jalgames 2013-08-26 18:58
A really nice game, but it is too hard for me. I think, in a good, game, the first level is beatable for everyone and then it slowly goes up, but in this game, I always lost.
Foon → Ludum Dare Explorer → LD27 → SWEAT
By reheated
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 61 | ||
| Humor | 198 | 3.03 | ||
| Innovation | 384 | 3.20 | ||
| Overall | 471 | 3.14 | ||
| Mood | 522 | 2.77 | ||
| Audio | 527 | 2.60 | ||
| Fun | 572 | 2.91 | ||
| Theme | 806 | 2.88 | ||
| Graphics | 846 | 2.40 |
A really nice game, but it is too hard for me. I think, in a good, game, the first level is beatable for everyone and then it slowly goes up, but in this game, I always lost.
The levels are very hard, but I managed to beat one. However, I can tell its a good game if you are better at it than I am.
Great concept, I think with more time this could be an awesome puzzle game
These puzzles are really well designed. Whatever technique you used turned out quality results. I beat them all but I had to bust out the pen and paper a couple of times. I don't know how to recognize that in your ratings, so I'm putting it in Innovation. Other than that the game lacked a bit of polish, but it was quite playble.
I really, really sucked at playing this game XD I just wasnt smart enough to figure out how to pass the levels. I included it in my compilation video of LD27 games, if you wanna check it out :) http://www.youtube.com/watch?v=rhxp6zWGaGM
Awesome and fun concept. Got me involved for like half an hour. Graphics could use a little bit more work though, but otherwise - great game
Solid foundation. More levels, better balancing of difficulty could be fun.
I really enjoyed this puzzler. The difficulty was good!
Dear god, all the seafood puns. You are my hero.
Not to mention the puzzles were really solid. Very well done. One of my favorites, and I'm going on 100 games.
Dear god, all the seafood puns. And the money puns. All these puns. You are my hero.
Not to mention the puzzles were really solid. Very well done. One of my favorites, and I'm going on 100 games.
Good use of the theme, but I felt there were a few things to improve on.
With creating puzzle games like this, you want to design the levels in a way that leads the player into solving them by how they are structured. You want to show off interesting bits of emergent gameplay within the level, rather than making the player feel lost and like they just stumble upon the answer like how I felt.
Sandy III for example, it feels like the guard patterns don't make sense, so the only way to solve it is by brute-forcing different paths until you get the way that works.
You can very easily smooth out the difficulty curve by doing this which I felt would have helped a lot too. Removing mechanics helps improve clarity too, as the player has less 'wrong' choices available to them at times.
Good attempt at the comp though, the code looks very well written too.
Very well designed game, but REALLY hard.. I think some more indication of guard pathing would make this much less of a trial and error game.
Really great little game. A lot of fun. Gets quite hard to think about when there's more than 1 person.
Got to admit when I first looked at this it didn't really stand apart from other LD games but I played right through to the end and loved it. SPOILERS INCOMING.. I probably had the biggest laugh out of any game thus far when the dinosaur was revealed, and then telefragged shortly after. Great fun levels, designed very well and the difficulty curve was pretty spot on. Not really sure that I'd change anything if I made it myself, perhaps it could use a bit of polish but was great other than that! Nice work for the 48 hours.
Quite hard, but very nice. At some point the music just stopped without starting again, is that expected?
Hi Latcarf, that's a Chrome-specific problem, I think. The music loops in Firefox and IE. Not enough of a show-stopper to fix now, but I'll try and work out the problem for my next game.
Thanks to everyone for the interesting comments and ideas. The difficulty seems to have polarised people. In future I would like to slowly ramp up the difficulty and hopefully have a clearer structure to each level, but I want to computer-generate my levels, so it will be an interesting challenge to work out a scoring system that incorporates these things.
I really liked the approach to turn-based-stealth, shows a lot of potential. The concepts introduced in the different levels make for an diverse experience too.
I wonder whether it was a conscious decision to make the player vulnerable at two points during the turn (before and after the enemy moves). Intuitively I'd say that removing one of these checks would improve the player's mobility, but might make it hard to create nontrivial puzzles.
Nice puzzle, but too hard.