Scribble Scramble by 1y1e 2013-08-26T12:45:00
@nikkesen, you should be able to login again fine, with exactly the same username/password, sorry there aren't any recovery options. Username is case-sensitive.
Foon → Ludum Dare Explorer → Users → 1y1e
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Runic Distractions | compo | 34 | 4.08 | 3.97 | 4.44 | 4.52 | 4.22 | 3.80 | 3.91 | 4.22 | ||
| 2018 | 42 | Running out of space | Dimitri's Revenge | compo | 297 | 3.47 | 3.47 | 3.07 | 4.15 | 3.34 | 2.77 | 2.31 | 3.05 | ||
| 2016 | 37 | One room | One Roomba | compo | 448 | 3.00 | 2.53 | 2.93 | 24 | ||||||
| 2015 | 33 | You are the Monster | Ski Free Lunch | compo | 104 | 3.75 | 3.94 | 3.60 | 4.41 | 3.69 | 2.87 | 30 | |||
| 2013 | 27 | 10 Seconds | Scribble Scramble | compo | 322 | 3.30 | 3.40 | 3.50 | 3.45 | 2.20 | 32 |
@nikkesen, you should be able to login again fine, with exactly the same username/password, sorry there aren't any recovery options. Username is case-sensitive.
@nikkesen, @dekart: OH I understand, sorry for the confusion; Making an account is just a way to identify players with their rating, the game is inherently multiplayer by nature. I don't want your email address, just a name and a password to identify who you are :)
Get some fresh air: At first I didn't have a clue what to do, the fact that I was told to use arrow keys in the menu but then used WASD in the mingames was a bit confusing, but I was happy to sit and watch the cute little Santa do his thing :) If you were aiming for a ski-free art style you nailed it :)
Ooo, shiny: A fine little helicopter clone with suitable amount control lag. I suspect making the ceiling kill you would the minigame too difficult relative to the others, so that seems reasonable to me. Some feedback that I lost and why would be useful, as it's hard to tell if it's a bug or not.
Let loose: Yup, that's some toilet humour. Probably fits the theme the best out of the three though, and I like that you added the difficulty options.
My combined score: 33988
Good stuff! I really like quick, simple mechanics, and appreciate the quick turn around after death.
I'm very impressed by the amount of art in this and the use of cutscenes AND a boss fight! Really makes it feel epic for a length - but I think the length is great for how much you've packed in.
If I had to give tips on where to improve I'd look at some of the more physical feel and work on fixing little things like the "FBI" hat text flipping when you flip the sprite, or rotating the bullets so they don't fly out sideways when you shoot straight up.
Nice work!
Thanks for taking the time to export to all those platforms! My favourite bit is the drooling lip licking animation, and I'd love to see the lava animated too!
Great job.
I think this is kind of hilarious: as a player you've been gradually building up pressure and now you're under heavy bombardment, you're fighting to cling on and then suddenly SMASH CUT TO SILENT BLACK SCREEN WITH EXISTENTIAL MESSAGE. That unexpected jarring feeling was great. Not sure that's what you were going for but I enjoyed feeling it! I would have voted 5 stars for fun if you had let me :P
Great entry for proving that you don't need fancy graphics to make something mechanically satisfying.
Favourite moments:
- Seeing the "all trap" level for the first time and thinking "oh damn gotta move". I was really hoping to use those traps to kill a group of red guys but it never came up.
- Figuring out that I can use the mine in the last level to blow up a turret.
- As soon as I completed, the soundtrack did the long epic note, which I assume was a coincidence but REALLY felt like a great ending mood.
Only bugs were the low framerate for the all trap level and that when moving on any diagonal other towards the top-right I couldn't jump, which made the last level harder than it needed to be for me. Neither of these issues stopped me from enjoying your game though. Thank you!
Great atmosphere, really feels like you're stalking these stupid kids when they're running everywhere and you're slowly boxing them in. Good job.
First off, congratulations on finishing your first Ludum Dare! This has the potential to be a serviceable endless runner game given a bit more time, so now that you've had the practice your next LD will be even better I'm sure :)
I'm not sure the mechanics match the rest of the game - you're meant to be a big tough stone golem, but you break apart instantly as soon as you graze an obstacle. Having said that, I liked the sound effects and went back to listen to them again when I found out what the sources were.
Keep up the good work!
As with other commenters I really like the camera placement, it would have been so easy to have this being just another top down or third person endless runner, so it really shows you put thought into the design. Great animations too. If you are wanting constructive feedback, I think it might be useful to have better collision, or at least a way of telling exactly where the hit areas are so the player can dodge and weave as they stomp around :D
Great entry that you should be proud of.
I couldn't believe the bird ending. Dat deep dive tho.
Win64 ran fine for me - I liked having to compare the ship diagrams to get an idea of where to look. Good job!
@dokalfar It's true! Sometimes it feels like a victory lap, sometimes it feels like a free win. If I were to continue this, I think on some levels I'd introduce a new random spawn object that kills Dimitri when he touches it - that way you can't avoid them in the "1-wall loop" scenarios in the same way that you can't help collect pills in this version. Thanks!
