Foon → Ludum Dare Explorer → Users → TwinnedArak
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Cl | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2004 | 4 | Infection | Antibody | compo | 25 | 3.11 | 2.88 | 4.11 | 3.78 | 2.50 | 2.44 |
Excellent game. The different weapons are great. The splatter from dead viruses is very satisfying.
Maybe the first couple of levels were too easy?
The intro graphics were great!
The controls and gameplay could use some work. Adding acceleration and deacceleration into the movements of the characters gives a much more realistic feel.
Although a tile-based game can work, it's really important for games to be smooth. Computers are fast these days... you don't have to worry about not having enough power.
My recommendation for improving this game is to make the screen scrolling smooth and consistent, then rework the controls so that the player's ship is easier to move.
Man, this game was HARD. The targets are spinning and there's some freaky action pulling my ship to the outer edges... I'd say you have to choose between one of these two mechanisms: either have the wacky gravity, or the spinning grid. With both of them happening it's just too tough.
I liked the sparse graphics. I'm not sure the game could ever be made easy enough to play given the speed at which the infection spreads. Really the only times I had any success at all were when I fired randomly and ust got lucky enough to have half the grid left by the time the infection was gone.
Well, this game needs a lot more work. You might want to turn up the volume for the music. I could walk around and shoot, but nothing ever happened when I shot at the other characters.
Well it starts out pretty hard... I don't know about the rest of you but I don't think I'd ever be able to make it past the second level.
Pardon me while I pick my jaw up off the floor.
Damn.
Looks good, sounds good, plays good. Yes, it is a mix of several classic games... but it works so well together!
I want to give each game I judge some constructive criticism, so here's a couple of things, but they're REALLY minor:
- key layout; I don't like having thrust on "up" and tractor beam on "down"... it's hard to do both at once. - you need to give us extra lives, or heal us up between levels! But that's just me whining, I should learn how to fly better. - The physics of the ship + tractor beam'd barrel feel a little unfinished. I'd like to see the barrel swing more like a pendulum, and to have that momentum shake the ship back and forth. Yes it would make is harder to fly... but it would look cool...
The best part of this game for me was accidentally dropping barrels down mine shafts and having to chase them down. Tons of fun. Great job!
God dammit I held out for 100 seconds against the horde because I wanted to find out what the new weapon was going to be... and it was the same red machine gun but faster? Now I just feel ripped off.
The graphics and sound were so good, I had to go back to some of the other entries and knock them down from 5 to 4. Holy crap this game looks nice. I think the controls should be changed a little. For instance, when moving a component around, it pushes the other components in ways that don't really seem intuitive. Maybe when you pick a component up it should not interact with the other pieces until you put it back down.
I wasn't really sure what made a "match" and what didn't.
It's really impressive that this got done in 48 hours! Sound and graphics were good. Story mode and quick action mode: good idea! Car: great idea! running over things is fun... but it was just too hard to drive. Choosing to make it a one-shot-kill game is fine, but the zombie concentration was a little low for that. If it takes me 60 seconds to hunt down a zombie and then 1 second to kill it, it feels like a little bit of an anticlimax... I would either make the zombies harder to kill, or increase their number / shrink the map.
This game was a little bit confusing... was the level wrapping around? It seems that stuff was going by too fast to really give the player a chance of affecting anything. I wasn't sure what caused a T-Cell to show up, and I really didn't know if the T-Cells were doing any good at all.
That said, it certainly had a good idea behind it, and the graphics and controls were decent.
Excellent game!
I liked the idea of different weapons for different creatures. The on screen radar was great.
I also liked the inertia of the ship, but maybe the turn speed was a little too fast.
It would be nice if the bacteria-shooting gun was used more often. Maybe there could be more bacteria, but they would move slower and not straight towards the next cell?
I don't think I had all of the controls, since I could only put peanut butter in the center of the bread. The game kept crashing on me randomly.
Couldn't really play this game, it moved too fast for me to do anything. Sorry!
I liked the way the Infectrons bobbed around and changed directions. I was yelling and swearing at them a lot. Which is a good thing.
I liked the way the cells moved, the way there was a current pushing them in one direction.
Were the levels getting harder? I wasn't sure. It seemed to me that I either got the very first infectron before it converted any other cells, or I lost. You might want to change the balance a little so that it's harder to get the first Infectron... that might give them more of a fighting chance...
Hmmm... I'm not really that fond of Dance Dance Revolution style match-the-icons games... and it really didn't have much to do with the theme. It's kinda cool that you made this game for the GBA though.
Hmmmm... needs a fair bit of work.
Movement is too slow. Instead of moving the mouse to the edge of the screen to turn, you should just have to move it away from center.
I wasn't sure what the object of the game was. Should I have been shooting at the green things?
Dude, the ladies are never impressed by a guy who is finished with them after 0.1 seconds.
well, I'm sure you know this already, but the aiming and shooting seem pretty broken right now. The crosshairs didn't really move all that much. And shooting civilians seems to turn them into zombies, which is kind of odd.
Nice graphics! I really like the way the controls felt and the way the main character moved around. I'm a big fan of Robotron-style controls (move with one set, aim and shoot with the other). The levels went pretty fast though. Basically you either had the zombies sorted out within three seconds or you lose. If there were some way to make each level last longer, and make it a little more tolerant of screw-ups...
