The Good Ship Higgs Boson by Jezzamon 2012-04-25T15:58:00
Fantastic puzzle design and controls. I can't believe this is a 48 hour game!
Foon → Ludum Dare Explorer → Users → Ted Brown
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2015 | 32 | An Unconventional Weapon | Alien Headbang | compo | Theme | 4.62 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | GhostPop! | jam | |||||||||||
| 2016 | 36 | Ancient Technology | Tank You: Going Ballista | jam | |||||||||||
| 2016 | 35 | Shapeshift | Glyph Morpheus | jam | 108 | 3.81 | 3.81 | 3.48 | 4.07 | 3.90 | 3.78 | 3.80 | 39 | ||
| 2015 | 34 | Two Button Controls / Growing | Ump Carter: Japanese Toy Collector | jam | |||||||||||
| 2015 | 33 | You are the Monster | Devil Drinker | compo | 493 | 3.10 | 2.68 | 3.30 | 3.15 | 3.60 | 3.35 | 4.00 | |||
| 2015 | 32 | An Unconventional Weapon | Alien Headbang | compo | 20 | 4.14 | 3.90 | 4.19 | 4.62 | 4.57 | 3.76 | 4.05 | 3.95 | 17 | |
| 2014 | 31 | Entire Game on One Screen | Zero Sum | jam | 63 | 3.91 | 3.58 | 3.76 | 4.06 | 3.94 | 4.21 | 3.86 | 3.88 | 49 | |
| 2014 | 30 | Connected Worlds | Sun God Star Bridge | jam | 23 | 4.11 | 4.29 | 3.12 | 3.65 | 4.15 | 4.33 | 3.76 | 3.96 | 79 | |
| 2014 | 29 | Beneath the Surface | Kaiju Rift | jam | |||||||||||
| 2013 | 28 | You Only Get One | Burning Love | compo | 379 | 3.16 | 2.98 | 3.22 | 3.11 | 3.29 | 2.56 | 3.36 | 2.83 | 55 | |
| 2013 | 27 | 10 Seconds | Operation Big Bang | compo | 10 | ||||||||||
| 2013 | 26 | Minimalism | Campfire | compo | |||||||||||
| 2012 | 25 | You are the Villain | This Is How It Ends | jam | 117 | 3.24 | 2.41 | 3.45 | 4.12 | 3.06 | 2.63 | 2.00 | 4.00 | 59 | |
| 2012 | 24 | Evolution | Buffalo Joe | compo | 249 | 3.19 | 3.13 | 3.06 | 2.10 | 3.63 | 3.48 | 3.40 | 2.88 | 53 | |
| 2012 | 23 | Tiny World | Circus Flea | compo | 116 | 3.57 | 3.10 | 3.40 | 3.70 | 3.80 | 4.07 | 4.07 | 3.30 | 53 |
Fantastic puzzle design and controls. I can't believe this is a 48 hour game!
I love the concept, but I couldn't get higher than the first platform. And since I couldn't actually stand on that platform, or place blocks fast enough to go to the second platform, I'll never see the rest of the game. :( Still, it's a memorable idea, using your "will" to escape...
Got to level 12! I really feel a strong, old-school classic vibe from this game. Before I realized I could shoot, actually, I was enjoying a relaxed pace as I tried to figure out how best to use the bombs, without getting pummeled by enemies. The re-growing blocks, grass, and trees are a wonderful touch, and the enemy variety is good. (really loved using a bomb on the amoebas) Finally, good job on the controls. Felt very natural.
Some of the best color composition I've seen in LD23, and of course the graphics are gorgeous! Love the "playground rubber ball" sound effect when kicking a drillbot in the behind. Nice!
Hey fellow Flea Circus lover! Good job on the game design. My third round saw me do some crazy antics and get high scores, that was quite fun. Love the judges, too.
On the flip side, it was hard to see the flea. Maybe the floor could be pushed farther down, and a white outline would help him pop more. And I confused the Front Flip (A?) with the Combo (D). It felt like Combo should be the middle button. BUUUUT that's a minor issue. Good job!
Hey, I enjoyed that! I loved camping in the wings and then popping out to clean up the "leftovers." The digging mechanic really sealed the deal.
