agj
Interesting! With more focus on usability, this has the potential to be great.
Foon → Ludum Dare Explorer → LD14 → We Control the Purple Creature
By sparky
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Innovation | 3 | 4.08 | 24 | |
| Overall | 24 | 3.56 | 25 | |
| Fun | 31 | 3.46 | 24 | |
| Theme | 105 | 2.39 | 23 | |
| Graphics | 47 | 3.40 | 25 | |
| Polish | 52 | 3.21 | 24 | |
| Audio | 56 | 2.81 | 16 | |
| Humor | 104 | 1.33 | 9 | |
| Technical | 8 | 3.68 | 22 | |
| Journal | 60 | 3.10 | 10 | |
| Food | 1 | |||
| Timelapse | 1 |
Interesting! With more focus on usability, this has the potential to be great.
Novel, found the blurry/pixellated graphics (organic?) a bit odd but agree with agj!
Nice take.
Somehow the yellows seemed to be the enemy and the cyan ones my allies?
Liked much, would have enjoyed more with toned-down static, but I told you that already. Highly enjoyable otherwise.
Ran very slow on my machine, with all these pixel calculations. Not always sure what's happening, despite the explanation, but it sure looks good, and the sound vibrations were great.
Very cool. It'd be nice if there was some sort of level structure, and if the difficulty advanced. Once I got the hang of it, it was pretty easy -- and nothing changed after that. Nice effects, by the way; the organic pixels work really well.
I really enjoyed this. The simplistic graphics hide quite a deep element of strategy
nice!...i like the whole concept and the pixel effects are really good. I hate the static in the main menu, i can“t even read the explanation.
I really like the concept, but the the difficulty needs to be balanced some. As I've already said, something to encourage raids into enemy territory, paired with increased difficulty, would've made the gameplay last longer.
While I like the graphics, I think it's too hard to distinguish the player from the orbiting purple dots. Perhaps the player should be bigger or in another color entirely (white?). I also think I agree with Xion in that there is a bit too much static.
Some of these issues have already been addressed in the post-compo version, which is a clear improvement of the final version.
I'd actually like to see this turned into a full game, with more features being introduced as you play (every one or two levels or so) - it could make for great strategic gameplay. Also, I wonder how this would work in multiplayer!
Well done! :)
Little tuning and polish and this could be a fun game :)
Cool game. Looking forward to the next versions.
I really enjoyed this. I'm going to carry on playing it for a bit.
awesome esthetic. great gameplay. :)
Great game. I'm rating on the compo version but here's feedback on the post-compo one, as it's vastly improved...
The intro levels did a good job of helping me learn, but I was still a bit confused for a while as I couldn't easily read the menu help and skipped it. In game text pointing at things and telling me what they were might help.
The gameplay is pretty fun. I wish the enemy were smart enough to try to gang up on some of my spawners. I felt overpowered most of the time.
It's WAY easier to see what's going on in the post-compo releases, but I have to say I miss the aspect of not being able to see what's going on inside of an enemy tile. It gave a good sense of danger in the original.
Hope you keep working on it, it has a ton of potential!
Most of the feedback that I have has already been addressed. Nice job. I plan on checking out the post-compo version.
Rating the comp version, instead of the post-comp.
Neat little game, love per pixel stuff in flash. Echoing the hate of the main menu.
This game has strikingly unique visuals (even more so considering that it's a Flash game). I haven't quite figured out whether the whole green/red tinting of tiles has some bearing on gameplay or it's just for effect. I'm wondering why you eliminated the blurring and smearing from the post-compo versions, as I thought that's what gave the game its distinctive style?
Gameplay is quite compelling too, once one figures out how to play (which takes a while). Mostly it was quite easy, and I'm not sure how much depth it really has, but it certainly was enjoyable. An intriguing entry in any case.
Wait, one thing... I couldn't find any wall of doom in this...?
Really fun game. I played it for longer than I am happy to admit :P I just love the character that each entity displays. It makes the little pixels seem way less digital and way more biological.
I didn't even realize there were instructions as it was so grainy on the title screen. So first time I played I didn't know about planting eggs for allies. Still made it to level 3. The visual style is quite interesting if white noise could be called a style.. ;) Having no idea what was going on and not having read instructions I enjoyed trying to piece together what the heck I was supposed to do. It became fairly obvious though through the gameplay so that is good. The only sound effects I could hear were occasional static hisses? Anyway, seems like a fairly interesting entry and kept my attention for a bit.