part of the level.
The game is quite hard since losing your sword happens very often and picking it up in the air is quite hard. I am therefore not able to go to the point where i'm "running out of space". The game restart after losing does not work as the items do not spawn and it is not possible to equip the sword or eat stuff (had to refresh the page). Overall it's a nice mini game
For some reason, the graves stopped spawning after I destroyed all of them, and I did it without losing a heart, so either I got lucky or the game is too easy (I tried a second playthrough and same happened, graves didn't spawn anymore). Despite the lack of difficulty, I think it misses a little something to keep the player entertained (some extra feature), but you probably didn't have time ; also the attack animation does not coincide with the move animation. Overall there are some things that would benefit from being implemented (like an end screen if you destroy all the graves) and it has potential, great work doing this in two days !
The music is nice, and it is quite satisfying to increase souls ; if you plan to improve your game in the future, you might want to increase the difficulty (maybe depending on time) and add some more features ! Well done :)
I find it strangely hard, but not in a bad way I suppose; the only thing I did not like was when the car restart when there is an animal in front of them, it would be nice that they wait for it to go (maybe there is something like that already, but I had the issue a few time) Annoying deer
It's interesting that you used your own game engine, I would definitely like reading an article where you talk more about it. It's really simple and yet fun, probably one of the best qualities for a Jam game. Love the photo feature too!
Cool game It was a bit hard to hit the enemies with the scythe, but it was good I liked the music, it fits the gloomy fairy tale atmosphere I realize I totally forgot I had a grappling hook...
Thanks for your comments, it's true we did not have time to finish our game to make it really "playable". We were too ambitious, and did not have time to add the tutorial...
It is indeed kinda a resource management game, although we thought to orient it towards automation stuff at first (hence the conveyor belt you can place to move the dodos). We will try to do something more reasonable next time!
Love it! The music really fits the mood. (889 here)
Throwing Phil to hit enemies is really satisfying :) Although, Phil is not the one who breathes in water, right...? (try throwing him and go alone in the water) A few bugs, but nothing gamebreaking for me, here is a list if needed: - When touching an enemy on the side and returning into water, can only move up and down until I die from the bottom screen fall - On level 2, there is a cascade between two cliffs, and you can go inside the right one (and it has no easter egg or anything) - I had a JS error after finishing the game - Sometimes after throwing Phil, I still had the character sprite with Phil in hand. So I duplicated Phil! - Wall jump sometimes felt off (when starting from the ground)
I think the Phil mechanic can make a decent full game, well done
Real Rhythm Heaven vibes here! The camera movements made the game really fun. Like you mention, I felt like the crowd animation could be a little later to match the rhythm, but music synchronization felt good
Cool to see a Godot game, and a linux build
It was probably too easy, but I know it would have been annoying to have a weaker fire... I didn't really need the chariot, and I did the rest of the game without coming back to the fire. You hit the theme in the spot though! The movement were too strange, the character takes time to build inertia but loses it too fast; the chariot was really problematic for how it changes the hitbox size and shape: I needed to go to an empty space to rotate at the correct position to go on the right part of that island... And seeing the space left somehow would really have been nice. Also the pirate blocking the passage wasn't really clear, I initially thought I had an issue with the tree collider. Makes me think of some old RPG Maker 2003 games on a world map with enigmas to free the way! It was nice. I don't know if the fire mechanic would be other than annoying if it was on a full sized game though. It's a nice game, I would have played it longer if more content
... blub
@linluk Sure, that's a good thing too! I'm just stating possible improvements because that's the most helpful thing I can say, but I really liked the game :)
Hello, cool platformer game! Here are my thoughts and the few problems I encountered:
- The player hitbox seems off, you should really reduce it! fire_hitbox.png In the above screenshot I couldn't jump between platforms, although I was small enough. I managed to continue and finish the game by jumping from the right platform, but I would definitely think I can go on the left. - I fell into the pool and came out alive on the exit. Maybe I should have died? I feel like it wasn't punishing enough (but I didn't hit water droplets). - On the vertical map, it was a bit annoying to get on top. Apart from the hitbox issue, maybe it would have been nice to have a "coyote time" (being able to jump when you're not on the platform anymore). - I don't really know the use of the fire. From the texts I suppose it heals me? I thought it was going to make me bigger or something like that. I would have liked to have something unique about it that defines the game: right now I could replace the water with lava and fire, and the braziers with healing items. I know I wouldn't buy a platformer game if it does not have something unique (be it cool graphics, original gameplay features, intriguing story or something else)
That was a bit exhaustive, but I think the game is fun, good job
@pousscorp Sorry about that, the irony is, we're french with mostly azerty keyboards too, so we switched to qwerty at the last time! We were hoping to use Unity new input system which is very convenient for keyboard layout changes, but it just didn't work in webgl builds
Sometimes the corners can be a bit buggy, going out of the screen unfortunately means you have to press R to restart the level. We spent quite a lot of time on debugging the borderless feature, but that bug remained
Thanks a lot for your comments!