I loved how the broken glass stopped movement. That led to some pretty intense situations, where I was blasting through my own buildings TO SAVE MY WORLD. =D
Ack, sorry, cross posted! what I MEANT to say was: this has the best music I've heard so far, and a solid progression scheme. And the subtle particle effect when losing population is lovely.
I got to the end of the universe! =) Kudos for making a game we can actually win. I established a bulkhead early, and quickly become interested in just how the upgrades would travel. Nice work!
Yep, good stuff! The update-when-moving thing in a free-move game is surprisingly compelling, one of those "how come I haven't seen it before?" sort of realizations.
*high five*
@Kevin: I actually did use the Minim library, and it fell short when I had to load a bunch of audio files up front. After a certain point, file handles were simply "dead" (e.g. not null, but not playing, either), so I had to scramble to load samples just before playing, etc. It was a massive headache. And it doesn't work at all in the HTML5 / Javascript mode. FML. :|
However, I like your website! I'm actually using Processing to teach high school students how to program games, so I think we see eye-to-eye there. I'm really sad that Processing and Java prevent it from being a one-click web thing like Flash, but I guess that's the tradeoff for initial ease-of-use.
@Jezzamon: These fleas are hardcore!
j/k! Thank you for the feedback. I'm sorry it was frustrating. I was going to make it so the flea survived if it fell from a low height, but the tradeoff -- at that point -- was getting more sounds in the game, which I was doing up to three minutes before the contest ended! Ah, well. Stupid reallife, getting in the way of Ludum Dare! :D
Amazing. One of the most memorable LD23 games I've played thus far. Heck, one of the most memorable games I've played this year!
Great concept and well executed. Smooth controls, great colors, and I love the parallax. Was disappointed it was only a single level. That's usually a good sign. =)
Sweet! Got a score of 169. I played just long enough to get comfortable and start wanting more; always a good sign. I think you nailed the concept, and I love the design of your hero. Squishy, boxy, techno angel fella!
I loved how the broken glass stopped movement. That led to some pretty intense situations, where I was blasting through my own buildings TO SAVE MY WORLD. =D
Tough! Wanted to see more of the story. Nice work!
You've got a neat little game packed in here. Love the color commentary. =)
You've set the bar for LD23 IMHO. Any game better than this is pure awesome.
My only (tiny) concerns were the difficulty curve (I made it to level 2 on try 2, but ran out of time too quickly) and the control scheme (it makes intuitive sense in code, but not in play). But these sorts of problems are what normal games spend way more than 48 hours fixing. =) Great work!
Good stuff for 48 hours! A little time for polish (the "hit things in front of you" bug") and progression would make this really awesome!
Amazingly atmospheric little game for 48 hours. Well done.
The very definition of spread eagle! =D
134 kills! And then my click finger gave out. :(
I like the concept, and I love how the little dudes walk. Definitely had trouble understanding what powerups I was getting, if any... don't be afraid to use text and spell it out! =)
Awesome job! Incredible concept for the theme, a perfect match! Loved the music and the text as well.
Thank you for your comments, everyone! I plan to write up a good post-mortem on this, as it is a great example of how game concepts [wait for it] DEVOLVE to meet deadlines! =D
Epic post-mortem went up: http://www.ludumdare.com/compo/2012/08/28/buffalo-joe-post-mortem/
Enjoy!
Thank you, DustyStylus! That confused me to no end. I fixed the link like you suggested.
Found sword, then for some reason couldn't hit the monster. :( Still, a five minutes pleasantly spent.
Very promising indeed! I was sad to see it end so quickly.
Beautiful! I love the texture treatment, and the axing action felt solid.
Good stuff. Wonderful interface, clever puzzles.
Lovely little thing. Played through it a few times, couldn't work it out, but always got close. Good work!
awwwwwesooooooome
Great mood. Really good sense of... well... being a scary blobby thing! =D I kept expecting adventurers to be tossed in the pit, with the ol' Wilhelm scream...
I love the graphics and use of color. For some reason, I get a 60's vibe...
Highly enjoyable! The kids love it. It's so cute.
One of the most beautiful games I've seen so far. It was fun just to move around for a while, and peek behind the scenery as the balance shifted. I'd be interested to see this "evolve" into a larger thing.
