Archaic Light by NinjaNic 2016-08-29T00:12:00
Fun game! Ending was super unexpected and funny. I cracked up when I saw the eye appear. The character animations were nice too.
Foon → Ludum Dare Explorer → Users → abhimonk
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Keep It Olive | jam | 154 | 4.06 | 3.82 | 3.72 | 3.64 | 4.27 | 4.22 | 4.21 | 4.08 |
| 2018 | 42 | Running out of space | 👥 | Box Beatdown | jam | 205 | 3.76 | 3.78 | 3.35 | 3.84 | 3.57 | 3.48 | 3.61 | 3.41 |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Forbidden Love | jam | 30 | 4.22 | 4.32 | 3.71 | 4.29 | 3.67 | 3.83 | 4.59 | 3.96 |
| 2017 | 38 | A Small World | D4RK and the Small Worlds | compo | 134 | 3.67 | 3.44 | 2.60 | 3.36 | 2.97 | 3.74 | 3.48 | 3.37 | |
| 2016 | 36 | Ancient Technology | Unearth-Burial | compo |
Fun game! Ending was super unexpected and funny. I cracked up when I saw the eye appear. The character animations were nice too.
@sorlok wall jumping wasn't intentional! I released a fix for it, so hopefully that's gone. @KevKevOnFire Sorry about the snake controls! I'll hopefully revisit this game and get the mechanics a little more solid. Thanks for the feedback everyone!
I really liked it. The music and the polish of the UI are really good. It makes it feel professional. The art is very nice. I would have liked maybe more indication of what the outcome of a choice would be. For example, it felt a little like a lot of the game was based on randomness. Still, I like the idea of managing risk-taking vs playing it safe. Very cool game.
I really like the enemy pathfinding. They were really hard to juke sometimes, especially when they ganged up on you. Super impressive from scratch. I think level checkpoints would have been nice, but still, very solid game.
Great game. It felt good to figure out how to enslave the bat. The clues were well-placed, although (spoilers) I feel like I found the key through dumb luck. I just kept missing my gunshots and eventually accidentally got the key. Still, good game. I also really like the art and animations (especially the fruit bat).
I really liked it. The changing mechanics was a nice touch, but I really liked the narrator and the dialogue. The researcher narrator was pretty funny. I also liked the screen shake and sounds when the god spoke. It made the god feel very powerful. Great game!
I really liked the way the boat controlled (and the camera with the boat). It made it feel a lot like what I expect a real boat's controls to feel like. Fishing was cool too. Catching multiple fish with one stroke felt really satisfying.
Wow. This game is so polished! I love the blocky art style and the narration. The environments were cool too (the maze was actually pretty hard). The music was AMAZING. The rome background music was so incredibly cool. Overall, great game. I liked the advancing tech mechanic too.
Awesome game! The soundtrack was fantastic. I also love how mechanics are stacked as the game goes on. Making the choice between using a bridge or jumping was really hard, but really satisfying when you pull it off correctly. I like the simplicity of the core mechanics, and how you built on that with the water/bridge/jump. Great game (and seriously awesome music).
I really like it. The mechanic of only being able to rise on the windy areas was cool. I especially loved the challenge levels (the trains one was super fun). Having just a little more control over the character would have made it feel more manageable, but overall very nice game. I also like how "finished" it feels. It has multiple game modes, a tutorial, and a nice UI.
Awesome game. I love the core mechanic of moving and resting. Even though there are no animations, the sounds and text make performing actions feel really satisfying. I also loved the skill tree. The flavor text was really funny.
Fun game. I like the music and the sounds a lot. The deflecting mechanic is cool too. But like everyone else said, the qsdz controls were really hard to use. It would be nice to have a wasd option. But overall, I like it! The art for the player and enemies is cool too.
Fun game. I cracked up during the intro. The entire game's aesthetic feels like its poking fun at the idea of ancient technologies. The art was a little barebones but it fits the game really well.
The aesthetic was very cool. I like the way all the menus come up. It feels very futuristic indeed. I also really liked that the passengers had names. It made me feel a little worse about letting people die. The game was a little hard to figure out though. I had some trouble figuring out what each subsystem did, but I think it was cool that you let us discover that. I would have liked some kind of count for the number of days/cycles till we reached our destination though. Overall, visuals and mood is pretty great. Fun game keep it up!
The art style is SO COOL. I've literally never seen anything like this. Also super hard. I like that the blocks are very timing based. Sounds are nice too.
Really cool idea. Never seen anything like this before. I couldn't figure out how to get the password for the login though.
Super interesting game! I love the music. It fits the mood perfectly. The game on the phone made me laugh really hard. I haven't gotten all the endings yet, but great work. The art is also really impressive.
Really fun game. I like the speed-up artifact a lot. Also, this game was super hard! I can't get past 3 on the 3rd level. Still, really solid game. I like the explosion animations a lot. The music was nice as well.
