The Superior Resolution by phaze0 2013-12-20T07:58:00
Astonishing. If you listen closely you can hear the bar being lifted for games everywhere.
Foon → Ludum Dare Explorer → Users → 2HitAdam
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Press Simulator 1964 | jam | 435 | 3.28 | 3.06 | 3.56 | 3.48 | 4.06 | 3.52 | 3.48 | 41 | |
| 2014 | 29 | Beneath the Surface | Shark Cull 2014 | jam | 273 | 3.36 | 3.56 | 3.03 | 3.06 | 3.57 | 3.57 | 2.95 | 59 | |
| 2013 | 28 | You Only Get One | You Only Get One Chance to Impress your Girlfriend with a Game You Made | jam | 410 | 2.74 | 2.86 | 2.78 | 2.48 | 3.24 | 3.47 | 2.79 | 47 |
Astonishing. If you listen closely you can hear the bar being lifted for games everywhere.
Took a little while to get my head around but was worth it! Very cool, interesting puzzle game.
Great idea, and superb graphics! Games for charity seems to be becoming a bigger and bigger thing, love it!
Thanks for playing all! It's a Christmas present so I have to wait a little while to show her, but I'll definitely update on her reaction when that happens :) Til then, shhh! Keep it on the down-low, you're all my co-conspirators now ;)
Also: sound, music and score are all good suggestions that I plain old forgot, and will go in! (as well as a murder count for die hard romantics like you Denis Chakarov ahaha)
Yeah pretty much, it's not very challenging. What I'd like to do is have the screen scroll when you move, and have the admiral's ship moving right the whole time. If he comes across a pirate ship he'll get boarded and thrown overboard. That way it'd play more like an escort mission, keep him safe from A to B by drowning the pirates, making it a little harder and giving the player more of an objective.
Thanks all! I can now happily report it was a massive success! About a minute after I showed her she was bragging all over facebook about her gamedev boyfriend haha so NAILED IT! :D
Real nice graphics and atmosphere, lighting was well done. Only thing I can say is I didn't have much of an idea why I was collecting this stuff or whether or not there was a way to win. Oh, and maybe a lighter with fuel would have been better -- matches don't really work that way :p
Pretty decent to see a beat-em-up with a full (if a little short) story and everything made in 48 hrs! Impressive, well done :D
It's been said, but the art is awesome and different. Audio is good but those cookie eating noises, god damn, eat with your mouth shut boy!
Super fun. This is honestly just a graphics overhaul away from being a really neat game!
Hey man, finally got around to playing -- made it to level 4 with 8 gems! The tile change was a nice surprise, how many are there? The game is extremely difficult at first, as has been noted, but once you work out how the swords work and how the enemies move you can really get the jump on them.
Overall incredible work getting a proc gen game done for a jam. Only thing I can say is it would be nice if collisions were masked to the tree instead of the tiles trees were on, it would compliment the responsive movement. I had fun working this one out!
This is possibly the coolest and funnest game I've seen all jam. Really like that you can shoot the other player point blank but also set traps for them by shooting out the side of the screen and not catching the bullet. Ace graphics and style too.
Nice and simple, but fun enough. Good use of the theme :)
Cool game! With the limited visibility of oncoming cubes it seemed less about reflexes and dodging and more about managing the survival of your cube fragment colony haha. Good stuff.
Really tight game, and stupidly addictive. Well done :)
A little context on this huge comment: I asked on twitter if anyone wanted feedback on their jam and paperblurt shot me this link. I happen to be a creative writing graduate so what the hell, let's do a little friendly deconstruction while I procrastinate!
First thing's first: animations in Twine is awesome and pretty innovative by the sounds of it, so well done with that. Sets an amazing mood. Probably should issue an epilepsy warning though.
Next on the agenda: the writing. It's not bad, especially for a jam where you're rushing. There's a few typos here and there, nothing that detracts from the story enormously. But there are a number of areas that could be improved. So in no particular order:
- Vocabulary. You're writing a sci-fi and using modern terms like Instagram or calling it a "freaking hammer" but at the same time reaching back for outdated words like "shan't" and "nay". My advice is to update your vocabulary and be consistent, leave the loftier-sounding archaic english out.
- More tell than show. Hopefully you're familiar with the "show, don't tell" mantra of writing, and there are a few places it could be used better here. Why tell us he starts hearing voices in his head when you can show us that transition? Why tell us the crash was horrible when you can show us the horror? I don't want to take your word for it as the author that it was a bad time for everyone involved, I want to see it for myself and make my own assessment. It's much more engaging that way.
- Structure. This was pretty good. One thing you did very very well was make me want to know what happened next, that was all in the atmosphere and the way you withheld plot points til the next click. Really ramped up the mystery. The shiny thing at the bottom of the crater was particularly good for this.