Great music, great mechanics. Kind of slow, but when the old man stopped to take a breather, we laughed out loud. =D
Tough little game! It's amazing how hard it is to get all those different types of gameplay in, isn't it? =) Good show!
Cool story! Progress seemed to go a bit slowly, and it was too hard to get rid of "bad" objects, but the art was nice and the concept was clear. Solid!
Got to 69 flowers, felt like a good stopping point! Overall, this game has great potential on every front: aesthetics, controls, sound, rules, etc. I think the only thing holding it back is the randomly generated field. If the unicorn reacted predictably (and he might, I don't know!) and each level was a certain field configuration, I could see a long shelf life for the game. Great work!
I loved the concept, the art, and the "blah blah blah" talk. But the gameplay just didn't work for me: no pots, and I never figured out a) my goal and b) what I was supposed to do. Gameplay first! =)
That was awesome. I loved how pokey the cat was in the tutorial, and then.... WHAM! CATZILLA! I played the first level three times. =) hahahah +1
Love the concept. Bad guy in .... heaven, I guess? The afterlife? Bashing with a lollipop? There's a comic book or novel in there somewhere. =) and LOVE THE DRUM AND BASS. How long has it been since that's been a soundtrack?
Would have appreciated some sort of goal, but eh. It was fun.
MWAHAHAHA! THE VILLAIN WINS! sweet game! love the one button interface
I will try and reproduce it so I can fix it. Thanks for letting me know about the issue!
Great look and great music. Love the old-school cinematic effect. Had a bit of difficulty understanding why I would succeed or fail when I hit spacebar, but... all told... that's a great portrait you painted. =)
Top marks! I love how you justified their inability to hear the chopping. =) This is the greatest stealth logging game ever made.
Tough to play with a mouse. =) But the game looks great, and runs really smoothly on Chrome in OS X.
My first all-five star rating for this LD. Love the controls, the sounds... I mean, come on, blasting a satellite then chuckling evilly while I pet my cat? Awesome!
I love the concept, but I got my face rocked two times in a row, and I can't figure out why. I like scanning for agents to fit the profile of the job. I just wish I understood why I was failing so I could do better. =)
Aw man, got so close! That last wave of enemies was heinous! So, on the plus side, gorgeous colors and artwork. On the down side, no feedback makes for confusing play, and the lack of any connection between the blue-hat witches and their life drain made it hard to understand what was going on. And placing the dragon icon at the bottom center of the screen, where the eyes constantly sweep past it, might be a good idea. Overall: I enjoyed it, and it looks great. Good work!
xxx hero95 xxx ... that guy uses h4x 4 real. SO OP. lol
Beautiful pixel art, great controls. If this were something other than a compo entry, I'd complain that the heroes don't actually try and take the actual gold. Giving the player something to worry about besides their own health bar (liking picking up coins dropped by slaughtered heroes) might tick this up from "interesting" to "addictive." =)
Super trippy. Big points for a mechanic I've never seen before, though once I figured out an optimal strategy, I never had to deviate from it. Still: that was a tasty morsel of gamin' right there!
I loved the way you justified stomping on flowers. Getting into the heads and knowing why they do what they do is a really fun way to use the theme. The jumping mechanic felt pretty good, but of course, it was only a matter of time. =) Thumbs up.
Solid! "Lost my head" at level 17. I noted with some amusement that there were 5 zeroes in front my score. I'd pay to see a gaming marathon get to THAT score. =D Interesting mechanic, well implemented. Definite bonus points for a subtle musical score.
Yeah, that was really cool. I had a bit of trouble understanding the minion mechanic (and finding him on screen, in some cases), but the overall concept is totally solid and innovative. Well done!
Hard, but seriously fun. And that music is epic. Greatly enjoyed it, thanks!
mwahahahha. Couldn't get past the puzzle with two fat blokes but... mwahahaha. If that plane goes down in flames, all the merrier for those on board. =)
I had an urge for a mouseclick to create fast movement, or something else that would deepen the gameplay. Because the graphics and the overall feel were very good!
Great idea, but I think it's going to require some more thought on optimization, controls, and feedback before it's a winner. Still, killer idea. Stick with it!
