The Escape by ippa 2011-09-05T21:36:00
Good stuff! The music was simple but very atmospheric, that helped a lot.
Foon → Ludum Dare Explorer → Users → Spigot
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 23 | Tiny World | Battle For 35 Leukothea | compo | 335 | 3.14 | 3.03 | 3.52 | 3.34 | 2.96 | 1.58 | 2.75 | 55 | |||
| 2011 | 21 | Escape | On The Run! | compo | 275 | 2.79 | 2.57 | 3.57 | 3.00 | 1.88 | 1.00 | 1.43 | 1.83 | 2 | ||
| 2006 | 8 | Swarms | CyberProtist | compo |
Good stuff! The music was simple but very atmospheric, that helped a lot.
Nice theme, graphics and sound, but definitely needs more time spent on the gameplay.
Pretty good overall.
Good stuff!
Those tarpits are monstrously deadly.
Looks nice, sounds are nice, has a good atmosphere, but the spinning plates were too frustrating for me to go on :)
There was a game-ruiningly severe bug in NPC purging; I've uploaded a fixed binary. I believe it's allowed by the "fixing crashbugs" clause, but I kept the original up just in case.
@Rudy:
As soon as you narrow it down to a single legal command (which the autocomplete is supposed to help with), it'll run. By the time I implemented that I never did anything but "nei" or "nei -s".
I'll add that to the documentation here.
A nicely executed puzzle-platformer.
My biggest gripe in these kinds of games is where the turn the puzzle level to "super-frustrating", because I'm not very good at those. Thankfully, this didn't have any of that!
Good sound, and nice, sandboxy gameplay.
If you have something selected to combine, then click it again (as I kept reflexively doing to deselect), it seems to vanish from existence forever. That was more than a little annoying.
It's certainly functional. I enjoyed it for a few minutes.
I hate simultaneous-shot limits in shooter games, though. Just give me a firing delay, dangit!
Nicely done!
The bubble physics were really wonky. It took me several cycles to realize if you don't hit jump after contacting them, you go way further up. Then I noticed they reset your jump-counter and surrounded the planet in them. :D
Good game, though!
I really wish the movement animations weren't fixed-time. If you hit an action key at the wrong time, it'll often go for long enough to ruin the next move, and the next, and then you're dead.
You need to cleanup your input handling.
If I change direction by pressing the new direction before releasing the old direction, as soon as I keyup the old direction the player stops moving until I press a new key.
It's infuriating.
Also, I recommend putting some text in your submission description. Give it some oomph! Draw me in with a plot that has no connection to the gameplay!
I agree that the "game over" condition is entirely non-obvious given the other goals. But that's somewhat to be expected when you make a rather novel puzzle game in 48 hours.
Good job!
The character has a single scrap of fabric, which he uses to make a cape while riding a toad naked.
Glad he has his priorities straight.
But what if I DON'T want to be the guy?
That is incredibly mean. It managed to inspire me enough to make it to the second level before quitting and never wanting to play it again.
I suspect that was your goal. A job well done!
The bubbles were huge and obnoxiously opaque, and the movement was painfully slow.
Cute quest though. And the music was appropriate.
If you rapid-click directly in front of your face, nothing can get through. But it's tense!
I, too, love the glass effect. Visuals, theme, and narration turn a boring 'spam-click' game into something I really enjoyed.
Not bad, but I share the common theme of wanting a bit more oomph to make it less monotonous.
I'm surprised you have so few comments!
I played it until I died and scored 54,700.
I appreciated the sound being there, but god was it irritating after about a minute. The mechanics weren't bad, it just needed to be a little more dynamic so it didn't feel so repetitive.
A fellow TD maker!
I like the AI choosing element, although the inability to change it after creation is a little arbitrary.
The difficulty, however, doesn't scale very well. I always leaked the first wave or two with no chance of stopping them, and after that it was spawnkilling central.
It was amusing, but I wasn't a huge fan of the game mechanics. It went from completely static, with no opponents, to dodging the wrath of an almost unbeatable opponent.
