Hose Moose by StabAlarash 2018-08-16T18:56:45Z
The idea is nice but the game is too short (<5min playing time). Some extra levels with maybe new mechanics would be great. I like your 3D-Pixelart and the sound is also good.
Foon → Ludum Dare Explorer → Users → 3ncryp73d
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 👥 | Faraday Uncaged | jam | 191 | 3.90 | 3.97 | 4.21 | 4.30 | 4.00 | 3.85 | 3.44 | |
| 2020 | 47 | Stuck in a loop | 👥 | Bermuda Triangle | jam | 1166 | 3.24 | 3.24 | 3.34 | 3.40 | 3.58 | 2.62 | 3.50 | 2.82 |
| 2018 | 43 | Sacrifices must be made | 👥 | Wicked Kinders | jam | 907 | 2.90 | 2.84 | 2.77 | 2.93 | 3.16 | 3.17 | 3.30 | 3.22 |
| 2018 | 42 | Running out of space | 👥 | The Human Resources Manager | jam | 244 | 3.72 | 3.65 | 3.36 | 3.80 | 3.93 | 3.06 | 3.85 | 3.34 |
The idea is nice but the game is too short (<5min playing time). Some extra levels with maybe new mechanics would be great. I like your 3D-Pixelart and the sound is also good.
It isn't clear what you have to do in the game, but the presentation/artstyle is nice
I think it's a bit too hard, especially because in the end you get stuck between the trees. Also it's annoying that you often get stuck at the edge. The idea is very nice and innovative though. I also really like the artstyle, a bit sound wouldn't have hurt. It would also be nice if you could go backwards.
I really like the storytelling and the retro-artstyle was also nice. You should maybe add a way to destroy buildings. I didn't know how to build the space-reclaiming facility, because i either didn't have the space and resources or i failed because i waited for too long. Maybe an option to clear the debris would help. A screen where you could see your current resources like an inventory or something would also be really nice. But, overall a really nice game!
So we now fixed the level-up bug (literally just one missing +1). I couldn't keep both versions of the game, so I overwrote the old version (there was no explanation how to do it so I assume there is no way). Since the rules of the Jam aren't as strict, I hope it won't be an issue, otherwise I'll reupload the old version.
@aaranos how do you mean anticlimatic? We thought about adding animations like a starting rocket or the comet hitting eath (which weren't possible to implement in the short time). Is that what you imagined?
Thanks everyone for the feedback! We didn't have time to update/fix anything in the last few days, but we now reuploaded the original version as it was originally released. It's called "THRM_original_release.zip", the version with the fixes and everything is called "THRM.zip".
I like the artstyle and the look and feel, but there is not enough explanation on how to play. Also i quit after i waited for a long time and nobody attacked. Either you didn't implement them, or the attacks are way too rare. I'm sorry to say that kinda breaks the game for me.
After i read "TrashyGame" i didn't expect much but i was surprised! Although it is very simple, the game is fun and exciting to play! It's well balanced and you don't have long periods of waiting.
Hm the concept is interesting but you don't do much. It would be much more interesting if you would add some animations and see something happen (blood, throwing knifes etc.) also you don't really see how you get caught but the game is just reset. Maybe some music would also help to build up tension.
The graphics are amazing but it's too hard, because you're attacked from two sides (WW2 showed that's never a good idea). This makes the game very exciting, but because the enemy progresses so quickly, it's sometimes very frustrating. If there was sound, the artstyle would really shine, but even like this it is very good. Maybe a bit more explanation in the start would be helpful, i didn't really understand that i needed fuel for the rocket. I think it's a very good game, but needs a little adjustment on the values.
Very innovative and creative idea. Although you said the game wasn't so well balanced, it's fun to play and neither too hard or too easy. The only thing i'd improve is to add keys that push you to the right so you can get back. Good Work!
hm maybe if there were fewer of those keys you'd have a chance to avoid them
Really innovative and well made, only thing i can complain about is that although the graphics look nice it's sometimes very hard to distinguish the different sacrifices from another.
The idea is really nice and the game was fun to play. Only thing that would have been really nice would be if you had made it more dramatic (you getting money for the people makes you seem cold blooded and emotionally detatched), maybe some dialogue would have helped with that. The other option would be the use of dark humor by really showing the moral flaws of you killing people for money and making fun of it (maybe something like "I'm sorry but the other one paid more")
Nice and innovative idea! Really gets chaotic quickly and showed me once again how terrible i am at multitasking
This is too frustrating for me. The player is chased by too many enemies that i didn't really know how to hit. You should start easy and get harder with time. Also sometimes the character just disappears.
Oh and why is here 'R' to attack? In the game it says 'K'...
I'm sorry if this sounds rude but this isn't a real game but a semi-interactive meditation guide. There's nothing wrong with that but I don't think this will bring you good results in a game development contest. I would also recommend you to rate other games or you won't get many ratings.
I'm not sure what to add to the above. Amazing work, you really made the most immersive game I've seen here!
Simple little space shooter. Fun to space play and good to have some quick space fun. I liked the space language you space used.
