Foon → Ludum Dare Explorer → Users → Zugai89
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | 👥 | Moneyons! | jam | 216 | 3.76 | 3.53 | 3.43 | 3.60 | 4.13 | 3.91 | 3.30 | 3.64 |
| 2018 | 43 | Sacrifices must be made | 👥 | Amulet of Qayin | jam | 209 | 3.79 | 3.52 | 3.16 | 3.58 | 4.29 | 3.55 | 3.61 |
The level felt a bit drawn out. One sheep got stuck inside a bush. An option to Inverse Y for the camera would have been great. Overall a cool game though :D
Really wonderful style, very enjoyable game with solid gameplay :D Totally support the suggestions for a "narrative" rating, you would top that one XD Only minor thing: if you click on the machine room after discovering the body, you are "called" to the machine room, instead of just starting the scene^^
Credits in title screen should have been white or any other contrasting color, the title BGM loop is very short. "Click to start" does not work. Also the game sadly has no health system. The last jump is probably not doable unless you have an enemy on the last block, or you cheat by jumping onto the spikes. Do the enemies have more than 1 HP? At least it takes like 3 jumps onto them to vanish (and quickly respawn) It would probably also have worked better, if the tileset was twice the size (or the player/characters half the size) It's great you have something playable and testing a new engine can increase the time it takes to get stuff done significantly. I hope instead of being disappointed, you take it as motivation to improve until next time :D
Survived until day 30-something, then the game crashed upon sacrificing an idle headspinner XD (max pop 11, houses for 10). Too bad nothing regrows, but okay, that wouldn't have helped with the crash either. A very interesting concept^^
The tridents seemed a bit big and the sword could need a bigger hitbox, else pretty solid. Maybe not the most fun game, but it's complete and I hope you learned something along the way :D
Usually solitaire sounds like a boring game, but that tiny bunny makes it so much more enjoyable XD You need to plan ahead and make sure you have a pair on your hand, before solving the whole thing. The only caveat I have is that you can't "un-choose" a card you selected for putting on the "board"^^
The prerequesites for the endings might be off, also I don't think you can get "Spirit", unless there is a separate route for it I did not discover. Otherwise a very interesting experience :D I love this kind of style, still a game, but so focused on narrative^^
Those dungeons floor felt pretty big XD I only got to like floor 4 or 5 before a rat killed me when I wasn't paying attention. It feels a bit weird, that unlike other games with keys, a specific key unlocks a specific door (it does make more sense though^^).
Surely one of the top entries this time around :D Wonderful 8-directional sprites and simple gameplay (keybinds are always a plus). Also really like the "Continue" mechanic, makes it so much less frustrating, as long you still have some trash left. Gotta say though, they seem to have a lot of fish in space XD
Pretty nice entry :D Just seems play-speed is heavily influenced by FPS ^^
While a really cool idea, the game has some flaws. It is hard to actually attack the enemies with the pixel particles and the reduced horizontal speed while jumping feels a bit awkward. Also enemies that are already dissolving can still hurt the player. I never got past the 2nd type of enemy, but I'm sure the concept could be developed further^^
I didn't expect it to be this long XD I thought maybe 10 levels, but wow :D Really enjoyed playing it^^ The difficulty of the puzzles varied a lot. Most were really well crafted, others seemed complicated at first, but then the solution disregarded most of the elements around. (eg. the one where you have to die right at the start and only have fans. Or the one where there is a C shape conveyor belt with a TNT block at the bottom. The final puzzle was the hardest (like it should be) and it was the only one where I actually used the "action" on an animal XD
Awesome mechanics, really enjoyed this puzzle game :D Also managed to get 3 stars on all of them^^ Only tiny thing that could be improved: detect, if all cities were lost, even if the infection could still spread^^ That would save a bit of time and clicking, if you screw up (those rivers are really mean XD)
Interesting idea, sadly the game has some rng issues. The first logger could target a tree on the far end of the area for chopping and the four trips he could have in his life are reduced to 2, yielding 18 wood instead of 38. Extending his life just a bit and making sure you get 20 food and 20 wood in time for the next generation make it easier, but the start is the hardest part.^^
Really cute game, love the style :D There were only very few issues: the trampoline with the penguin on the highest platform seems to have an invisible collision above it, once you shoot the penguin aside (free floating? part of the tree?). Also at some point, after playing for quite some time/dying a lot, no more tiny critters would spawn. Dying again did not fix the issue, only reloading the page did (web version).