- Clarity. I'll use an example. He goes into the space ship and starts talking about "My fallen colleague." What fallen colleague? "Oh, I guess there was a dead guy the protagonist knew in this crater pod for some reason?" That's a pretty big leap you're asking us to make there, rather than just spending a couple more words letting us know what's actually going on.
Annnnyway, that's my two cents! Feel free to ignore any or all of it. Either way I still think it's an awesome use of branching narratives, and man, if you managed to animate Twine then I'd love to see what you'd make with HTML5 or Flash and infinite possibilities. Peace!
The graphics were super cool, loved the overall style here! Winning wasn't very clear though, played the game a bunch of times before I noticed the text saying I'd hit the guy with a bottle. Thought I was losing!
Falling off the world means I win, right? ;) I liked the upgrade mechanic and the way fireballs worked, think there's a lot of potential here! Also props for making a game starring a badass old man, beating up slime and reading tiny books. Games about old men kicking ass are my fav!
Lovely message, great mood.
Wicked art, sweet music, fun story and challenging gameplay. This game ticks every box! Favourite entry so far :)
Great little game, the music and graphics were super neat. Trying to work out out to dry the phone nearly had me tearing my hair out, but I managed it! :)
Really cool innovative and fun idea, that did a great job of showing the player how it worked incrementally. Loved it! The knockback on damage was sometimes frustrating, like I think getting hurt is bad enough without getting knocked to your death haha, but otherwise really solid and great music too! My only other criticism is that the game wasn't titled "The Floor is Chickens," but that's just a minor gripe ;)
Incredible! Didn't realise what the win conditions were at first so I opened ALL the graves, and even though it was tedious the sweet beat of the little goblins mining made it still very enjoyable. So much polish for such a short time, damn fine work!
I love that I actually had to physically fight the scroll wheel to stay up, that's really good design. The feeling when I realised the boat wasn't coming back and just let go... man, nice work.
Really, really cool entry. Lots of polish and seeing the particles at play in slow mo was sweet. I played the updated version and it still seems you're prioritizing animations over reaction time though, which looks great but is slightly frustrating when what you want is lightning-fast control.
Very cool mood in this one, and I especially liked the game over text and that it changed each time (since I had to see it enough times haha). I think it's pretty solid, but it did feel a bit too random at times: the fish were erratic and hard to judge, the holes would often have planks of wood in them, and sometimes I'd get a whole heap of holes or none at all -- just felt a bit punishing sometimes! Overall great job though, +points for character :)
The sounds as everyone has said were awesome, and night/day was nice too, but as a design consideration I would suggest giving the player something to do while the tentacles attack, like being able to shoot special bullets that cost extra or something. Because it's challenging now, but not that fun having the controls totally out of my hands for half the game.
Really cool stuff, the pixel art was great and the music and atmosphere were really nice as well. The worm was pretty epic but I didn't feel like the hitboxes were that spot on though -- it seems like if you run down from the circle you'll always be same, if you run up you'll pretty much always die? Was pretty easy after I realised that. Still, loads of potential here, please expand it to a huge desert beast hunting game a la Shadow of the Colossus!
@bendmorris That's a great idea! Making the link between tax-payer money and the funding for these expeditions explicit will make it hit closer to home for a lot of Australians I think, I am definitely going to do that. Thanks for taking the time to leave your thoughts and I hope your marine ecologist buddies enjoy it too :)
@KeyMaster Yeah, because I was also relearning HTML5 dev I didn't have time to really balance the difficulty. Between crew cost/weight/fire-rate/damage/knockback and shark frequency/health, it was just too much to get right first go haha. I'll try to find the sweet spot in the difficulty curve.
@NeiloGD Thanks, but what browser are you using? You should be able to move the cursor and shoot, but I kinda only tested in Chrome...
Damn, that is an incredibly fun and addictive core mechanic. Anything with card draws I'm in for, but the scissors paper rock system was a really neat way to compound it. It's a great foundation, could make a genuinely awesome and innovative game if you keep working with it!
Just incredible and hilarious all round. Wanting to know what happens next is the main driving force in this game, so the idea of having to replay sections on death made me not try to beat it more than once, but I had lots of fun! :)
Oh man I love that old school vibe, and although there wasn't terribly much to the levels, the gameplay was so rewarding (and yeah, I can see the Vlambeer "feel" influences too ;) that it was just loads of fun to play, and if you don't polish up that BG art and turn what you have here into a full game it would be a crime against the gaming industry, because this is just fucking awesome. DO IT!!!
Okay that was slick as hell, amazing job!
Good amount of gameplay for 72 hours! The metroidvania aspects were pretty well realised but I think a full version would need something slightly more versatile to upgrade than the drill -- using it to float later on was cool, but otherwise I think just having harder rocks to break to move forwards limited the gameplay a bit.