It looked like the antibodies could be defeated, but only with more overwhelming force than the level usually provided.
It's the revenge of the Boos from Super Mario!
Ooh, someone else who made a tower defense.
I like it. The attack animations make sense to me.
I couldn't survive for more than a few waves though, and I tried a few different tower strategies. But even so, you got me to play it four times. That's a success in my book.
Lovely idea. I'm a big fan.
I recognize that traceback, too. With Curses, you not only get an exception if you try a row/column that's offscreen, but also can't write to the _bottom right corner_ of the screen either. Some incredibly ancient legacy thing; all my curses stuff adds an extra throwaway row to be safe.
It's a shameless plug, but if you'd like to checkout a cross-platform Python text console library, I've got one I've been developing for compos. My entry used it, you can see it at https://github.com/jtruscott/pytality .
Mournful guitar music combined with regret-filled interstitial journals?
It might be simple, but for me, it was worth five stars on Mood.
I actually really enjoyed plowing through things with six dozen thieves dispatching everything in sight before my warrior could trundle over, but then when I got to the maze level everything came screeching to a 2fps halt. Probably pathfinding.
Simplicity at it's finest.
That was inspired. Great presentation, great mood.
I approve of your decision to not loop the music, it made things better. My only complaint is that I didn't see what was "tiny" about the world.
Heh, thanks!
My Pyweek game was my second foray into the land of the text console. I used the lessons from that to make this library, with the goal of it being as unobtrusive as possible during a compo. I think it succeeded - I only had to make a few small patches to it during the competition..
A little more polish and it'll be something I can actually recommend to others to use, I think!
dansludumdare:
There are three different kinds of wave, with different accent-symbols and colors, but once on the ground they're basically the same unit. They appear every three levels, and the difference between them is magnified on higher difficulties.
Swarm waves spawn a lot more enemies spread out over the map, but with lower HP.
Cluster waves spawn more enemies grouped tightly together, with higher HP.
The Pygame version probably has some performance issues, yeah. Emulating a console is hard! I initially supported the native *nix console with this library, but a multitude of problems eventually scrapped that for pygame-or-windows only.
triplefox:
My original plan was to have the poles gradually shift as the world grew, making tower placement trickier. But I scrapped that as it made the balance crazy and wasn't trivial to implement.
davidpeter:
Huh! I've never seen that before, although admittedly I haven't tried OS X. It's pretty standard usage of Pygame. Do you get that error with other pygame entries?
tjhei:
You're on Linux and trying to use the native terminal, which can't resize your window for you. And your window isn't tall enough.
Either make your window tall enough, as it says, but watch out for terminal graphics problems (there's a /lot/ of them in most of the popular terminal emulators, I tested this during pyweek) - Or, as I would recommend, install pygame and use that version. It'll be correct to the pixel.
johnfn:
Thanks! I generally prefer mazing TDs too, but then I'd have to make sure my pathfinding can handle whatever crafty players throw at it, and that sounded far too hard for an LD48.
tcstyle:
You can see my py2exe configuration at https://gist.github.com/2521749 , but note that it only works well if you don't need any non-python libraries. I haven't figured out how to get an exe like that to work when Pygame is involved.
quickfingers:
It'll run on Mac if you have Python and Pygame!
Jezzamon:
Says right there in the text. On Linux/Mac, using the normal ansi console, the program is unable to resize your terminal for you. And yours is 80x24 and it needs 101x71.
That said, I highly recommend installing Pygame and letting it use that instead. You won't have this issue, and while I haven't been able to test the OS X terminal emulator, the Linux ones have a lot of rendering bugs when pushed this far.
masterhyjinx:
The terrain types have a minor movement cost, but don't have much effect. The biggest reason for it was because a blank screen was totally confusing with the wraparound world.
Andrew:
too...narrow? Looking at my screenshot, it's 800px wide. What resolution are you using? 800x600?
At 900px tall, it's admittedly a little less friendly there, but at least the things on the bottom aren't terribly important.