Dungeon Grounds by influxWishdream 2014-05-02T14:57:00
Cool but unfinished :( Can't add much to that as a lot of the mechanics are unclear in their current implementation(or lack thereof) :p.
Foon → Ludum Dare Explorer → Users → Zyrconium
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 👥 | Znake | jam | 346 | 3.57 | 3.47 | 3.13 | 3.36 | 3.44 | 3.44 | 2.60 | 3.47 | |
| 2025 | 57 | Depths | 👥 | SUBSUME | jam | 221 | 3.82 | 3.64 | 3.32 | 4.51 | 3.87 | 3.60 | 2.68 | 3.98 | |
| 2024 | 56 | Tiny Creatures | 👥 | My tiny friend and I went on a puzzle adventure in the forest... | jam | 118 | 4.04 | 4.04 | 3.39 | 3.95 | 3.38 | 3.50 | 3.93 | ||
| 2023 | 54 | Limited Space | 👥 | Windows LD | jam | 3.00 | 3.00 | 3.00 | 3.50 | 3.50 | 4.50 | ||||
| 2023 | 53 | Delivery | 👥 | Cassie's Truck | jam | 759 | 3.42 | 3.47 | 2.81 | 3.60 | 3.84 | 3.28 | |||
| 2023 | 52 | Harvest | 👥 | Seasons TD | jam | 346 | 3.57 | 3.65 | 3.57 | 4.02 | 3.26 | 3.36 | |||
| 2022 | 51 | Every 10 seconds | 👥 | thanks, II hate it! | jam | 692 | 3.42 | 3.37 | 3.02 | 3.66 | 2.95 | 3.78 | |||
| 2021 | 49 | Unstable | 👥 | Cassie's Hat | jam | 4.00 | 3.75 | 3.25 | 3.75 | 3.00 | 4.25 | 3.75 | |||
| 2020 | 46 | Keep it alive | 👥 | FLIP OR DIE | jam | 1525 | 3.36 | 3.61 | 2.97 | 3.11 | 3.65 | 3.54 | 2.65 | 3.22 | |
| 2019 | 45 | Start with nothing | 👥 | Batulathil | jam | 3.00 | 2.50 | 3.50 | 3.00 | ||||||
| 2019 | 44 | Your life is currency | 👥 | Invest® | jam | 622 | 3.36 | 2.94 | 2.73 | 2.73 | 2.65 | 3.60 | |||
| 2017 | 40 | The more you have, the worse it is | 👥 | thanks, I hate it! | jam | 317 | 3.69 | 3.52 | 3.72 | 4.25 | 3.44 | 3.22 | 3.77 | 3.38 | |
| 2017 | 39 | Running out of Power | 👥 | Vampire Appliance | jam | 3.00 | 3.00 | 3.00 | 3.00 | 3.00 | 2.00 | 4.00 | |||
| 2017 | 38 | A Small World | 👥 | +1💰 (the game) | jam | 313 | 3.48 | 3.60 | 3.72 | 2.27 | 2.56 | 2.47 | 2.62 | 2.72 | |
| 2014 | 31 | Entire Game on One Screen | It's a website about video games. | compo | 1108 | 2.53 | 2.41 | 2.33 | 3.38 | 1.96 | 2.16 | 2.48 | 46 | ||
| 2014 | 29 | Beneath the Surface | The Light, It Burns! | compo | 1275 | 1.75 | 1.95 | 2.25 | 2.48 | 1.57 | 1.50 | 1.69 | 1.71 | 39 |
Cool but unfinished :( Can't add much to that as a lot of the mechanics are unclear in their current implementation(or lack thereof) :p.
It seems like map boundaries would have made things feel a lot better, combined perhaps with a different color for the background outside of the map.
Seems like you managed what you set out for though, gratz.
Lots of good design choices that could stand to be refined a little if you have more time.
Nice cutscenes, but they don't exactly mesh with the game, thematically or mechanically(serving ss exposition and conclusion with the game only as a mechanism to get between the two)
Bomb throwing guys have a tendency of killing themselves either before I see them, or as I'm walking up to them because their bombs bounce off me.
You can glitch the gun guys on the edge of the screen where you can shoot them but their bullets don't spawn. Not a large concern, but something to fix if you had had spare time :p.
And yeah, as others said, could do with some damage tuning, as the healthbar is irrelevant until the end of the game.
Not the most responsive to clicks. Good art though.
Took a while to work out that TNT didn't knock you down with it's explosion down to an unlucky timing first time I threw it. Gets kinda random near the victory condition. Kinda fun though.