Great mood, fun game :) I found it pretty hard to work out what I was meant to be doing or remember everyone's names/comments (wasn't a whole heap to distinguish them) but it's a great concept and very well written.
Love the art, the story lost a little in translation but was still pretty funny at parts, I could see what you were trying to do with it :)
Man, this looks really cool and I wanted to play it, but when I clicked on things the active/!active menu came up and never closed, I just got stuck there. Nice proc gen though!
AMAZING atmosphere and the visuals were great too, lovely pixel art and lighting. The text speed was a touch slow, and I wasn't completely sure what I could and couldn't right click on, but overall a great experience. Need to go read that Lovecraft story now :D
Really cool game, loved the take on FTL (though it also reminded me of the board game Red November, about a bunch of drunkard gnomes in a sub getting attacked by a kraken and having to do basically this -- inspiration perhaps?) I loved the pixel art (at 2X) and can see a lot of potential here, keep with it! More micromanagement! Oh, and because nobody else has mentioned it -- bonus points for the crew member on the toilet. Love those tiny quirks :D
Very ambitious project, can't believe how much content you got in there! It sucked a little that my dad could just 1-hit me (in V-3) but otherwise, good effort!
Yeah nap time! Cutest Rampage style game I've ever seen. Loved getting to destroy Uwe Boll not once but twice hahaha. Bigger helicopter bullets would have been nice though :)
Really great entry, love the art, just work more telegraphing into the enemy attack animations. They need to either give you time to react or follow stricter patterns of attack for this to be really fun, but I see loads of potential :)
I've played a lot of Luftrausers but couldn't seem to hit anything... and wasn't sure it did anything when I did, so I just had heaps of fun Free Willying out of the water and doing somersaults. That's really the best part of the game so far, try to capitalise on it! Oh, but I was able to fly indefinitely by turning backwards in mid air and aiming straightish up, guessing that's a bug.
The art is obviously pretty rough but I interpreted the blocks down the bottom of the screen to be a sunken city and thought that was badass! Good luck with the full game :)
Lots of polish here and really fun and interesting mechanics. I thoroughly enjoyed it! But I'm with the others, it took me awhile to work out what I was doing and why I was dying so suddenly, but it was totally worth it in the end.
This is great! Absolutely loved it, fished until the messages started to repeat themselves just because I was enjoying reading them and the mood in general (though, I'm a writer, so I guess I'm a little more partial to the nuance and repetition than most gamers would be haha). I came away feeling there was more I could have done at the final confrontation, but didn't? Is there only one ending?
Lovely graphics, something tells me you're a graphic designer haha. "WILLY CLEAN!"
If only I could give more stars for innovation haha, this is the wackiest game I've played all LD(and that's saying something!) It was heaps of fun though, the FUCK YOUR POTS stage was hilarious. Games with lots of character like this are my favourites and I think you've got a knack for it, so keep it up!
Hahaha what a crazy ass game. I love it. The hang time firing rockets felt awesome to pull off, totally made up for all the time I spent spiraling out of control on the walls! Nice stuff :D
Loved it. Struck especially close to home as someone who's been marching the streets with thousands of other protestors and not seeing any coverage from major media outlets in the pocket of the government. You've taken a page (or a whole booklet) from Lucas Pope sure, but remixed it with charm and style, and I think you've done a great job.
I couldn't connect and guess I came to this too late for players anyway, but I just wanted to say I love the concept and the visuals are nice :)
Cool once I got the hang of it. I also like that this game could be about just about anything, but you went for lobotomising leaders haha. Nice work.
Incredible effort for 72 hrs! Wow, until the game ended suddenly I felt like I was playing a full release title. Great visuals, varied gameplay, all of it good. All I will pass criticism on is that it wasn't quite clear what the objectives were, how to win/fail etc. I did eventually clue onto the fact that those little guys were walking into a cave that upped the infection count, but it took me longer than it should have. Congrats all round though!
Haha loved the "SOLUBILITY" ending. I like the bizarre take on the theme haha, heaps good effort for no C2 skill.
Absolutely incredible work. Had similar problems as other people, where my buyers/funds just got bottlenecked, but it's telling I was willing to stick with it moving at a crawl for at least 15 minutes before quitting. I just wanted to play more so badly haha. You've got a quality product on your hands :)
Daaaaamn, this is some next level tension! I love what you've done here, this is so often what people SAY games can do, but rarely actually accomplish, that is, making the player really feel the moment. I was right there the whole time. Brilliant.