The art is really nice. I also love the music during the obelisk "numbers" section of the game. I wish there were a form of progression, but I really like the transitions and the setup. I think this is the basis for a really cool game. Fits the theme really well too.
Wow this was incredibly polished. I think this is the best game I've played in LD38 so far. I have to rave about a bunch of specific things before I go into the generals: - The character art fit so well. They look like they're from some strange universe where wrangling spherical cows is the norm, and I love it. - The feedback for player input (i.e when you enter "aim mode", a little sound plays and the reticule rotates a little) was fantastically done. It makes it feel so polished. - The spherical animal art was hilarious, as well as the moos of the cows when you eventually wrangle them. - I love how there are different "Grades" of cows. Once I learned that there were "rare cowmets", my insatiable thirst for rare cowmet blood made me hunt them exclusively (until I captured them all). - The game controls so smoothly. I love the way the aiming works, where the reticule turns green for a potentially-successful shot. Chasing down the cows was very satisfying, and the music change fit really well.
Amazing job. Such a ridiculously polished game for a gamejam.
Great game. As another commenter mentioned, I love boss-centric games. The only major critique I have is I wish the camera was zoomed out just a little more. A lot of the platforms were off-screen below the player. It felt like I was taking "leaps of faith" for most of the game, since I had no idea what was below me until after I died and saw where the platforms ended up. That said, each boss is great. I love the 3rd boss in particular, and how you have to move in circles around the arena. It felt like I was fighting the arena more than the boss, which was very cool.
At first, I thought the aiming was really strange, but after finishing, I really like how slow the orbs rotate. I think making the aiming easier would've cheapened a few of the boss kills. Being forced to wait for the shot to line up during a boss's few seconds of downtime was one of the most tense and exciting parts of the game.
Also, I loved the music. It gave the atmosphere a very empty and isolated feeling, as if to say that you and the four bosses are the last ones in the world or something. It set the mood very well. Great job!
Good work. After reading the comments, I think I understand why the controls felt a little un-intuitive at times: The gravity distortion was intentional, yes? Overall a little repetitive, but I still liked the way everything fit together. The music was great, and fit the space setting very well. Nice job.
I liked the educational component. Good job overall. The game feels a little LIGHT (haha) on input feedback, though. Some additional sound affects that respond to user input would make the game feel even better. I also thought it was a little jarring to have the music restart with each level. However, I liked that the puzzles were relatively intuitive. The 3d art was also very well done. Good music too. Nice work!
Great simple idea. I found it pretty tough, but satisfying to collect crumbs. While it could use some animations for the ant, I still liked the core of the game. Very simple but very engaging. Predicting where the foot was going to be and outplaying it actually felt really good. I like the death screen and the art style is nice and consistent. Good work.
Incredibly engaging puzzle game. I agree with the other commenters, this game could be polished into a great puzzle game. I can see myself buying something like this on mobile. I love how simple the main concept is, but it got complex very quickly. Flipping and rotating adds a ton of potential depth to the core puzzle system.
Really impressive game. I love the growing-shrinking mechanic when you move to the next area. The VFX when you hit something with your bullets are very nice too. The art style is really well done. I love the neon colors and the pixel art. Great music too.
Overall, this game feels very polished (love the BSOD for the death screen too). Great job!
Great work. I would have liked more feedback on egg-laying. I wasn't sure how long to sit when laying an egg, but I liked the idea a lot. In general, the game could use some more indicators on how the player does things (i.e is there a cooldown for laying an egg?). The art style is very nice too, particularly the explosions. Maybe a little screen-shake would have made them feel more visceral, but still very good. The controls were very responsive, and destroying meteors felt good. Overall good job.
Solid work. I'll start with what I believe could be improved:
- The control is very strange. I think just having the different keys correspond to player movement relative to the camera (i.e W is up, A is left, D is down, and so on) would have been better. Someone else suggested click-to-move, and I agree that could have worked too. - Character movement feels sluggish. This could be tied to the controls as well, so I think improving that would make the sluggish movement better. - The monkeys didn't consistently run away when I reached the huts.
The things I liked a lot: - I actually liked the sounds a lot. The monkey noise got a little grating, but I think that was intentional, since they're supposed to alert the player to their presence. I really like audio cues in games, so this was well done. - I'm impressed that you made so much 3-d art so quickly. 3-d art is very difficult to pull off, and I think the low-poly art style worked really well.
Keep it up!
Great work! The only improvements I can think of is maybe a more visceral reaction when the cars collide/boost. The controls feel very realistic (as far as hovercars go) and the artwork and music are very well done. The neon color theme makes everything fit together really well. I didn't have a friend to play it with, so unfortunately I couldn't experience it to the fullest, but this is still overall very well done!