Got wam fuzzies thinking about the game, but it was a bit difficult to get into. Still! Good work for a weekend, and best of luck with the bigger project!
Simply incredible. Authentically fun and engaging, very good looking presentation... all around great.
BTW: there are problems in Firefox 17.0.1 on OS X 10.7.5. Levels (specifically Jolly Island, I didn't test others) don't fully load. Worked fine in Chrome.
Works on OS X. Still playing it. Between waiting for. Dialog strings to. Finish timers. Button to advance. Would be sweeeeet. Good music and. Mood. Sometimes text overwrites without clearing the previous dialog. But tighten that up, add an input to advance, and call me in the morning Red Legion!
AMAZING
Nice and relaxing. A bit annoying that enemies... er, players... had to walk into my... enemies. Oh my, I've gone and confused myself again, hah ah.
Cute, short. I can definitely see a post-compo version with a few actual mechanics in there. Nice.
Tight! Enjoyed it for a bit. Thank you for including Y-axis reversal, too. =) My only suggestion would be to add a larger hit box for touch collision detection, as trying to hit the gold and torches exactly was a bit of a chore (especially when under pressure!). How did you measure brightness, by the way? Did you raycast from lights to the player and check the distance versus the radius of the light?
YEAH AESOP! FABLE *THAT* YOU OL' STORY SPINNER! lol
Felt like a boss winning that game. Sure, it's got some issues, but still. I was invested. =)
Like Sergey said, setting Screen.lockCursor = true would have helped immensely. =) Still, good job on mood and good use of full screen effects.
Running in Firefox on OS X, the framerate was a bit choppy. If I could turn off the sweet full screen effects, it'd probably boost up considerably, but overall, super impressed! I loved that I could blow up buildings. ^_^ And way to keep to the "old ways" with the powerups, old chap!! /adjust monocle
Man.... I really wanted to make progress in this game! I'm intrigued, the music and graphics work well together, the writing is good... but every time I touch the right edge of the screen, my character disappears and the game is frozen! :( (repro steps: get the knife, then walk to the right edge of the base) If you ever post a walkthrough, I'd happily play it again.
Solid.
OK! Post-compo version is up. I added the short intro audio and text that I had recorded (but forgot to implement), added a button to load the Practice level (so you can play around with stuff), tuned all of the stage values to make it more interesting, and added a Results page. For those of you scoring at home, that stuff just makes it all more fun, but shouldn't be part of the rankings. Thanks! Enjoy!
I managed to wipe out all the turrets and reach the other side, but didn't trigger a win condition. :(
I'm also not clear on the bullet time. I thought it would be a reservoir of "slow-motion time" like Max Payne. Anyways, it looks good.
Sorry about your obstacles during development! Looking forward to the next one.
Potential "game of the competition." Very strong. =)
YES. And YES.
Hey Recursor! Sorry about that... I added the link just now.
Enjoyable! Appreciated the score mechanic, it really kept me interested once I figured out that the spin of the boulder only comes into effect when it hits the wall. =)
I spent about five minutes with the game, and loved the "feel" of it. The springy tension of the skater gave the whole thing a much-needed dynamism that otherwise would have left it cold.
Can you zip up the .app OS X version on your drive? That way people can download it, instead of browsing its contents. =)
Strong concept, pleasant color palette, cute animations (I love the "flapping" falling animation), and good sound design.
However, I was unable to throw the rock over the cliff and resign myself to joining the zombie horde. For this I give you zero points.
haha. No, you did well. Thumbs up!
I think the concept and the mechanics had a lot of promise, but I think the ball may have been dropped with clearly identifying the goals. Great art look, and thumbs up for 2P co-op controls.
Pretty straightforward. Mixing and matching keyboard and mouse controls was a bit odd... felt like it should have been WASD and Enter or mouse control and click.
Love the sound effects and the theme (I used a fire-based one as well!). At first the camera seemed wonky, but then it started accentuating the mood. =)
If you revisit this, as an experiment, try swaps those bricks for ice blocks, and change the ground to snow. =)
You only get one... day to make a game! Nice! Great job with the character creation tool. It was a joy just to put things together. =) Keep at it! Maybe it could one day have a DNA mechanic or something.