So, the correct thing to do is: Click where told, put demons where there are too many people.
It's relatively well executed other than that.
Dash seems to break double-jump until I respawn.
Really interesting game, would have liked to have had a reset button that kept the floor panels facing the way they were.
Like the person said above with the step counter, games like these(I'm thinking of Zachtronics things) seem to benefit a lot from giving people ways to compete with each other, over something like number of steps, times you rotated or maybe just time.
38 points, staying still at either side of the screen works pretty effectively. It's a nice idea that might works a little better with slower pacing which might make it easier to add some variety of obstacles without overwhelming the player.
You did a really good job of making a game that fits the theme without being incredibly frustrating. It's fun to play and has some nice depth too. Congrats.
A cool idea that could use a little more depth, maybe something about replenishing the planets or an interesting way to retain the cursor's color or some such. Definately an interesting way to interact with the game.
Cool game. You got the 3D stuff down and it had tight pacing with regards to respawn times and the lengths of different obstacles. Would be interesting to see what other types of challenge you would add if you continued this.
Yeah, these sound effects are very charming.
Very good looking game, and I like the voice work too. It seems like the difficulty is a little erratic, with some parts being just entirely impossible. If you had an ending I didn't get there.
Congrats on the entry.
Congrats on finishing!
Cool game, very ambitious.
It's a little confusing when the cards rearrange themselves after I attack, I had 2 Earth Elementals out and I kept trying to swing with the left then right one, but when I swung with the right one it had already attacked. You could also try some sort of indicator to say when something has been used this turn(unless I just missed that).
After losing on wave 66, the temptation to try again to do better is utterly quashed by how long it would take to do that.
There are some good ideas here, but you've should trim it down so those ideas are better focused and like the rest of the comments, you should try and work on making it easier to play(Camera Controls, upgrade UI and such), to lower the cost to the player in finding those ideas.
Since the defence game is faintly incremental game in nature, it might be nice to see some numbers there to give you an idea of how it's going to go.
Nice game, you do well at communicating things visually. I also appreciate the music, it loops well without getting overly repetitive.
I really like the writing here, there's a lot of it and it's generally funny and never grating.
The pacing seemed a little iffy, you might want to give the player some indication that they're making progress, either by telling them that time is a factor early on(I think that's true?) or through some sort of gauge.
Also, I think the R key resets the game, which generally makes sense, but is a little inconvinient when trying to type a name with an R in it.
The game looks real nice and is really satisfying to control.
If you were looking to expand, more mechanics, and more varied audio would be nice, but this is an impressive game for the short time frame.
This is a very pretty game, but a little limited mechanically. Would be nice to have more options to deal with the enemies.
Neat game, you got more mechanics done that I was expecting and did a really good job balancing the levels to be slightly forgiving, but still tricky.
This is a real neat homage to FFXII's gambit system, which noone has done much with lately.
I had some more concrete suggestions, but it looks like you covered them all in the first post-jam version, so I'll just wonder if the game might be more engaging if you made all the actions have bigger effects. It would up the pacing a bunch, but also provide more meaningful ways to fail to have drawn out combat.
I might also put the BP reward conditions in the game somewhere(unless I missed it), it took me a while to figure out that part.
All the components are very well tied together, but it's a little hard to tell what's going on.
It might be worth tying more of the tutorial text to ingame event, like explaining level ups when they happen, or discussing water and health after the first wave, when you can see how they've changed.
And possibly having shooting repeat if you hold down the mouse button.
The game is just leaving me grinning, a real fun & funny experience.
It's a neat puzzle platformer, the visual style is very cool. I do think it's missing a couple of things to make it so that I can feel like each death I have is my own fault.
I think the unifying thing here is being able to tell how my character is moving in comparison to the world around it. The simplest option would be to zoom the camera out a little so that the level parts around me are more visible, but I think the better option would be to add some more texture to the background so that I have points of reference to track where my character is relative to them.
Everthing fits together here really well. And some of the puzzles and timing are really tightly designed. I would agree that the blocks which disappear at a time rather than appearing then was a little confusing at first, and the level with the appearing 8 platform and the disappearing 7 one was a little unforgiving.
It's a very cool concept, and the "fighting on top of a clock-face" look is neat. It would be nice if the cursor was a little larger/more distinct and I think the play space is a little too small to show off your mechanics.