This is a cool game! The controls are a little bit jerky though. If you make the characters accelerate and decelerate instead of just instantly starting and stopping, they will look and feel more natural. And maybe I'm just an old fart who doesn't have the reflexes of a 13-year-old anymore but I think I would have enjoyed it more if it went at HALF SPEED.
But ignore my complaining, this is a really impressive piece of work. Lots of fun!
So if I understand this game correctly, you have to use all of your "projectiles" really fast and hope that the entire herd gets infected. I got pretty good at it, I always used all my projectiles in the first three or four seconds, and usually after seven or eight seconds the entire herd was infected. Unfortunately, is seems that the time between a sheep getting infected and dying is random, and so even though I managed to get all the sheep infected really quickly, there was still a good chance that the sheep would stay alive and I wouldn't get to go to the next level. My suggestion is to change this; if the player does everything right, it shouldn't be random chance whether they succeed or not.
Wow! Great job. Good sound and graphics. Great feature set... I didn't try out the multiplayer but the maps, variable # of opponents, demos, inset radar... there's a lot of stuff in here! The instructions made it sound a lot more complicated than necessary. And you forgot to say what the controls were. Maybe the rate at which protoplasmoids get sapped or charged should be slower.
Very polished and professional look! The rules of the game were easy to figure out, but maybe they could have been explained a little more. Although I see the point is to avoid having blank spots in the field with no "fresh" mushrooms available nearby, there was too much of a random factor for my taste... mainly in the distribution pattern of the spores. It sucks when you have a blank space with only one live mushroom nearby and you use it but a spore doesn't fall on the blank space!
Wow, you definitely get Innovation points! This was an excellent application of the Game of Life. Unfortunately, my strategy never evolved beyond "click really fast and try to paint the entire screen with my colours". It would be great if the game could somehow involve more planning and strategizing... it might have to slow down a bit, and maybe the weapon powers would have to be reduced.
I had the "custard" effect too. A pie-slice of the screen (ie a sector originating at the center) would turn yellow.
It was fun! I liked the sounds, and the idea of leading people to safety.
Were the zombies supposed to die with a single shot? There were quite a few times when they didn't drop right away. I know the screen might get crowded, but maybe having the zombie's corpses (the REALLY dead corpses?) visible on the screen might look better than zombies that magically disappear when you shoot them.
I liked the limited range of the bullets, but maybe they should be a little bit faster to lessen the "doppler" effect of bullets stacking up when you're moving in the same direction as you are shooting.
Wow. Great job.
I try to give constructive criticism for each game I vote on, but I'm really having trouble thinking of ways to improve this one.
As you already mentioned, the earlier levels are fairly easy while the later levels are more difficult. That might be a result of the rules of the game you've set up... the balance of the game is such that the levels are either really easy, or really hard. Basically the only suggestion I can offer is that you should think about ways to change the rules so that there is a greater range of difficulty...
A nifty little game! I really liked the map of the ship and the way the Tribbles had to be systematically cleaned out. It seemed very simple at first but there's strategy in there to be discovered. To me, that's the sign of a well-planned game: initial simplicity, long-term complexity.
[update: originally I complained about a bug. It turned out to be a problem with the very old version of VBA I was running, not a problem with the game.]
It looks like it might be a fun game but the video mode was hella screwed up for me. (I've got an ATI Radeon 9500).
Difficult to judge since it seems to be pretty far from finished. I didn't know what was supposed to be happening. The red dots didn't always go where I clicked, which might be a bug, or it might be how the game is supposed to go... I can't tell...
The graphics are decent, and I actually think the soundtrack is pretty cool.
This game is a lot of fun. I really liked the multitasking necessary for the different bad guys. At first I thought it was too easy... don't worry, I changed my mind quickly enough.
The mouse control feels a little bit weird. I'm not saying it's bad, it just takes getting used to. It almost feels like the white blood cell is sticking to the walls. Like I said, it isn't a bad thing, but if you were trying to make the mouse control feel exactly like Windows cursor control you might want to tweak it a little bit.
Looks like it could be a fun game. The graphics so far are really good...
Excellent game. Definitely one of the best in the "Theme" category. Nice and fast-paced.
I liked the controls... a very effective mix of mouse and keyboard work.
I try to make suggestions for each game I judge, and it's difficult to come up with anything here, but I would consider the speed and complexity of the task with respect to the controls you're giving the players. Even though I had all the fancy "invert" and "flip" and "recent vaccines" available, it was almost always faster just to click on the main 3x3 grid and build the vaccine from scratch. If you want the players to use the more complicated controls, maybe the game should be slower and more complex... like a 4x4 disease/vaccine, or more than 2 colours...
It's tough to get the "balance" of a puzzle game right. In this case, I'd say the board needs to have more movement... more ways to shuffle up pieces to make the right kind of blocks. Maybe new pieces could "fall in" like Bejeweled, or maybe the cooties could randomly switch places on their own...
Maybe a timer to force you to move would be good as well.
Whee! Zombie-killin'!
I liked the scoring system and the way that reinforcements arrived for both sides. It looks pretty cool when you're cornered by zombies and you're about to die but then a wave of soldiers runs in and saves your ass..
Grenades did not seem too useful to me, the delay was too long and the zombies moved too fast.
It might be cool to have some obstacles in the game space.
This game's graphics are fantastic. The sound is really good, it fits well into the game. The pill moves so slowly though! I spent so much time wandering around trying to GET to where the infection was...