Pretty good all round, could have easily started at round4 and I would have liked it to be 2 - 3 times as fast, not very challenging as is. Still, very cool and polished entry, great music and visuals, well done! :)
This is an all round beautiful entry! The art, animations, quiet mood... Even the concept is beautiful! Y'all should be super proud of yourselves :)
Super cute art, digging those Bryan Lee O'Malley/Paul Robertson influences. Particularly liked the monster design and hurt anims, and the specials were pretty fun too. Would play the hell out of this if it were a full game!
Interesting game, really nice music and atmosphere. For me there was a big disconnect going from having Erica tell me about her life and what she's doing to controlling her actions, felt like an almost intrusive POV shift.
Also the writing shows promise but is pretty exposition-heavy. You're doing a lot of legwork to set the scene and tell us about Erica but the main thing a player wants to know, and the main thing that will drive tension in a piece like this, are the stakes. What are we trying to achieve, how are we trying to achieve it, and what have we got to lose if we fail? The choices presented to the player were unknown quantities with no clearly defined stakes, so they all felt pretty arbitrary. The best interactive text games I've played have given players choices where you never truly know the outcome, but can make an educated (sometimes hilariously wrong) guess based on the information the story has presented.
It's cool though, great for a 48 hour game, keep at it! (sorry for the long critique, but I hope it helps. Full disclosure: I studied creative writing 4 years, currently running a studio experimenting with digital storytelling and a small games studio)
Thanks for playing the game and leaving feedback everyone! A post-jam version is in the works, where articles will be stored in a fake newspaper website, names and headlines are taken, and articles are scored based on relevance to the prompt. The deadline will start a lot slower too (I forget not everyone can type like a programmer haha).
Follow me (@2hitadam) on twitter if you wanna know when the post-jam ver drops :)
Loved it! I didn't think it was my type of game at first but then really got into it haha. I like how simple it is, and the way the monsters track made me really stop and think at first, then seemed natural and easy to avoid, then made me sweat when there were three converging on my position... fun times. Scored 1082!
Super polished man! Loved all the little intros the level, gave a lot of character to what's essentially some circles moving around some squares haha.
Really cool art and environment going on here! Nice creepy snowman sounds haha. The players turning speed made the game more challenging, but not feel all that fun to play... overall the gameplay was pretty slow! I think if you could make it a bit more exciting, you'd have something pretty novel here :)
Really like those bright yellow tiles, the overall aesthetic is really nice. I think the 'swiping' controls could be made to feel a little nicer. To fight the momentum already built up on the balloon, I had to drag it many times rapidly to get it to go where I wanted, when really I wanted to just be able to throw it around with a bit more force. Cool game though, well done!
Everything about this is just super cute haha, well done. I didn't play the post-jam version so I won't critique anything you may have already fixed, but yeah it was nice and I liked the art. You should consider doing childrens books!
Nice twist ending haha, took me awhile to get there. Like everyone else is saying, this is an awesome, awesome take on the theme. Love the ingenuity, it's probably a little bit more clever than fun right now with the bugs and abrupt physics, but still, for 48hrs I'm well impressed.
Really loved the cute little graphics! As others have said, it's a little too simple to be as fun as it could be. I also would have enjoyed it more if the camera were panned out, I wanna see these baddies fall to their deaths!
Hahahah I suck at tower defense games, but this was fun and cute. Good job :)
Haha nice, I only got to 5 boxes before I got shurikens all up in my face. Was fun, I particularly liked the footsteps emulating a heart beat -- made it nice and tense. My only criticism is that effect you have with it randomly flickering the lights and making a sound, that kind of feedback made me think I was doing something wrong or getting hurt, but I don't think I was? Overall cool game though!
Cool game, landing hits felt really meaty and brutal! I feel like this kind of game would really benefit from being free roaming though, the click to move/key to attack feels kind of weird and clunky, not too responsive. Ragdoll was pretty funny though, overall good job :)
Something very Bastion about the art and music here, I really really dig it! Was super hard using my laptop trackpad, was sweating by the end, but still made it through :) I think with infinite wave games like this with only a single mechanic to kill the enemies, it's usually best to give a limited use secondary attack say an insta-kill AOE that you can only use 3 times or else need to wrack up a good combo to use or something -- introduces a bit of strategy for timing etc, and gives the player a little more to do than swing wildly! That said, it was a lot of fun and very tense, and the game has a great atmosphere too. Well done :)
Uncontaminated! I'll take my microbiology degree now, thanks :P Fun game, the graphics were really smooth and nice and I dug the music a lot, added a nice mood to the game!
5/5 Audio for the sad trombone hahaha. Seriously though, awesome music, cool art and fun game (though I had to quit around 6000 points due to RSI haha). I think it would be better if you could hold down mouse to shoot, but either have limited bullets that recharge when not shooting, or a secondary attack that you can charge with combos or something, just to add strategy beyond "how fast can you click." Overall really cool though :)