olivieryc 2022-10-02 07:00
Pretty sweet. I like the idea that the game changes every 10 seconds. I can be hard to follow but you had clearly indicators of the bad coming haha
Foon → Ludum Dare Explorer → LD51 → Shimash
By thedashdude
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 42 | 4.01 | 43 | |
| Fun | 28 | 4.03 | 43 | |
| Innovation | 191 | 3.42 | 41 | |
| Theme | 58 | 4.13 | 43 | |
| Graphics | 210 | 3.53 | 43 | |
| Audio | 158 | 3.43 | 42 | |
| Humor | 1 | |||
| Mood | 1 |
Pretty sweet. I like the idea that the game changes every 10 seconds. I can be hard to follow but you had clearly indicators of the bad coming haha
effective little game. mini games works well and you can understand them fast. you should see how much lives left you have. difficuly curve is well balanced. lacks a nice little music. great overall _
nice 225.88! I think the first level has a bug where you can just press spacebar and the level reset and you can play indefinitely. In the other two levels instead it start immediatly another wave and becomes impossible.
Also the sound is very loud.
@ziobob Oh man I totally forgot to remove some debugging code! Thanks for the reminder. I'll work that out.
Edit: This is fixed now.
Nice entry!
my score \o/ image_2022-10-03_054000471.png
Great game I really like it a lot! ^^ gets very hard quick I don't know how that guy got over 200 haha
160 points there - Didn't realize at first that getting hit removes the game! Very interesting entry, like the strong colors - The sound effects and bold colors reminds me of older style early PC games. Good balance of fun and difficulty.
Nice entry! It was possible to pick up each game quickly, nice colour palettes, and a really good balance on the difficulty curve :)
Sometimes the last level will be repeated, still very interesting!
Sheesh! I Love It. Interesting!!
124.39 on first try, very fun to play, the minigames are interesting and I like dodging games ^^
that as very fun to play. Very satisfying gameplay. The sound effects are great but would be more awesome with a little music behind it. But the sound effects could make for a propper-base-line ... ha ha ...
Well done
The chain of mini-game is really fun ! I like the different styles !
@linwenhao The last level you have repeats until you die. Can get a little repetitive without the constant change-ups of the early game, but I think I like the style more than cutting the game short somehow. I thought about a life system but decided against it.
@mdotedot I was going to but then instead of making music I didn't. Not in my skill set.
Simple minigames but work well! Indications are clear and easy to grasp, well done!
This is very well done!
I've made it to 167 before having to go to bed
Interesting game, I really like the graphics
What a nice little game! controls well and it's very straightforward! 120.53 was my time.
I love this idea. Nicely done too. Easy to understand mechanics. Smooth controls. Might be useful to show which minigames are still in rotation.
Art style is awesome! Very good game!.
I got a score of 103! :) Nice little game, simple but interesting.
Nice game! Simple but very effective. Good job!
Absolutely loved it. Maybe it could have a slightly friendlier ramp in difficulty but that's nitpicking as going back in for another go is part of the fun!
100.36! Given my terrible reflexes I'm pretty happy with that score :smile: There's been a couple of multi-game-switching-games so far and I can tell you that this one is so far the best one of them all. I think you got the pacing right and the difficulty is decent enough that the game starts of as a fun challenge and then becomes addictively demanding. Well done!
Awesome game. Mechanics were simple enough that I didn't need any instruction. Movement felt great as well. Good job!
@cogcomp Haven't run in to any yet, which surprised me. I was expecting way more like this. Could you link me to some of the games you've played in this vein?
174 was my best. This one of the most fun games this Ludum Dare, good job!
I did it!
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That was so incredibly fun!! I loved the minimalist pixel art and the sound effects were so retro. I had a lot of fun playing this. Its not easy to come up with fun obstacles for mini games and I think you really nailed it!
Very fun to play. Loved the frantic nature and I think it escalated in difficulty very well. thanks for the experience!
So far 172. I might get to more! This was a fun game.
I liked the screen transition and the little preheat cues for the colliders was a nice touch.
I didn't know that I had 3 lives however. Maybe you can indicate that with a UI somewhere next time, like a zelda style heart system.
Good job!
Very polished and well scoped for this jam. It's an interesting interaction to have the game players fail at leave the running until they're done. It almost feels like a boon rather than a punishment, but I assume that every time a game shows back up, it's harder, so if you have fewer games available they get harder faster. The sound effects sell the impact of events well and indicate when danger is coming. The animation for the character is cute and fits well with the overall vibe of the game which is nice and cohesive. The only complaint I might have about the graphics is that the background for the \ | / __ level is a bit noisy, and the graphics for the V > arrows feels like less effort went into it than the o O level.
Overall, the only real improvements I could think of would be to add some nice 8bit soundtrack and add possibly more minigames. It's very well thought out, scoped, and executed!
Perfect for my minigame loving heart. I wish it had some music to go along with it. For the jam this is amazing, I hope eventually if you keep working on it you add more types of minigame levels.
Really well done multi-game. I feel like you achieved pretty good pacing within the 10 second constraint by the design of each minigame, which is really really cool! I found the one with the arrows a bit difficult, but after a few goes, a good challenge. Really really nice aesthetic. Good job!
Pretty fun straightforward game and I really like the style of art and sfx!
I loved it! Great submission :)
Really well paced, and I really liked how the difficulty picked up rather quickly. I felt I had just enough time to get comfortable with the minigames.
@Jag Nice score. My current best is barely better, 258.55. Used to be less, but @ziobob beat me and I can't have that. I made the game!
@davidtheginger All things that could be better, I agree.
@twowolf Lives indicator is a request I've gotten. Noted.
