stencilchris 2017-12-05 03:34
Love these style of games! Thanks for letting me experience it again in my browser. The hints were especially satisfying :)
Foon → Ludum Dare Explorer → LD40 → Like a Boss Rush
By dcolgan
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 991 | 2.94 | 27 | |
| Fun | 736 | 3.12 | 27 | |
| Innovation | 437 | 3.32 | 27 | |
| Theme | 1130 | 2.12 | 27 | |
| Graphics | 945 | 2.72 | 27 | |
| Audio | 712 | 1.62 | 18 | |
| Humor | 205 | 3.64 | 27 | |
| Mood | 525 | 3.34 | 27 |
Love these style of games! Thanks for letting me experience it again in my browser. The hints were especially satisfying :)
Hey guys. This was a bunch of fun. Maybe I'm just in a retro mood. Maybe it would have been amazing no matter what mood I was in. It was an example that prooves creativity and good fun doesn't have to mean AAA 3d graphics. Thanks for the good times.
What a strange game :D A minor complaint would be that the text isnt formatted always correctly.
Neat!
This was surprisingly evocative. Good job.
Quite the story, I liked it! The game's a bit scant with accepting synonyms at some points, it's lucky you made the hints give out the particular answer after a couple mistakes.
In any case, nicely done!
Hehe, fun game with nice "daddy-joke" hints. I like! Some sound (8-bit?) would have added a bit more I think?
Much better then the text adventures of yore. I particularly liked the h-nts.
Like most IF, the trick is anticipating potential responses in the parser so as not to break the illusion - I was slightly disappointed that (for example) "Dodge" was incorrect when it expected "roll". On the other hand, there were enough hints to keep things flowing and not become too obscure, which was nice.
I didn't understand how this related to the theme at all though, so had to score you quite lowly on that unfortunately
We had a plan to tie it in to the theme better, but the way it worked out. The theme did not make it in until the end of the story.
Nice! I had trouble getting this to run on Firefox, but I opened it with Safari and it was AOK.
Cool game, I like the forgivingness of the hint system. It doesn't make me feel too stupid when I can't figure things out.
Interesting. I'm a bit too young to remember the golden days of text adventure, but I was certainly able to imagine what they were like from the level of immersion I got from something so simple. That is, as long as the parser decided to agree with me. While I'll admit that "flap arms" is not really a substitute for "jump", I found the fact that I couldn't substitute "rocket" for "missile" a bit more disconcerting. Thank goodness for hints. Nice job!
Game gave me an error on startup. I liked the text interface and the art above. Definitely some nostalgia. This is the funniest game I've played so far. Good instructions. I thought the story seemed very linear. Kind of like a visual novel but with no real options. Given this, it almost felt like a contrived obstacle to add the text-based element. That aside I enjoyed the story itself. Theme definitely felt tacked on. Overall enjoyable enough for the story alone.
Funny! Love the hand-drawn artwork. The hints are necessary though -- and even then, I couldn't get past where it says "Run underneath him". I tried all variants of "run" I could think of.
Great writing, funny game, the art is much better than I expected! I like how you give tips on what to do, very fun:)
It's been a while since I played a game like this, your entry is pretty cute :) I found it low on synonyms, and it didn't quite follow the theme, but still solid :)
Totally original story-line that seemed to not have any familiar elements to it at all. Really enjoyed the writing and the non-sequitur hints. Some of the commands took a while to get but eventually I escaped with the greatest treasure of all.
This is a pretty cool idea.
I would've probably given players a list of commands, and then script in how things go wrong if the players take the wrong action at a given moment, rather than letting them guess indefinitely.
Apart from that though, I wouldn't change anything eles :). It's a really cool idea.
This is a pretty cool idea.
I would've probably given players a list of commands, and then script in how things go wrong if the players take the wrong action at a given moment, rather than letting them guess indefinitely.
Apart from that though, I wouldn't change anything eles :). It's a really cool idea.
(Posted again since accidentally published anonymously)
Enjoyed this and did make me miss playing the old text adventure games. Thought it was really well written. Liked that the first scene made me think of the old donkey kong game which helped me figure out what to do in it. I did end up getting stuck as someone else has mentioned in the "run underneath him" segment. Tried for ages but couldn't figure it out which once again reminds me of the old text adventure games when you struggle with the words. Interested to know what it was as I'm sure when I know I'll see it was obvious :)
Well written and illustrated. As I'm not used to playing text adventures, one of the commands was not obvious for me, but a quick look at the source (also known as cheating :smile:) helped me get in the right direction.
It would be nice if the game had more options rather than making the player go in just one path. Multiple solutions to a room/problem and more endings would make it more "interactive" and would improve replayability, but that would require MUCH more time than Ludum Dare offers.