Very nice... Having the borders fixed on a grid makes the puzzle aspect very interesting. I got stuck just before reaching the "R to restart" tutorial, but otherwise it is perfect
Loved it! It relies a lot on luck to have the best time since lanes seem to be filled randomly, but it adds replayability; very good :)
Wow, it turned out so dramatic, the music and then that ending! (is there another one? I tried using the minimum amount of clock but still the same)
I really liked the music coming in after the first door sound effect, it felt intense Like others said, the controls felt a bit slippery (and I wish I had a key to run faster), and locking player movement when using the clock could avoid being transported again when arriving. You can also put crate outside the levels
That was some really great sense of drama. I would like to see what you guys can do on a horror game
Is it normal that the sound is in mono? The mood of the game was nice, and the only thing I have to say is about the getting hit part: I found the hitbox to be a bit large (might be wrong though) and would have liked the sound to occur immediately; there are a few 10th of seconds that make the sound happen too late - that and a small visual animation could help On the other end it felt polished and no bug whatsoever, well done
Creepy 3d models! unsettling, well done
Getting my raving rabbids skills fired up
It's fun an the music is great! I don't know if it's because of an issue playing the webgl build, but I felt a lack of sync between the music and the enemies; I surely would have liked more feedback on hitting enemies (a sound effect perhaps) I liked your controls introduction, very simple and effective
The mechanics are simple and effective, and a little disgusting, but I like it Must have been... fulfilling, recording those mouth sounds
It was a pleasant surprise to discover the multiple changes in gameplay
Excellente dynamique de jeu, la difficulté augmente crescendo et je ne m'en suis pas lassé, félicitations !
Nice concept, the car drives well (except when going too fast, then it seems to go through things) and makes you want to go fast to earn more points.
You fit perfectly the genre ; and the transition between platformer and top down is mastered, well done
What a pitiful character, choking to death or waiting for its own end. A score or some other equivalent would have been nice ; otherwise the game is nice, great job :v:
Fun game and awesome title
Thanks for the feedback ! :)
Nice combo ! Building would have been a bit smoother if you enabled drag and drop on already placed blocks, I think.
Excellent combination ! I would have also liked some subtitles.
Good job creating that in only a few days. It's quite challenging and plays nice, well done
It's quite hard to get past the second coffee machine ; the 2D/3D switch was a good idea, even though the 3D level design felt a bit weird (and I'm not talking about the plants and bugs) in my opinion. Thanks for the game
What a frustrating game ! There lacks some sort of action that could help you in this unfair battle. Impressive you did it with SFML !
The art and gameplay are nice ! I wish there were some ennemy pattern that forces you to dodge. For the boss, I brought him on the bridge where the projectiles easily went over my head. I had a fun little time.
I wasn't expecting that, well done
Physics feel great ; I would have liked to see some indicator for the orders's remaining time. The graphics remind me of Monument Valley (which is a compliment). Great job