mutonizer 2016-04-18 08:03
Hmm, sadly I couldn't connect to either the embeded or Web builds.
Sure that the URL is https://gamedev.ninja/ld35/?
Foon → Ludum Dare Explorer → LD35 → Heroic Sex Bazooka
By tsjost
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Humor | 70 | 3.55 | ||
| Audio | 307 | 3.05 | ||
| Overall | 322 | 3.37 | ||
| Fun | 357 | 3.29 | ||
| Mood | 504 | 2.88 | ||
| Graphics | 627 | 2.71 | ||
| Theme | 649 | 3.07 | ||
| Innovation | 767 | 2.59 | ||
| Coolness | 2028 | 22 |
Hmm, sadly I couldn't connect to either the embeded or Web builds.
Sure that the URL is https://gamedev.ninja/ld35/?
Oh shoot, my web server had shat itself, sorry! It's back up now!
Really fun sounds =)
The game operates on a grid system, but the player moves fluidly. With the player being the same size as the grid, this means that it's difficult to squeeze into tight corridors, which lead to a lot of frustration, given how often they're used. Either make the player a lot smaller or lock their movement to the grid.
I think the game would have also benefited from making the burgers wear off with movement rather than with time. It makes more sense thematically, and it'd allow for tighter, more intellectually challenging puzzles, rather than the current battle with the game's movement system not to push the rock too far or not far enough before the timer runs out.
The level editor is a nice touch but with the mechanics as they are the platform's not really suited for a lot of good levels.
I won. But it wasn't easy, dagnabbit!
I know you changed the mechanics at the last minute, but if you work on this some more I think locking player movement to a grid would make it a lot less frustrating. The stressful Sokoban idea is decent but I feel it needs crisp controls.
Cool idea for level-sharing!
@tsjost: Nice, glad you got it back up and glad I double checked.
Agree with other comments about movement (pushing things around by mistake more than I felt comfy with) and burger (time) but somehow I think both are linked together.
If burgers were on move based, then I'd have time to properly care about movement, and not push things around by mistake.
As it is now, frustration over these kinda bulldozed the fun from the puzzles.
Thanks for the feedback guys! Making the movement grid based makes sense, and having the burgers be movement-limited instead of time-limited is a great idea!
I'll try these things out and make a post-LD version!
Funny take on the theme! Gameplay was clever and the levels were well designed. Very cool that you made a level editor aswell. As you mentioned the collisions were kind of wonky, but I enjoyed it anyways!
Not bad, … the om nom song got very annoying after a couple of times. Would prefer a visual timer for the duration of my fatness, and maybe just a single nom sounds when eating the burger?
Other than that, a simple, somewhat challenging puzzle / quick movement game. Sometimes the boulder pushing felt too sensitive.
amusing little game
Accidentally colliding with boulders and thus accidentally moving them is pretty frustrating, along with trying to go into 1 tile wide corridors. but other than that an neat little puzzle game, love the sounds!
As others have said, I think if you locked the player to a grid like the boulders, that would make the game a lot easier to get used to.
Nice and fun game. Congratulations.
Nice level design. Actually good puzzle elements, and you need to actually think through the logic before passing the levels.
Those hitboxes...I couldn't complete level 9. I knew what to do, but you have EXACTLY enough time for the first and last burgers, and as long as I was getting hung up like that patience was going out the window fast. However, it's a cool idea which seems like it has room for expansion. Good on you for including a level editor.
Oh, I relaize having the exact length is important to gameplay but I'm really sick of that burger sound now.
I like the game, but It's not sexy at all... xD
Great job, Om nom nom nom.
Gonna agree with previous commenters: lock the player into the grid. And the chat shows you're already working on the post-LD version, so whatever.
Also, I encountered a weird bug in level 10 that caused the hamburger song to play infinitely.
Speaking of level 10, the first burger doesn't really have a point in level 10, does it? You can just start the stone at the second burger and do the level that way.
It was fun enough for a little bit, but when the puzzles started to depend more on timing than logical thinking the awkward movement system that everyone's complaining about really got in the way.
Funny enough, I loved the saying-things-into-a-mic audio style. Gotta be the laziest way to do it, really, but it was funny. I guess I wouldn't think it's so funny if it were more common, but whatever.
Connection to the theme seems a bit weak, but when I stop and think about it I guess "thin guy to fat guy" fits well enough.
Yay, rewarding levels. I like the sfx, especially the yay. As others have said the eating hamburger sfx was maybe a little too long since it gets played a lot.
The post compo movement is much better to control, however it doesn't look as good as compo. Not sure how to fix that - maybe a little smear or super fast lerping?
Pack it in, people. This one wins the jam. It's so adorably stupid.
I really like the sounds too, and the game is pretty good also. Also bonus for including a level editor!
Better than Snakoban!
I think it's been said plenty already but the collisions could be a bit better. It was a lot of restarting the level because of accidentally pushed boulders or swallowed burgers. Still, fun puzzler.
I've managed to finish to game (in the post-LD version) so it's a lot of fun when fixed.
The idea that you can slim down after a song ends is really funny.
And I really like the audio on this game. nom nom nom nom...
Really great try hard game ! Easy to pick up hard to master !!
This game has many possibilities. Well done!. It is sometimes difficult to control the player with the pressure of time though.
Love it. Tiny burger man - cute, simple and fun. Doesn't work in Safari, but Chrome works a treat
Nice graphics and audio, although it appears to cut out quite often until I reset the level. Level 9 is so hard even in the grid movement version :(
Nice Game:)
Fun and addictive puzzle game. Good job on the level design, that's a ton of content for a comp entry!
Amazing that you managed to include a level editor!! The game itself is a great, but idea is maybe too basic. But for execution you'll get full points from me.
Tricky puzzles. I've played a few games like this before, so kinda knew what to expect, but I think you introduced the puzzle elements in a way that allows the player to figure things out pretty well. The limited time to move the boulders while beefed up from the hamburger made it especially challenging.
Most games of this type just let you move the rocks, but not pull them, so if you push it against a wall that you can't pull it away from, you get stuck. Here, you can get stuck that way, or by running out of hamburger time. I don't know that that extra challenge was needed, but it did make things different.
Omnomnomnomnomnom, nom no no nom nom nom.
Great sounds! Occasionally, a sound got in loop. The hitboxes are insane, indeed. Quick movement is very risky yet needed to pass the levels. I like how the fat-shape time equals the nomnom, makes it possible to predict how much time is left. The doors seem to move you when they close if you're not centered enough, so you lose precious time because you have to move a more. The level editor is really cool and works well. I'm not quite sure how to play the levels using the ID, though. Here's some useless test: 7049ae9b-d470-4a5e-9c90-13c3a8dcd508 (sorry)
Great idea and ther were quite a few levels as well! Challeging as well.
Really solid puzzle game you have here. That final level was a real mind job, but I finally got it after an embarrassing number of replays.
Ha-ha, I really the loved the sound effects. :) Nice work! :)
Sold game, props for including a level editor.
I think the hitbox problem could be fixed by making movement grid fixed, that's normally how 'push the rock' type games handle it.