Fantastic! Completing a space station really felt like an accomplishment. I really enjoyed my time with the game. I had to restart to get out menus, and I finished a station and the game didn't end, BUT it's a great concept done well.
The concept floors me. Love it. The game needs work, though. But you know that. =)
Interesting story! Worth the time I spent playing through and getting two endings. =)
Incredible art and a good game concept. Sorry you couldn't work out the game logic of identifying the killer in time. Maybe you could have set a rule stating that the killer is always one room away from the scene of the crime, and thus limit the choices that a player could make?
Loved it!
Great fun! Really enjoyed the concept and the gameplay, especially the teleporting levels (reminded me of a specific Unreal tournament map...).
There might be an issue with getting on the top level and aiming down. I'd "miss" the enemy when it was in my crosshairs. Could be an odd raycasting issue.
Beautiful!
Oh noes! The web version crashes on OS/X 10.7.5 after adding a cast member. THIS GAME IS BEAUTIFUL I MUST PLAAAAY
What an ending!
Nice!
Nice twist
I can't figure out how to get inside the "hardened" room on the first level! Tips and tricks, anyone?
Whoah there! I came for the terrible lizard insemination and stayed for the potboiler of an ending! How many euphemisms for taking a dump did you come up with, anyway?
Looks great, plays well!
9:43, 45 deaths. nooice.
You made that while sick? Amazeballs! That also explains the destructive power of The Plague! :) (which I defeated by feeding it hordes of useless peasants, mwahaha) Super concept, well executed. Consider fine-tuning the design and kickstarting a print run. Seriously.
Good, old-school game. Solid interface. Wish I had more time to play it. =)
Doubling the player's speed would have probably seen me finish the game. Respawning at the boss room would have probably seen me finish the game. But, alas, it earned more frowns that smiles.
However, I won't -- and can't -- discount the amazing work put into the game. Beautiful mood and a wonderful idea.
Thank you for the feedback, pvwradtke. Based on that, I added a launch screen that shows the controls, and implores people to turn on their sound. :)
Glad you liked it, zzorn! I definitely want the chance to add more awesomeness!
....
You made me reach for the telephone in the third act. One of many masterful touches. Applause, applause!
I love the concept! But making eight separate mini-games, in 48 hours, is rather difficult... as I guess you know now. :) The world of fire, for example, was essentially a crap shoot: I just sat at the bottom and waited for success, since I couldn't move fast enough to effect any real change. But, I want to repeat that the concept is solid, and the quotes a welcome addition.
Good concept, strong presentation, but not enough clues to be a game as opposed to a mapping exercise.
1. Great work on the model and animation. Looks like you've mastered Mecanim.
2. Great work on ambience and mood: the use of streamers was a nice touch.
3. The concept of a server controlled instance is, frankly, amazing.
4. However, the actual game that these beautiful elements support is somewhat lacking when played without other players or any real milestones, markers, etc. If you had shrunk the landscape by half or more, it may have intensified the experience, instead of letting the sense of wonder wane.
That said, awesome jam.
oops... comments above! :)
Thank you everyone! Real quick: you can skip every intro sequence by pressing the enter button (both the planets and the "arise" VO). Sorry I didn't make that known in-game! Also, I am adding some post-jam code to let people post their scores to Kongregate, and fixing a bug that doesn't reset the continue cost when a new game starts. Other than that... have fun! :)
You folks are awesome. Thank you so much. :) I do apologize for the sameness of the graphics: there's actually a system in place to change out the sprite based on the planet, but wouldn't you know it, I ran out of time!
The scoring is a bit confusing, so to clarify, your continue "cost" goes up with each death. It is not subtracted from your score: you just have to hit that bar to continue. But it -is- subtracted from something called the "Final Score" which I don't actually display, but is submitted to Kongregate for their leaderboard... assuming I did it correctly. ^_^ What's an 80's inspired arcade game without a high score ranking, eh? Eh? EHH?
Unexpected re-telling of the origins of Tiamat, Mother of All Chromatic Dragons. Played it twenty-six times until my tears dried glitter. Will play again when they let me out of the craft store.
Very awesome concept. I would have appreciated keyboard controls for moving, since aiming/moving/selecting worlds overloads the mouse just a bit. :) Kudos for a game that was confusing on the first playthrough, but made immediate sense on the second. That sort of playground feel of jumping anywhere at anytime is definitely a mechanic to explore.
