transmit 2015-12-14 09:56
Hello! I'm sorry but I get a 404 not found when I try to download your game from the Windows link! Please sort and I'll have another try later
Foon → Ludum Dare Explorer → LD34 → I've Bean Stalking You
By artylo
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 1 | 100 | ||
| Graphics | 106 | 4.02 | ||
| Audio | 228 | 3.20 | ||
| Mood | 284 | 3.27 | ||
| Overall | 632 | 3.06 | ||
| Theme | 735 | 3.37 | ||
| Fun | 799 | 2.63 | ||
| Innovation | 817 | 2.51 |
Hello! I'm sorry but I get a 404 not found when I try to download your game from the Windows link! Please sort and I'll have another try later
404? Cannot rate sorry :(
Windows download link is down, please fix and I'll give it a try :)
The game looks very good but the link give me a 404 like the others have reported
cannot find laaa~!
I went directly to the game's repo and downloaded it from there, but you really should fix that link.
Overall it runs fine (apart from a couple collision bugs), though I do wish there was more depth to combat than hacking at passive enemies.
[DEV] Link is now fixed. Sorry about that. It appears that the LD link system doesn't like inverted commas in file names.
All should run fine now.
404 :/
I really dig the aesthetic here. The sounds are really ambient and haunting, very good work on that as well. Gameplay itself is a bit simple, the jumping seems a bit floaty and fussy. Other than that, pretty solid! Good luck!
it seems i got here just in time for the fixed link.
fun game, i played 16 levels and never needed the cheat.
I like the style and the atmosphere! But gameplay is a little bit boring.
Nice animations, but the gameplay was not so great. The enemies didnt do anything and i got stuck in the ground multiple times.
Player control seems... clunky.
I understand that you move faster towards the direction you are pointing at, but since your character doesn't need to move a long distance to do it only feels unnecessary.
Also I think the sword should just do damage based on the direction of the mouse from the player simple do damage upon contact, not based on mouse cordinates.
Wished some enemies moved.
I love the visuals for this game, it really is pretty. I also enjoyed the idea behind it, it was an excellent and innovative use of the theme Growing. With a bit of tuning, the platforming and charge mechanic could feel more intuitive and make it fun even without being able to take damage, and with dynamic enemies this would be a really enjoyable game. Like most game jam games, it comes down to scope, and it is really hard to reign that in during the short time allowed. Would love to see further work on this concept and visual style.
Windows Smartscreen protected my computer from opening the game. :(
COol style! Some kind of reaction by the monsters would be cool.
Nice game, made it to level 6 before I accidentally resized the window and my character kept running left. Took me a little time to realise you need to make sure you point your sword towards the enemy and not just blindly click.
If you keep developing it I would add a double jump in there to help reach some higher platforms but I didn't have any massive difficulties with those, just a couple of frustrating falls.
This was kind of cool, but unfortunately very repetitive.
Also the jumping and running seems to be completely random (rather than based on which direction your sword is in as I think you intended)
The mood was good, the graphics were innovative but the enemies were unchallenging and platform jumping puzzles get really old, really fast.
The level desing make the game a bit laborious, but it fits the theme "growing"
I like the style and the sound design is cool.
First of all, quality pun, and nice graphics/ambience!
I have to ask, though, was the speedrunning idea a compromise for not having time to make the enemies fight back? If so, fair enough, we all do what we have to. Otherwise, you might want to refine some of the mechanics.
Speedrunning games need tighter controls, for one. I don't see why the sword had to be controlled my mouse aim, rather than using buttons to attack in front of you. Run/charging could be mapped to a button, allowing for faster turns, and making it safer to use on the edge of the map.
Also, speedrunning requires lots of reseting to get the best times, and having to close and reopen the game every time you screw up doesn't really cut it there. The random generations of each screen creates a problem too, encouraging even more resetting. I dunno if game maker can handle this, but setting a fixed seed for the generator could resolve that.
Despite that, I did give it a few times, and managed to get under the 10 level par ( http://i688.photobucket.com/albums/vv245/banthesun/punnyShot_zpsodex2d7l.png ) I don't need a reward, if I made the first goal, the challenge was nice on its own (and I wouldn't want someone who really cares about what that is to have to aim for the higher tiers). For a 48 hour game, I think you made a fine showing!
Great art, great music, game play is just too simple and slow. I don't get the timer, is it for speed running. At one point jut gets to repetitive.
I didn't have any problems with level design so plus for RLG. :)
[DEV] Answering some questions...
@RockhopperGames: The enemies originally moved and fought back. The Code for the AI is still in their scripts, but it is disabled. I was thinking of making them attack the stalk and not you, but that would mean that you wouldn't be able to go to the higher levels, because your stalk would probably be dead by then.
But I do acknowledge that speedrun-worthy games require tighter controls. The thing is that I was constantly altering the collision code to try and remove the clipping through platforms. It all came down to GameMaker's strange collision functions. If I had more time I'd write collision from scratch. The post-jam version will probably feature the new collision code and will fix most of the clunkiness in the movement.
A reset button is easy to implement and will surely be in the post-jam version.
I'll write up some of the post-jam features I'm planning to fix in the game's description above. Thanks for the great feedback! Your time has also been added to the leaderboard.
Love the art style, with some post-LD work I think this could be really great!
I'm stuck at level 4, because I can't reach the enemies in the right upper corner. ;_;
Anyway, gameplay is good, but controls should be improved a little.
Great graphics ! Nice gameplay
The visuals and audio are really nice.
I would've liked some in game instructions/tutorial levels, and left/right movement seems a bit sluggish compared to jumping.
Ahh, thanks for the insight into the design process! Good luck with the collision code! I've heard Game Maker can be troublesome there!
This game looks really cool, but the gameplay is sorely lacking at the moment. The slow lateral movement was tricky to get used to, and, combined with the tricky collision, made platforming never quite work the way I wanted it to. This was compounded by a platform spawning in Level 4 that I couldn't figure out how to get to. It might have been flat-out unreachable. I want this to be a cool action game, but right now it's something else entirely. It sounds like you know what this game should look like, though - I intend to come back and try the post-compo version.
Great graphics and sound, really makes for a good mood :) As for the gameplay I'm not quite as convinced, as the controls are the only challenge I faced (got to level 7 where I couldn't slay an unreachable enemy).
hi, i liked the idea of this game but shame that it started feeling like too repetitive but i did like the graphics and audio and it was a great entry
Well Done!
Nice graphics!
This could actually turn into a pretty good thing.
Pros:
- Love the aesthetic, very Downwell, black and white games aren't too common
- Good music
- One-screen stages are a personal favorite
- Very dynamic
Cons:
I think you already have a lot of them covered yourself, it's VERY buggy at the moment with jump being inconsistent and the controls being iffy. The collisions didn't bother me much, but the jumping is very irregular and it was hard to reach the same platform twice by doing the same thing :)
cool game, nice graphics. need more challenge, quite repetitive
I really like the style and the idea behind it. There are obvious issues with collision and the fact that the "enemies" just stand there minding their own business. That aside, I played for 6-7 levels because I enjoyed the feeling of it so much.
Very cool atmosphere. Gameplay is a little repetitive but interesting.
I am not ever going to make it on the leaderboard. ;)
I love the pixel art (y) ;)