@baptiste-guerin we wanted to implement some visual feedback for the "sacrifice"/"turn to amulet" action, even if there was no mob around (the white cloud you see in the title screen) but with the time level design took up towards the end, it was not possible anymore :D
@dorukh: thank you :D
@sadsmile: yeah, I had issues with that too, but that could also be part of the challenge ^^
@rasmus-clausen: we planned to save roomstate to some degree (after completing the puzzles), but it did not quite work out in the timeframe :D
@ilseroth maybe the narrative part is a bit lacking, you're just "thrown in" no explanations, no buildup, and such. Please tell us, if you find out what we're lacking^^
@toge: thanks for checking it out :D Do you two by any chance have twitter, I'd love to see more of your stuff^^ And yeah, it was a bit tough, I practiced a bit before the LD started, breaking down those kind of tilesets into individual elements :D
@maruki, @james-dunlap: thanks for checking it out :D
@auraman: thanks a lot for the praise :D
@sodaraptor: yeah, there is potential to improve the combat a bit. Same goes for the controls. WASD movement is so ingrained in people's muscle memory, that it would make more sense to put misc stuff like attack etc. on arrow keys, or for example IJKL. The Z/Y alternative was my suggestion to also enable QWERTZ keyboard users (like myself) to play the game "properly". I've never got stuck "inside" an enemy. Is that specific to a certain room? @pavocado: no restart mechanic, only resetting the rooms by leaving and reentering. Are any rooms still prone to "softlock? (eg. you can get in, but not out, after sacrificing the mobs in the wrong order)
@christina-antoinette-neofotistou: such praise coming from you, means a lot, thank you :D
@pennycook thanks for the feedback :D
We had plans for a longer dungeon with more rooms, puzzles and of course pots to regain health, but could not fully execute this concept on the last day, since implementation via "Tiled" did not work out on day one and the rooms still had to be built "in engine" by hand.
Was pretty nice overall. I didn't really notice to boost and oxygen bar at first though XD Spotting the bubbles and distinguishing their contents was sometimes pretty hard, especially against light background. The new asteroid fields sometimes spawned a bit late and in one case an asteroid spawned right in front of me XD Solid entry for 3 days^^
A game with potential :D Only thing I noticed is, that the time still runs, while you're flipping through the book XD So you try to remember recipes and what you have on your "farm" and then struggle to grab the right thing XD Also you can'T put it down again o.o "Tab" will make your arm position change back to idle, but you're still carrying whatever you picked. One wrong pick and Game Over XD Got a score of 26, probably could have reached higher, if I didn't always mix up book and pickup. Ah yeah, waiting for the time to tick down to midnight could be annoying, especially if you only get the BBQ done.
Nice concept, it would probably have profited from directional sounds^^ the only minor issue I had was that "up" was not actually up in the controls on KB :D I'd also include KB control scheme in the Description up there. Took a bit to figure out what button was used to resurrect^^
Not bad for the first game :D Took me a bit to figure out you could also move diagonal using the implemented pathfinding. Some added features, like the random box at the end only make the puzzle harder, since you got plenty of time to finish the puzzle without it. The hardest puzzles were probably the ones with radiation areas.
​Really cute looking game. Someone else seems to be using the web version to make ad money though -.- https://gamesx2.com/game/king-s-last-stand/ Also, do you have twitter by any chance? :D​
Very interesting idea :D Was fun to play^^
For a first game, not too shabby :D The art might need some improvement (eg. avoiding zigzags in the outlines) and there were hardly any sounds/BGM (you probably should have opted out on the sound rating) Not sure, if there just is no second level or if the button at the end of level 1 broke^^" Good luck with further gamedev adventures^^
While the game seems to have been a bit out of scope for the short timeframe it reminded me a bit of those god Sims, like Black & White :D Could need some more explanation on what you were supposed to do (except randomly killing people). Also most NPCs tended to flock towards the north cliff in the progressed game. The rage of Beelzebub would not hit them, because of the trees (or roofs) protecting them.^^
Is there a pacifist route? XD Those poor animals...
Really well done^^ There might be a few bugs, eg. "Overshield" not adding shields once you already had hit 0 shields (and lasers of the ship in the back hitting your own ship), but really impressive for working on it alone :D There is a lot of potential tactical depth if developed further^^
Looks really great and plays a bit different from your run of the mill bowling game. That also means you need a bit more skill to actually score^^
Really nice and chill game :D The only issue I had were that the shop would not always register my clicks Minor improvements would probably be needed on pathfinding (the ship would sometimes do a 360 upon assigning a new target up ahead) and collision of the islands^^
Nice concept :D I'm not sure, if the game has a win condition, since you could go on forever, as long you check the rates and avoid too expensive and risky jobs. Only other thing that could improve the game would probably be a way to fast forward the text^^
Great game, wonderful interpretation of the artstyle and the humor XD only made it to week 6 though XD
A really great concept :D It would have been a good idea to have a kind of "tutorial level" where you can't fall off (fence) and have no boulders to get the hang of things, before going all the way. Since you can't roll backward, turning when standing still should be faster, to avoid being bombarded when you get stuck. Also sometimes bats spawn in boulders (or boulders spawn on bats?)
@samh it's most likely because the chain on the left bunny was not fully stretched. If the carrots end up in walls/water you can throw a moneyon on it and take over to move it at a better spot. also it's not the moneyons walking on spikes, it's you walking on spikes (the player collision is a bit bigger than it should be...)
I really like those kind of puzzles. One of the first in similar fashion was "Mr. Apple". It fits the theme pretty well, is not too difficult and makes use of pretty simple rules :D Well done you two^^
Pretty cool :D I'm not sure, if there was anything supposed to happen, after that particle effect at the end, but oh well XD Just a few minor bugs: Lack of collission on a few tiles/deco The Jellybean counter was probably supposed to reset between scenes?