Crazy cool concept! I had a few difficulties understanding which icons meant *silence* or *noise*, as well as coming up with strategies, but it made me smile. Job complete. :)
Standing applause. I've never spent more than 20 minutes on a Ludum Dare game. Well done.
What a beautiful and bizarre little game. :) One one of the few to get five stars in innovation from me, and the music was excellent.
The concept is fascinating! Most puzzle LD games don't occupy my attention for very long, but this one certainly did. Ultimately, I long for a way to jump higher than one block (to actually get up on structures to get artifacts) and some finer method of visualizing the control zones of the pushers/attractors, as well as a way to turn them off. But still: well done.
You set the bar for jam graphics IMO... and difficulty! Man, that's a hard game. :) But enjoyable nonetheless.
There really needs to be a Ludum Dare rating system for Writing, because this was a five star story experience. :) Well done!
eh. Good graphics, very reminiscent of top-quality 90's shareware. Controls are iffy: brilliant acceleration marred by turgid rotation. Pleasing sound, but not great. Needs an actual long-term goal.
Jimbo Wales writing a reference entry for Singlets? Hahah! Clever going all throughout. Really felt like a super sleuth cracking the code to the private video. There wasn't enough info to draw a clear picture of the story, but I enjoyed my time in there. Well done.
Graphics were cute as hell, while the Japanese schoolgirl talk was confusing as hell, and then ponds and trees and a slime died and I don't know why and HOW DID I JUST SPEND TEN MINUTES IN SLIME WORLD???
/wipes green tear of jealousy :)
linkdead. :(
Thank you for your gift of the Sacred Holochip of Ineffable Curiosities. Consider my vote for the next super-space election purchased and yours!
Genius. Calculating the steps was a bit difficult, but thank you for showing what the result of the transaction would be.
Great concept, wonderful work on the menu system (I know those things are hard!). I agree with others: the complexity hits you in the face and is hard to keep up with. Potentially, unlocking more and more resources / ailments as the days progress (serving as "levels" and a reason to re-jigger fuseboxes) might improve the game.
Better controls (e.g. "how does this work?") and more clarity on where resources are acquired (or even what they are) would only improve an already awesome jam game. Well done! I haven't seen that much blood and guts since Mortal Kombat I.
I'm pretty much stunned. I've never wanted a game jam adventure to keep going SO BADLY. This was fantastic! Thank you!
Pixel for pixel, probably the best bang for the buck you can get at Ludum Dare. Although I did punch a hole through my display around level 4 or 5...
Walloping start, definitely got my mind going. Love the fact that my little soldier wizards could defend themselves without my help! Not so fond of the fact that they shot at enemies through solid walls... d'oh! Ultimately, I wasn't able to start mission two without the game ending immediately, so I had to quit. But the game concept is strong. Looking forward to a more polished release.
There's something engaging about this little demo... really quite sincere, I think. Liked it. :)
Very ambitious, but as always the graphics are super tight, and the game speaks of a much bigger experience waiting in the wings. I have to say my favorite part was repairing the ship: gesture actions FTW!
Seems like a good start to a strategy game.
crouch + shoot = win!
Good, solid concept: utilizing system worlds for their resources to build stuff. Needs better UI to show long-term (i.e. game winning) goals. Consider making the super nova not flat-shaped, maybe encroaching from the outside, or a giant sun. Or, possibly, putting the sun at the center of the system.... :)
You bastard. I do have a nut allergy! :D
Seriously, this is a good idea, executed well. The only issue I had was not being able to hold up and down at the same time.
What, you mean the nose and mustache routine doesn't work in Scotland no more? :D Cute game! Perfectly done stealth mechanic with a really cute and unique theme.
Frenetic arcade action, well done. No points for sartorial style: relying on tired cliches and stereotypes is laaaame.
A well-crafted puzzle game with a novel mechanic (at least to me!). Good stuff.
Great concept for a game! My feedback:
- Increase mass and friction of the dice. :)
- Give the game a limited number of turns, which changes strategy and also guarantees an ending
- Learn how to rotate objects in Unity over time. That sort of animation really helps underscore which direction the planets go in.