@nardandas Yeah I think that one is the hardest, but balancing something measured in fractions of a second got annoying so I decided it wasn't too bad if there was a minigame harder than the others. Makes the others more relaxing, call it a feature.
Man this is a tough game! Tried many round before hit 100. Really solid mini games, also the retro visual and sound design. Impressive! Please try mine too <3
I loved this one. Would love to see the idea expanded. Like a warioware style 2d gauntlet. Awesome entry!!
Got 170.70 Very cool! I love these minigame entries people are making. Very well made!
I think the flashing in the first game is a bit intense, and I think I died to an undodgeable pattern in the grid game though.
Making not just 1 minigame but 3 in the 48 hours is super impressive! I felt like they were all really good fits for the format, the pacing across all of them is great, and the challenge was a good steady increase.
My only note was that I felt like the arrow firing minigame was a bit more challenging than the others, so whenever it came up, I knew I was probably going to lose a life. But maybe that's just me being not great at it. That and, as others said, would've been good to have the lives on the UI, but that wasn't a problem.
Overall, great entry, good work!
I like the idea, but you may need to work on the random function. I got the same game 7 times in a row, which was a bit frustrating. Overall though, the mini games were polished and fun! Great Job!
@ideaspersecond Games you die in don't come back. You just did really well on your last game.
Ohhhh, that makes more sense! Nice! I guess I am just good at the game LOL
This was fun! My high score was 332.06:
shimash.png
Here's my ranking of the 3 mini-games: 1. The missiles. The way this one scaled up felt great. Out of the three, this is the only one that gave me some "tetris effect". So satisfying. 2. The grid. This one was the most difficult for me for some reason. I'm not sure that I like how an attack will occasionally occur faster than the established rhythm. But other than that, no complaints, and I'm not even sure if that is a complaint. 3. The spinny bars. I liked that the bars weren't damaging on spawn. You also occasionally get some neo-dodge moments that felt great. However, even on the higher difficulties, this one just felt a bit slow. Maybe it was because the bars were so floaty? Perhaps they should've increased more in speed than in number? I'm not sure if that would work. Maybe they could've increased in size? It also just wasn't as polished as the other two visually or sound-wise.
I think if you choose to continue with this game, you should break the theme and experiment with making level changes more frequent as difficulty scales. I also wish the level transitions themselves got faster, even if their frequency didn't change.
Great job overall! This really feels like a complete package. Very well-scoped and polished.
@trouv Nice score! My best is only 269.23...
Balancing wasn't easy, but I agree (mostly) with what you say. Since you expressed mild interest in it, here's some of the balancing issues that came up. (You can ignore all of this, a bit of a ramble)
The Grid had to address the following issues: 1. Can't send impossible waves 2. Can't feel tedious
When I set it up so that it always gave you enough time to reach the safe spot, sometimes the safe spot was on the other side of the board and it felt tedious to walk over. Just pressing the up arrow key for two seconds isn't a good fit for the game. To fix this, I make it so that there is always a gap in the wave within the same quadrant of the grid as the player. I also adjust the time based on the size of the wave being sent, so that the player has various sizes of dodges they have to make. Increasing difficulty decreases the time between waves, but it can't go too low or it becomes impossible, so it actually just decreases a margin on top of a calculated minimum time for the player on each wave. Adjusting that got fiddly, and I kinda gave up once I found something that didn't make me mad. The odd rhythm of the small waves is a side effect of them being easier to dodge. It was a hard line to walk between giving enough time and not feeling like you were just waiting for the bullet to fire. I ended up a little surprised at how much work I had to put into the algorithm to get it to feel even this good, and I know it could be way better.
The spinning bars was tough because there were a lot of variables to choose from. Spin speed, Diameter, Velocity, Number of Bars, and even how much the ricochet angle changes when they bounce. When they spun too fast it was impossible to pull off the weaving between bars that made it fun, when they got too long they would just box in the player, and adjusting velocity was difficult because half the bar is going way faster and feels impossible to dodge, and half is going the other direction and feels too slow. Some of the slowness I think you're feeling is probably due to the fact that it always starts with just one bar. I couldn't think of any other way. Starting with all of them all at once was just too hard to track, so I just slowly increased with difficulty the rate at which they spawned. They do get a bit faster, spin a bit more, and grow a little longer over time, but I made sure that was pretty mild because it got too much really quick. I wish I had marked the center point of the lines so the bounces were easier to predict, but I think this is actually my favorite of the minigames.
The explosion one was pretty easy to balance. I chose a fixed time for the circles to explode, and just had difficulty control making more of them at a faster rate. The only clever choice here was to make sure that one always was placed within a certain radius of the player, so that the player always has to be on the move. That mechanism didn't feel as good on the grid, and I couldn't figure out how to get it to work on the spinning bars, but it does a lot for this one.
I appreciate the detailed feedback, and the excuse to write up what is basically a devlog.
@thedashdude Thanks for the write up, this is very interesting. I think you're right that the reason the spinning bars felt "slow" was because it always starts with 1 bar. You've probably already thought of this, but it makes me wonder what it would feel like if it sped up the spawn rate like it does now, but eventually it started spawning 2 at once, or even 3 at once in super end game.
Really solid mix of bullet hell types, crunchy af sound design. The grid felt particularly fun, i think the balancing there paid off. the circles were a bit frustrating at times, with hitboxes that lasted longer than i expected them to. Fun arcade game, a really good entry for 48 hours
@thedashdude ahahaha sound legit that you wanted to beat my score! should I give it another try? just to spice things up? :D
Nice usage of theme, I also really liked the graphical effects and transitions between game modes. Would've been nice to include some music, but regardless it was still fun to play :)