I thought the shrinking mechanic was awesome. I liked how the mechanics got added with each level. Also some people are saying the art was strange, but I thought it fit together with the music so well! The main character does a weird jazz-walk for his walk animation, which fit very well with the music. Overall, art style was consistent and the wind mechanic was satisfying to use on the switches. I also liked how the wind turbines (is that what they're called?) were time-dependent, so you had to rush once you started spinning one. Good job!
I'm glad I played this to the end. One thing I'm sure you already know is: I think it's strange that the velocity of the bullets is proportional to how far away the mouse is. I understand the need to "cull" bullets after a certain distance, but it was strange to click close to the player and see the bullet go very slow. Other than that, I really liked the overall aesthetic of this game. It sounds strange, but the spooky cacophonous music coupled with how absurd and terrifying the aliens looked, as well as the strange sounds of the townspeople made the style of the game feel very consistent. Shooting down alien ships was satisfying as well. Also, the babymaking was a pretty funny surprise. Great work!
Good work. I only played the LD version of the game, so keep that in mind when you read this feedback. One small nitpick - I know another commenter mentioned it, but orbital speed is proportional to the altitude, so if a planet is closer, then it's orbital speed must be higher. Another nice thing about this feature is that you could control the distance between the planet and the star without having to create another slider, just using orbital speed
I really like the VFX when you spawn a planet (the white glow that spawns). I know you already added sounds and other effects in the newest version, so I don't need to mention that. Overall I like the idea. I don't see a lot of sandbox games in Ludum Dare, so this was nice change of pace for me. Nice work!
Nice work! I don't see a lot of these "RTS"-ish games in Ludum Dare. Creating units was nice and smooth, and the art in general fit together well. Some kind of resource system would have made it feel a little more rewarding. I think I just spammed units until I made progress. That said, I like the overall idea. It was interesting, tying the camera motion to castle placement. It made it feel more necessary to actually place castles in territory you conquered. Good job!
Really cool game. I'll start with what I thought could be improved: - I think others mentioned this, but I picked up the knife and ball twice. I'm not sure if that's a bug or not. - I think the text should be harder to cancel, if that makes sense. Sometimes I'd pick up an item and then the text would flash immediately before I could read it.
What I liked: - The simplicity was great. - The hints that were given to you (i.e "theres something behind the tv but I cant reach it" or the key out of reach) were really well done. - The pixel art was fantastic. I also really like the "vertigo" effect (not sure if that's what its called) that happens when you move around the level. It made it feel more 3-d.
Great work!
Wow, this game had an incredibly well done atmosphere and story. - The music progression with each day was phenomenal. It really gave the feeling of impending doom and dread. It scaled up the intensity very well. - I love the fact that, amidst the chaos, the main character just goes back and forth between the machine and his house. It's like it doesn't matter to him. - The pixel art was great. The muted color palette really set the initial mood. - SPOILERS: my first time through, I got the bad ending, and I think it's brilliant. I was so conditioned to move from left to right, every day, that when I picked up the girl, I didn't even think "Maybe she's running from something". I just ran to the right like I always do. This ended up getting the girl killed. - My second playthrough, I decided to break the pattern of indifference to the situation,and ran away when I picked up the girl to save her. This was a really great moment. - The lack of dialogue made the mood even more sinister. When the religious folk began coming in, and started showing a death-related image (which I now think means "sacrifice" or something), I felt very unnerved.
Fantastic game.
Wow, overall amazing. The physics work so well! I love how the asteroids slingshot around the planets when you narrowly miss. Very difficult but really rewarding to hit a planet and have the pieces ricochet around. The explosions were also very satisfying. The 3d models also looked very well done. Great job!
Wow, this is one of my favorites!
- I love the hit-effects. The particles and sounds are very satisfying and well done. - I had some trouble with the control at first, but within a few minutes it felt very tight and satisfying to navigate around enemy bullets. - I really like the camera-rotation when you rotate. It feels very intuitive. - Getting upgrades with each kill was a nice touch.
This is a very solidly made shooter. I found it really tough, but it was fun to circle around the enemies and take out their turrets before conquering. The visuals (ships and continents) were well done too. Great job!
Incredible! I love the whole package so much. The art and the music are so well done and fit together perfectly. The crying noise of the baby was actually hilarious, and the chickens were really hard to get through (BUT I DID IT WOOHOO!). Also, little things, like the chicken heads glowing red before they attacked (and being red during the "Hitbox" duration) made the game feel really fair and well done. Also, the fact that the platforms were spaced very nicely according to the throw-range of the player made it very satisfying to throw the baby and have him land perfectly. The difficulty curve of the levels felt perfect too. By the time I got to the onslaught of chickens, I was ready. Great job!
