Foon → Ludum Dare Explorer → Users → Zyang
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | DO NOT Explode | jam | 243 | 3.89 | 4.12 | 3.93 | 4.22 | 4.02 | 2.16 | 3.72 | 3.43 |
Well, as a non-native person, I expected that the game features the evitable of life growthment and I could get several cute frogs at the end of the level... And I was wondering why the fishermans catched tadpoles. At the end I found that I was collecting some fishes. Relexing, fun casual game.
The game is absolutely great. I used to work in a game company that used to make music games, but I never heard that a music game could be like this. The really unique part is that when player hit object, the sfx seems to be a truely natural part of the BGM!
I think the best part is that you can use your ability to lock chickens so they will be more and more and provide you some resources. I expect that character can grow since the dark chickens are really tough.
It makes feel safe to be surrounded by many candies. Well, I think if there is some bloody effect when people eat will make it more funny.
The game have a quick and tight experience, and a good sense of humor. Sometimes it's harsh. For example, in the clean room level, I dont know the props should be put into different places and have to restart several times.
The graphic style and the music are really unique, stylized and complete. The concept of combining platformer and music game is very unique. However, the HJKL keys are hozitonal and they are not intuitive. And I think 2 keys are hard enough since I should control the character at the same time.
Great art style.
simple attack, kill and growthment. Feel great in such a loop.
In general,it is cute! this game express an interesting situation in the morning dream. The graphic and sfx are really sweet, the idea to avoid the clock to delay waking up is unique and clever. The jump ability is unique, but I feel very indirect to use it.
Explore the mysterious universe is interesting, maybe getting some rewards on new planet is better!
The superhot-style of time control combined with path-design is a very impressive design, the art, music features a very spicy atmosphere. The game is a little difficult though, if I can have abilities like a CD dash to get the bullet, I guess it's even better.
It takes almost 5 times to beat the ship. The fighting feedbacks feel good.
Very cool concept and atmosphere.Advice: the map seems too large to explore and character speed is too fast to make me feel thrilled. I think if the character moves slower, map smaller and more monsters will make the game more tight.
The graphics seems to be interesting, the map is Wang tile and looks nature. Three kind of food seems to have some potentials... I guess add some growthment(for example, some block become harder and you become more powerful when you eat) and sense of purpose(for example, change the map to vertical and you should dig deeper) will make it better.
Simple and ridiculous, But why the cat does not make *popo* noise
It is very fun to play , I think if the wall is also bouncy will make the game tighter
I have to admit that this game is very tight, nice control feel, good feedbacks... The concept of repeat map is nice. And, it's really hard. I tried many times and I can hardly survive for 10s! The 8-way bomb is top-tier killer.
The art including graphics and music is really nice, the rewinding concept is amazing, makes character can go east and west at the same time :smile: As for the hard platformer part, I have passed "I wanna be the guy", so I think difficulty is not a problem, but I cant clearly get the deadly collider edge, camera resolution is not enough, I guess this may be the problem.
@pinky-toast thanks for your comment! As for SFX, I really dont have a thing for it, so I just drag some common sfx to this game.
@lenan thanks for playing! I know the movement and music are problems, but i really dont have time. ( work continously for 20+ hours in the last day of jam... )
@eli-delventhal Thanks for reminding me, Since all the audios are from packages I bought or downloaded from the net long times ago, I remove this category. The difficulty curve is due to lack of time and levels.Multiplayer? If i have more time I really think its a better choice. :0
@sprunth thanks for comment , bombs walking clumsily like I struggled to use maya:laughing:
@niklas-zhaga Thanks, you reach the last level indeed! Though I feel good about the bomb design, I think this game have just done the basic part. if I have more time to feature the messy, varied, tight experience,(like smash bros?) I would be really confident with this game.
@cosmicallity thank you Mr.Yogurt. The dueling part features a clean fighting experience (which definately have more potentials), I like this level too.
@msd Though I like inertia design like mario, I did not write inertia code in this game, it's a bug. :laughing:
@lushboy-studios The machanics is a hard part, it takes me sometime to realize that this game is about time rather than force(like smash) or money(like RTS). So...Adding some delay items is nice.
@ldp Thank you. Indeed I am working on game depth lately! Games with great depth really appeals to me.
@mar3k Thanks. The character should be stunned for a while after he fells, but if you cant move after the dizziness, that's really a bug due to lack of time and weak programming skills.
@namnam Thank you! I really dont have a thing for graphics, so I just tried to make it colorful :smile:
@sagiii Well, your feedback looks really professional! What you mentioned are really important things that I've considered during the development. Currently I dont know how to run indie games, but if this game can have a good grades, I would like to make a full version.
1.Stun: A long stun is indeed annoying(but may bring many interesting situations), If other player can come to rescue, or you can quickly press some button to reduce stun time, or just reduce stun time, I guess that's good.
2.Randomness: Currently I havn't figured out how to deliver the resources in a more balancing way, but I want the player can have some strategy and interactions with item spawning.
3.fall-protection: I think that's all right.
3.Stackstun: I guess the problem is that the player should have a escape time between hits. And there's many possible ways to do that.
Thanks for your advice :smiley:
Wierd and nice concept , the goblin looks cute
The orange is cute, btw, you can reduce your speed when you move to the edge.