Y U so calm Kittyzilla? How U face bullets with zen face of mild annoyance while using buildings as your scratching post? :) Fun little platformer. The end made me laugh out loud. Good job on the platformer physics: very smooth, and being able to use cleared out sections as another platform (instead of using specific roof sections) was a good choice.
Definitely something empowering about this quiet little game. :)
I encourage anyone doing a trading game (or anything involving transactions) to please have a pop up showing what the result of the trade would be, instead of us figuring it out in our heads. ;)
Full points for using a wacky API to basically build a Minecraft arcade game. You'd get double or triple if you actually put more gameplay in there. :)
Played it all the way through, which means I heard the hilarious and cute and awful hamster scream MULTIPLE times! Good mechanic, well executed.
Super dope concept. You connected three distinct game mechanics perfectly... not an easy task! The difficulty ramp was a little slow, but that's my only small complaint. Thanks!
A heartbreaking work of staggering genyes. Especially the "wiping out entire planetary populations" post-script. Wow. :)
Solid platformer, good level design. Tricky for 48 hours!
Great music. But taking graphics from other games is poor form, even for a jam, and your game suffers a bit from it, esp. since the helicopters (and their bomb spawn points) can flip instantly, making it difficult to predict where to go.
Delicious graphics and setup. There's a lot of potential here: hope to see a completed game next time! :)
GOTY
I half-hoped that the stretchy bit would slingshot asteroid back at themselves, but that's a bit much to hope for for 48 hours, I think!
So much awesomeness in a little package. Well done!
Beautifully done: the spinal animation of the hero, the random shattering of everything, the lighting and colors... just so very pretty. Not much of a game there, admittedly, not even a score, but it's a very accomplished title for 72 hours of work.
Tight! The game as made is super hardcore, but there's a ton of potential. Great work!
Getting little bunny space dudes to navigate global terrain ain't easy! :) Impressive work for a jam.
A pretty start to something grand.
I had some trouble finding my bearings, but once I DL'd the Windows version and picked up a gamepad, it all started making sense. Fantastic, top marks all around.
Not since World War II has mankind asked so much of our pigeon brethren. Beautifully done. I predict this will be the only ever pigeon electrician space game ever made, an accomplishment to be proud of!
A fine concept for a game, and well designed! Good job keeping the first part of the queue matched up, then switching it later. If you expand the project (and I think you should), consider coming up with ways that the gardener can modify the queue, or have additional trade-offs that aren't just based on points. Good compo!
Great concept, perfect art and sound. I desperately wanted a way to "quiet" the physics on the train cars... it felt like I was riding a bucking bronco, not navigating a vehicle of any known description. :) Still! The idea has merit and except for the controls was executed well. Good jam!
Hats off to someone insane enough to create a 3D platformer with animated assets... and actually pull it off! :) I would have loved to see a Jam entry, where you had an extra day to use all of the awesome stuff you created. Good work.
Aye, sorry, Tux, I can't see your game through my Windows.
Points for a good idea. :) And more points for optimism. :)
Theme was a bit of a stretch, but the art was fantastic, and the "pull" SFX was cool. Consider raising the floor higher to make it easier to aim shots with a mouse. :)
While the concept has been done before, the level design, art style, lighting, sound design, the wobbly jello-like main character... this is just a magnificent little game. (that I broke on level four or five by making it to a "non-reachable area" mwaahaha). Top marks.
You succeeded in coming up with an innovative concept, but carrying that all the way into the interface is required to make it a game. :(
Broke my mouse playing a game about cats. Four paws.
TWENTY-TWO SECONDS and I feel like an ICE GAWD
I kept wanting to unleash avalanches! But no avalanches erupted!
I was deeply entranced the entire time. Fantastic use of sound and art. A moving story... felt very eastern European.
Cute game, beautiful graphics. However, I couldn't get a full screen (meaning: the entire field) view on my Mac, and the web version didn't work because it wanted a different web player. What I did see, I liked. :)
I can't rate this game. :( When it starts, I don't see a character I can move (though I see everything else), and WASD does nothing. Playing in Firefox on Win7
I was ONE ... BLOCK ... AWAY
This is a great concept. I think if you doubled the speed of the dwarves, it would help immensely, but man... this has a lot of potential for funtimes.