@jka Good feedback - I was intending for the controls to feel like the Pac-Man style where you queue up inputs to execute when you can next move in that direction. This was not mentioned in-game, so maybe it should have been! Thanks.
@mcccclean You're too kind. Art-style and general mood is def something I want to improve at, so considering things like that earlier in the weekend will be a learning objective for next time :) Cheers!
The controls took me moment to figure out, but I appreciate what you're going for - holding S to back away from where you're aiming makes sense for this game :) It is sometimes a little awkward sometimes when you find yourself moving directly under the mouse, because no button will move you until you move the mouse away, and that killed me a few times. Otherwise, good job! I liked the variety of things you could do at night.
So much personality in this! Having region-specific scenarios play out was a great touch. One improvement I would suggest would be to have highlights over the map, just so I can make sure I'm visiting them all.
Itch.io embed worked for me. Maybe I'm dumb but I think level 2 was the hardest of them all - maybe I missed something? But I found myself having to snake precisely around so I collected the right three, then the guy in the middle, then the dogs at the bottom. Very satisfying when I worked it out though :) The rest of the levels felt like a victory lap. I get the impression these levels were very carefully designed, so excellent work there.
Thanks to all the AZERTY and QWERTZ owners for flagging that input bug! Should now be resolved, full details in the description 👍
You're hitting all the right notes for a tactics games design IMO; terrain types affecting movement speed, units with unique strengths/weaknesses, it's easy to see how a meta might develop as the pieces move slowly around the map. It IS a bit slow moving given the map size, but I respect the ambition - I cam imagine a map full of units where density of units matters.
I'd have loved to see some simply AI, even if it's something silly like "take random actions", but I can understand why this might be a rabbit hole of scope creep! I could have also really used a mana sink, because I quickly maxed out 2 units per turn after capturing only a couple resources.
Game is easy to learn and easy play, which is rarer than you'd think! The "info mode" is particularly important to this - so all in all, great job!
Def best plays on a phone - switched from desktop to Android and never looked back.
Nice to see a different interpretation of the theme! It was a good idea putting a completion time at the end, that suckered me into replaying to try and get a quicker time - 38 seconds is my personal best ;)
Woooahhh, you get serious style points for rendering a game directly in the DOM, running off one javascript file with no dependancies. A ~4KB zip!
It would have been nice to tell the players the different values for attack/health/speed/cost per summon, because when I dived into the code to find them that's when it really started to click and I tried to see if I could "break" the combat.
Initially I thought Medium summons were overpowered, but then I discovered that the Light summons are actually little assassin back stabbers! If you "chase" an enemy summon moving away from you, because it Lights move twice as fast they can attack the slower heavier summons and not get attacked back, essentially one-shotting the enemy! That was a cool emergent behaviour that was fun to "discover" :)
I'm also not sure if it was intended but I like how summons can "block" each other - it's a good deterrent to prevent spamming everything you've got up front. I feel like timing is an important part of the metagame, so this helps reinforce that.
So great job - I think this has really interesting hidden depth as a quick rock-paper-scissors style battler, and I'm gonna see if I can find someone to play it with IRL.
I think the art style compliments the silly vibes - sponge and roach jar are a fun touch, so well worth the polish put in :) I totally didn't realise until halfway through exactly where each "ring" zone was, so a lot of the early successes were pure accident/bad drawing, as I wasn't not really sure how big to draw circles etc... But I sailed through once I worked it out. Good job!
Cool to see card mechanics! I didn't mind clicking around a bit and discovering how it worked - fun moment was when you realise that "666" is the max. Then it's like a game of attrition, trying to max out each card type. Kept having the decision: "Do I try and add to THIS type because it's behind, or that type because it's a 6?".
Potential next steps: maybe something that stops the end game dragging on, eg: recycling or mulliganing cards, because I found myself "skipping" a lot at the end simply because none of the cards helped.
Once I remapped the keys to where my fingers naturally rested on this keyboard, things started to click a lot better. I also had to use the standard mode to toggle fingers instead of holding, but not the end of the world - I enjoyed the concept regardless :)
Once I realised that "3 fingers out" means triangle, I didn't have any trouble remembering the gestures anymore. 2 fingers out as the rotate gesture worked out well for me.
Overwhelming power in: 356s.
Fun one! I loved the claustrophobic atmosphere, and I think you balanced the puzzles well; I managed to work enough of it out such that I only had a couple unexplored areas, so I knew where to focus on next to finish it off. Final animation for the "banishing" was a nice to see as well, and I'm a sucker for a nice fire particle system ;) I also really like this sort of "knowledge is what you unlock" design, so seeing the big tablet before the other parts was a great hook. Overall, great job!
I like the framing of two "gods" looking over the battlefield, but I did have a little trouble remembering which spawner was which type of unit, and I think in some cases directly clicking things on the map didn't register as a "move" command because the click was blocking from hitting the floor. The spinning around was helpful though, and if you could zoom in too that would have been awesome, but I understand why that's hard to implement when it's a fixed camera angle and you don't necessarily know where the action is... but maybe like a telescope zoom where you move your mouse and it pans around? Interesting problem anyway. Regardless, good job!