There's a neat idea here that I think you could fashion into something fairly entertaining. I think there are a couple of areas that could use some further development:
* Some more severe card options, like something that moves you several in a direction, or something that can't move but deals extra damage in a direction. This lets your players make more interesting and meaningful choices. * Some more guard rails on the randomness, you probably want the player's initial experience to be somewhat predictable so that they can learn what their options are quickly and then you can provide them with something with greater risks. Also I ran into a couple of no-win scenarios, once when there were 2 enemies guarding the entrance to a level and another time when I started in a dead end linked to 1 other level that immediately dead-ended. * It could be worth spending a second or two to tie in some sound effects to actions. If that's not something you'd be comfortable making yourself you can probably find some online you can legally include in your game, possibly under the CC0 license.
This is a pretty fun game, even if I am terrible at the art. I really appreciate the concept of having to compromise more and more on the art to be able to see enough customers to make a profit. (Though I didn't make it past day 10.) And it fits really well with the theme for the event, so long as you're hearing "Every 10 seconds" in an exasperated, fatigued sort of voice.
I might suggest telegraphing the difficulty hikes a little earlier to give the first time player a chance to adjust their priorities in time for them.
The control scheme is very well implemented and pretty intunitive. (Until the level where things start getting wonky with it, which was pretty difficult to wrap my head around.)
It does seem like a lot of the time you can just do a loop around the edges and catch everything though, which seems like it bypasses a lot of the game.
Alright, it took me a few tries to get it, with the third screenshot on this page really explaining the plan for winning the game. (Playing your whole deck every turn.)
Gearing up for this strategy seems like it could be heavily RNG dependant, except for the fact that you seem to be able to infinitely reroll the battle rewards, which instead makes it trivial.
It's a cool idea with some legs, but I think it needs a wider variety of card effects or ways to combine them. And the punishment for not playing every card in your deck(Where you almost skip turns until you can get rid of your remaining cards.) could maybe be lessened.
I went through 2 and a bit games, the first one ended about the same time I worked out the controls. The second one I tried being aggressive, but there's not a lot of value to be had in killing people. (I guess I should be stealing things instead.) The third one I just farmed melons and got to like $800.
It's an incredible idea, I don't know how well it's going to fare through the rating process due to its required player count(where even 2/3 seems too low to really get the full experience.) and the fact that it takes a few tries to see how the whole thing comes together.
If you wanted to continue this you might need to look into the control scheme a little, it gets in the way of the sort-of fast paced game you're going for.
Nicely done.
I like the concept, but it's sometimes hard to tell what I've done wrong when things fail. Like the blue truck below.
Spag Rail.png
Yeah, you've got some quite nice feeling vehicle controls/physics. But the camera does feel like an opponent.
There are also a few neat variations on the terrain(off road/broken bridge) that are pretty cool, but the game doesn't do much to encourage their use over the roads.
There's some interesting strategies that emerge from the design here.
This is a really neat idea, and you do a great job of introducing the various mechanics. The level design is a little unforgiving for my taste, it's very precise and every mistake is a restart.
Also, the artistic style comes together really well with the constrasting light and dark elements.
You do a really good job presenting mechanics to explore and puzzles to use them on.
I think you had a really cohesive vision for a full experience here, which is hard to do for a game jam. Good job with that.
If there was a way to tell the difference between the correct and incorrect choices, I did not notice it. That's sort of required for the choices to be meaningful.
You did a really good job making it so the level can work at all of the different sizes, and so that it feels interesting and different between them all.
You might want to consider Coyote time in the future though. A lot of my struggles were jumping just a fraction of a second too late, and that's pretty rough feeling.
But yeah, a very impressive first game.
This is a nice simple concept done well with a lot of polish.
This is definitely one of the most novel games I've seen in an LD, and it ties into the theme pretty well, the collection nicely fitting into the overall game, although I think I might have ended up with a few too many letters for specifics of those to have a significant impact.
I do possibly have a bone to pick with the dictionary API that you've hooked into though: unwordy.png If we ignore a couple of miserable misspellings and my experiment with "memed", a lot of those words seem like they should be valid and it just doesn't like that I've conjugated them.
A very impressive entry, congrats.
You've made a very ambitious game that gets a lot of things right, especially the tinier design decisions like the birds that help push the game towards an end point, the need to (fairly chaotically) throw the balls back into their recepticles and the addition of a dive button.
I might recommend some alternates for the more common sound effects that you cycle or randomly pick between so that the same sound wasn't playing quite so frequently.
This is a very tidy little puzzle game, and it got me to rethink my assumptions on a couple of different occasions.
I think what I was looking for while playing it was a little more complexity or chaos, that I think would just naturally come up if you were designing slightly larger levels, where you're solution to earlier steps introduced some variance to the setup for the final steps.
The sound, UI and design all come together very well for a complete experience.