Elegant graphics, interesting design. I got a plane to fly over the entire runway, but couldn't make it land. :( But helicopters... man, I could set them down all day. :)
hahahahah... that was cool. One of these days, there should be an exhibit of all these cool story games that you make.
I had the chance to play this during development with four players, and it is fantastically fun. A lot of good decisions at a molecular level and a fluid sense of movement make this an instant party favorite. Get some AI in that thing and go pro!
Kind of what I was expecting.
Cool idea! But then again, I'm always partial to new ways to play baseball...
This was a smooth-playing little arcade game. Thanks!
Yes.
Great setup, concept, and interface. The music really got me in the mood. All of those options for the heroes got me thinking, but with no access to the numbers, it felt too random (and overpowering) to win. Maybe next time go with simple pips for health.
Cool concept. I think the idea of visualizing phobia, fear, and other hallucinatory objects is still yet to be plundered properly.
I've only seen this concept once before, but not on a keyboard. Two-player one-keyboard games rule! You rock.
Couldn't figure out how to swing a sword once I equipped it...
This is one of the coolest ideas for the theme that I've seen so far. So much potential.
Naw, 'dem witches ain't nearly so ripped as I is, bro. I got flame retardant jammies! But holmes, that boss music is seriously chillaxing and I would drink a Dr. Pepper with it.
Yer the real salt o' the earth!
Pretty solid entry for just a few hours! Great difficulty ramp. I wonder what the global high score will be?
It was a clever concept, but I think it would have made more sense in 3D...
Could not open the zip file of the second windows version after two DL attempts... might just be me
Beautiful work. I smiled at the end. That's an upvote in my book!
Got the wrestle key in the wrestle forest, then tried to suplex the bottom of the world and died.
6/5
That's a tight little tactics game you whipped up! I thought the chess influence would be stronger, and so I was a bit thrown off, but otherwise, awesome!
I made a finger-head-poplin' game too... and your hand is waaaay better than mine!
Sorry everyone! I forgot to add "http://" to the front of my links. :(
Freaky. Total jam game. Loved it.
@Mutonizer and others: great question!
1) Hack time works while you're playing, but I only drop the hint after you die. It basically halves your speed.
2) At high speed, with certain curves and twists, it's nearly impossible to see the gate in time to react. So the next shape appears in the upper right corner once you start to approach top speed. It disappears if you slow down.
Thank you everyone! Glad you're having fun!
Beautiful! That is the best damn smoke trail I've ever seen in a jam game. Felt glorious to drive the bike, and the music was great. Thumbs uuuuuup!
How perfectly lovely.
You seriously made a mini-Metroidvania for Ludum Dare. That is awesome! I couldn't make it up the wall (can't tap fast enough, I guess!) but I enjoyed what I was able to play!
Fun models! Cut down your scope and get 'er done!
It's like a candy bar where the nougat is the creme of crushed NES cartridges. Delicious.
This game looks INCREDIBLY PROMISING! But at least on Windows 8, the Shift and Spacebar keys do nothing. Hope you can fix it!
Fantastic job. I used the same concept, but your use of color grading (I assume), good UI, and clever "play it again" techniques, like the local high score, are all very, very good additions.
So much potential in a delicious package. The random body parts combination was such a good idea!
Those cacti don't play around, kid! Dayumn!
Clever! A tighter control scheme might help the difficulty, but man... when I switched to astronaut mode and jumped... that was awesome.
Rad! I've seen the "Pinball RPG" concept before, but not like this. I think the Windows 3.1-era graphics actually help you out a bit here, and it was kind of fun to imagine the ball as... I dunno... a drunk dwarf carousing madly about and smashing things.
This is one of the most beautifully graphically-designed jam games I've seen in a long time. Fantastic color palette and presentation.
No lie. This may be my favorite game of the jam. The ambition on display is incredible. I can't believe y'all packed this much into a weekend... and made levels! WITH SECRETS!
TURTLE POWER! Sweet job. I loved the long animations and music. My only suggestions for improvements are better feedback on hits (like pushing the bots back before they explode) and dropshadows for characters in all their forms. Then juice up the speed and watch those quarters fly!