1 Man 1 Lift by Sheepolution 2018-08-13T00:05:49Z
404!
Foon → Ludum Dare Explorer → Users → 2bam
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Planet Externality | compo | 2.95 | 2.86 | 3.63 | 3.72 | 2.13 | 2.22 | 3.22 | 2.54 | ||
| 2018 | 42 | Running out of space | Moving Out! | compo | 2.80 | 2.40 | 2.95 | 3.25 | 2.54 | 2.95 | 2.50 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Karma Plane Simulator | compo | 2.50 | 3.00 | 4.50 | 4.00 | 2.50 | 4.00 | 1.50 | |||
| 2017 | 40 | The more you have, the worse it is | Crafthoarding (Third world edition) | compo |
404!
I think I'm in the 0.1%... but at least got a dessert out of it.
Nice idea!
A thought: Gravity force was too strong and made it very hard for me to maneuver. Sometimes I just got really near powerups but had to lift off and try again and again to snap in the right place. Maybe if you could "walk around" while grounded could improve that, even if super slow to discourage overdoing it.
As others mentioned, maybe knowing which item is contained in the chest prior to opening it would allow for a deeper strategy, maybe also allowing just one use per item, to balance it out choosing in which monster you use it besides order and just peeking in every chest and getting the best thing for the moment (strength if high HP, defense if low HP, hearts always).
Nice little game/toy, I didn't expect those transitions running around the block, which are great.
I like the balancing of hard-to-place things in the back, vs. speed of placing in easier, nearer spots but then blocking my chance to place in the back. This is the core of the game I think.
Some feedback on progress could be useful, for a bit I thought it would run forever.
A retrowave track and a global leaderboard to compete with friends seems like the next step for the game.
Airlock occupied! Haha! Great game.
I tried doing the split-control mechanics on another ludumdare and utterly failed, I should tell you **you nailed it!** It has the simplicity to understand it easily but needs skills to properly man it. Felt like going on a bicycle with one hand on the handle and the other picking things from the ground while driving, very funny.
Some thoughts: I came to a point when I was full of gold occupying 2/3 of the cargo part (lost with 52), it would be nice to convert to ingots or somehow be able to reduce it's size but if you do it with a higher amount you get a bonus or something as a cash-in trade off.
A thing I liked that made me giggle was that the cargo was physics based all messy instead of puzzle-snapped (like it would happen in a runaway situation) AND that when you're full of things it starts to get in the way of the airlock.
The ship movement is a bit steep, too much acceleration and little drag made it a bit uncontrollable sometimes. Also going around the edges and coming back from the other side is strange for shmups and didn't see it coming.
Overall great experience. Good job!
It was fun but really hard to understand the UI sequence as others already mentioned. I started clicking at the base (as the sign told me) but didn't figure out what the programs were until later I noticed I could change them on the right side. Restarting and winning a level clears the programs >.<, it'd be nicer to keep them and a button to clear.
P.S. Please remember to add the source! (I think the LudumDare page is not rendering correctly sometimes, I had to repeat the link in the links section.)
I liked this game and enjoyed playing very much. It has great potential. I think I've been playing for an hour maybe, got 1134 clams. It's intuitive simple pricing design was a winner for me.
Some thoughts: Needs some balancing on the supply and demand. First time should have a more intuitive flow. For example, I got no beams (no supply) and for three times in a row ships were buying only beams. A "shuffle bag" instead of just random should sort that out! Same to avoid three federation ships in a row (it happened, and man it was crazy but got to stuff everything inside not throwing anything away!). I know you can just keep skipping but with a steeper management progression, inflation, or more asteroid floor destruction, I imagine it would be problematic.
The "Buying ****" box is pretty hidden, it should have some visual feedback on it as soon as the ship docks (I didn't see it at all the first 5 minutes)
I more often couldn't fit for sell into the ships than running out of space myself, but when I do (broke ship) it has a great dynamic of throwing things to junk losing their value, buying something from the ship in order to at least recoup selling what's asked. Although it gets impossible to fit big C/H if I ran out of cash (and grinding buckets is no fun).
The forced stop in progress by the federation ships works great! Trade off delay for loads of cash. I was afraid there was going to be some penalty if I throw those to space junk, luckily it didn't.
Good music, very fitting (it gets on your nerves eventually thou)
Great job!!!
@fritz @mieeh Yes, I agree the physics part is way off tune, I left it for last (as SFX) but never had the time. Fritz, please *explain me* your thought on picking objects without moving towards them, beacause I don't understand it (Thanks!)
@gettingrekt Thank you! I wanted to try a "predictable value changing" idea, it turns out it's pretty hard to communicate that to the player :laughing: , even more so in such a little amount of levels to actually start seeing a pattern.
The controls are ace. Sliding in tight spots, that spastic sci-fi monster movement feels amazing. Also great music for it's aesthetics, which are the right amount of pixel and play station 1 polygon glitchness.
Some thoughts: I couldn't read the first time the instructions because they dissapeared too fast so I tried exitting but ESC only works when the game is over (Let me quit!)
Hey, nice game! The "health equals size" is a great idea!
Some thoughts:
The central pilars have little contrast and are not noticeable when they rise/fall. It took me a while to understand water keeps you moving forward. Crashing the boat and dying seems a bit overkill, maybe just shrink more than a monster hit and let me die only from lack of space. The spikes hitbox is too restrictive to maneuver around.
The controls are very responsive and you achieved a good difficulty curve and damaging things are very clear to spot. Sometimes the bear shakes/jitters a bit.
I first I thought from the name I had to time exactly like, pixel perfect, when to press space to turn. But then I understood it was about compulsion.
Thank you. I didn't even think about putting fires while rewinding, nice catch!
That's true. There are exactly a thousand, but of course how you could you know that without having made it? haha. I think I get around 700, using twin sticks controls help a lot too.
The mooing needs some spatial rolloff tweaking and management to avoid overwhelming, each cow actually moos once every 30-100 seconds, but end up being A LOT anyway!
Thanks to everyone for playing through.
Excellent job, great art and mechanics. Digging that "Click*10" vives.
Good game, and very clear what you need to do.
Got stuck on the level with blue and green teleporters and moving spikes. I thought it was a nice idea to get momentum with the (2)>>>>>(1) and time the exit, but couldn't.
Even being simple I like the speedrun potential and the last level with the decoys. Good ambiance and music too. Scored 200.97!
Oh no, that's completely new... thanks for the advice.
@incobalt @TomekS it might be too late but I've uploaded them temporarily to WeTransfer https://we.tl/4AMFNgOHzG
Hostgator undercharged the automatic payment and then suspended my account for owing 30 cents :(