Very nice tower defense game. It's fun to play at first, but it becomes boring at some point because you just randomly place attack towers (I didn't need the others) and wait. I think the game must become harder as you play, but it becomes easier, since all the zombies you kill give you more money so you can just sacrifice as many animals as you want and place as many towers as you want. (I know that this is very unintuitive but this is how it felt) Overall it's a very well-made game and I like the artstyle, but it needs balancing and maybe additional game mechanics to force the player to use other towers and to make the game become harder as you go. And it could benefit from some sound effects and music.
I really liked the effect of the essence flying around
I liked the idea, but i didn't really know what i had to do. Sometimes i just cut along the green line and failed and sometimes there was no line. WASD and mouse look would also have been nice. I liked the humor of the game and the audio was also very nice.
Cool idea, but maybe a bit too easy. More advanced levels would be cool!
@diralf i like your mindset :D
Really well made graphics (Unreal Gang xD) and audio. WASD would have been nice. It's a nice platformer but too frustrating for me. The difficulty option doesn't seem to change much, maybe some additional platforms on the easy mode or extra lifes would have helped. There was one level where I got stuck (i hade one of those glowing points and constantly missed ist and when i got over it i fell down a couple platforms later). I didn't like the flame meter since it can really freak you out when you almost completed a level and die because of this thing. So I'd recommend you to generally make an easier mode for the easily frustrated players like me.
I wasnt really sure what i'm supposed to do but just the ridiculousness of this was entertaining :D
The idea is nice but I think there should be some other game mechanic, because right now there is no real challenge or long-time motivation, but the parts you implemented work well and i didn't see any gamebreaking bugs. Maybe some kind strategic element would be good
Cool concept, once you understand the controls it's a lot of fun. As others have said, easier controls a faster pacing would definitely help.
Shame you didn't make more levels, would have loved to play them. Good work!
@davision Thx for playing the game and the feedback! Are you sure nobody escaped in the first wave?
@davison Yeah it's similar but says a ship has escaped
@jose-bonilla Thx for the feedback. Glad you liked it. Did you upgrade the jammer? I think we should have put in a reminder because most people didn't understand they had to upgrade it before the next wave begins.
@oscar-iim I agree that we made it too hard, i think we played the first wave so often that we made it a little hard for people just starting.
@harksa That's a great idea! We might implement that if we get back to working on the game (right now Uni has started so this might take some time). We'll probably also add a reminder to upgrade the transmitter before each wave starts.
Thx for playing and the good feedback!
@matlab I love that gif!
Fuck yeah! METAL!
Cool concept. The camera movement was a little disorienting and the game could use some air control while jumping. In lvl 2 I often got stuck on the bouncy orange surfaces and couldn't really move horizontally. Also time is a little short in my opinion.
Nice way of interpreting the game. I had no clue what to do at the second airplane since it only took me back and I couldn't move on from that point (maybe I'm too stupid). Music was a bit annoying to me. I really liked the retro feel of the intro sequence, the ingame art looked a bit improvised but funny.
Not the type for idle games but the stuck in a loop part came across really well. I also like the consistent artstyle and sound design.
The encouraging messages are a little annoying and started to bug after a while.
Really cool concept, also thought about a while loop but couldn't come up with a game. Also nice implementation! Well done! :)
Really like the concept! I think a minimap might be a cool addition to help with planning.
The physics felt very spacey, I like the challenge of cancelling out momentum as part of navigation. Also perhaps the coolest take on the theme I've seen so far :))
Maybe make the fuel pellets a bit bigger, I felt like I was frustratingly close to hitting some but still missed.
Overall, nice game!
Damn I am definitely impressed by those visuals! I really love the way the weirdness, the humor and the spacey visuals play together. I think having to balance five metrics from the beginning is a little overwhelming, maybe you could bring them in one after the other.
Also a little on the text heavy side, the 10s timeframe makes it hard to read everything, although it's so good that I would like to read it :D
Great game, I think I'll go play a couple more rounds now!
It's cool to see that the game keeps you going with such a stupid task. I feel like you could move to the slightly more advanced presses a little faster or give the player something to do, 10 seconds is a bit of time so sometimes the pacing is a bit slow.
I think your supervisor telling you stories also helps keeping it interesting.
Having a fullscreen option would be cool :)
Nice game! Feels pretty polished. Could definitely use a couple extra levels, I would have loved to keep playing ;)
Took me a failed playthrough to get that I had to double-click to buy, might wanna change that to single clicking (I also think speed is more important here than preventing accidentally buying something).
Overall great game!
Nice worldbuilding! The visual artstyle and audio felt really consistent and made the environment feel very real.
I liked the way you built a platformer around the wall-climbing motion, sadly the z key is really hard to reach with a german keyboard layout which made it a bit hard to play for me (but not sure that's something you could have seen). If you want to keep working on it, it might be worth changing that to something like spacebar.
Great idea! One thing that was bothering me was the way the audio was mixed. I honestly had a hard time understanding the AI half the time. Just reducing the music volume would go a long way here. Apart from that I had a lot of fun, really liked the world and atmosphere you built!
I really liked the aesthetic of the game! The hotel room felt very real and classic-horror themed to me. I had a hard time figuring out what to do. I get that much of the functionality still isn't there, but what I'd give you as a tip for your further development is clearly communicating what the user is supposed to interact with. It took me a while to see the bricks, I feel guiding the user is a think I have also often overlooked myself.