Really cool game! I love the different combinations of planets. I liked Neptune + Earth a lot. It felt really cool to have to deal with the paddle slow + earth launches at the same time. I agree with some of the other commenters that some of the quick/smaller planets feel a little too difficult to deal with, but it's still very fun to try out different combinations of planets. Good work!
@ilseroth Thanks for playing. I actually intentionally made the friction at the walls a little over 0, mainly because I thought sliding directly off them didn't feel good. Your other concerns regarding the wall jumping are totally valid. Thanks again for going through it :) I hope you were able to make it to the end despite its faults!
@eddynardo Thanks for giving it a go! Sometimes I think I made the elevator section a little too hard haha. About the controller issue: Man that's so lame that L2 on ps4 maps to Select on XBOX. I hope that didn't take away from the experience too much! I definitely agree that the wall jumping came out very clunky. Thanks again though for playing!
@silkworm-sweatshop Wow thanks for playing to the end! You have no idea how much that means to me! I really appreciate it. Haha the theme implementation was definitely a joke, but I'm glad you enjoyed it.
@smiling-cat-entertainment Thanks for playing! Sorry about the controls. I wish I had tested it with an XBOX controller when I released it. The elevator is really tough, I agree. I'm glad you made it to there anyway. Thanks again!
@philomory Thanks for playing! I had some similar feedback about saturn's bullets. I probably should have outlined them in white or made them glow in retrospect, since it's definitely hard to tell when they spawn. Also, the checkpoint health-restore thing is something I'm still kicking myself for, because it's so obvious now that I think about it. Thanks again for the feedback and for playing!
@qzqxq Wow thanks for finishing! Also the platforming feedback is really valuable to me. I definitely agree about it seeming like a platformer initially but then diverging. I wish I had committed to one specific thing (i.e either melee combat focused, or platform focused) in retrospect. I also wish I could have fit in one intermediary boss in the middle, to break up the monotony of the intro. Thanks again for all the feedback! As for the soundtrack, my soundcloud is https://soundcloud.com/abhisundu . I'm not sure if you can download off of soundcloud, but if you're interested in the music, check it out! Thanks again.
@krylos Thanks for playing! I've gotten a bunch of comments concerning the difficulty of the Saturn battle. I think I definitely should have tuned it down a little. I think part of the problem with Saturn's hitbox is that he's roughly 1 jump above you, so if you attack anywhere below the top of your jump, when your attack hitbox comes out, the player often falls below of Saturn's hitbox by the time the attack completes. I think I should have just made the hitbox bigger/made Saturn a little lower to compensate for this effect. Thanks for making it that far though! I know a lot of people got stuck on the elevator, so it means a lot that you were able to reach the boss!
@obvious-san Thanks for your feedback! I definitely agree that the world block placement is very imprecise. To be honest, I did all the level design at the very end, after creating all the content pieces first, so the block placement came out super rushed and ugly (a bunch of the edges do not align and whatnot). That said, glad you enjoyed the rest of the game! Thanks again for playing.
@occultone Thanks for playing! Sorry if it was frustrating. I definitely think I made the game too difficult, especially judging from how consistently people get stuck on the elevator section. If it ramped up more gradually it would have probably been better. The block placement was also indeed very imprecise. That was mostly due to running a little low on time, but sorry anyway about that. Thanks so much for playing the game on video! It's incredibly valuable for me to actually WATCH someone playing my game, because I learn a lot about how players approach things, and what I can do better to make those experiences and approaches more enjoyable. Thanks again for playing !
@meronsoda Wow thank you so much for all the feedback. The problems you listed, specifically those involving attacks being hidden by enemies are definitely on my list of things to improve upon.
I totally understand what you mean about the art being "bad" in the sense that it doesn't clearly communicate to the player what is about to happen. A game could be made in MS paint but it could still have really well-communicated art if everything is telegraphed and teaches the player how to react. I definitely need to improve in that respect.
The Saturn bullets being hidden by the boss is the biggest offender of this. Outlining the attacks with white, or even just using different shade (maybe a lighter grey) would have made this much clearer. I think the moon's attacks being obscured wasn't AS big of an issue, just because of how predictably the moons behave (attack, dash to side of player, delay, attack), but it's still pretty inexcusable for an attack to be hidden by the enemy like that. The impreciseness of the wall jumping is something pretty much everyone (myself included) noticed. To be honest I wish I had just removed it, since it came out very clunky and it was only really required twice in the entire game. I wish I had focused less on the platforming and more on combat overall.
Thanks for the video link too, although I've seen it before, I definitely should have implemented anticipation for the more impactful attacks. I believe the moons are a bigger offender in this specific category, since the missiles come out really quickly and don't really have a delay or animation on spawn.
Out of curiosity, did you kill Saturn before it used its sword attack? A lot of players who get past Saturn do so before he even uses his Sword attacks. I'm curious about what you thought of that specific attack, since it has a pretty huge windup but also takes up the entire floor of the stage, so I'm not 100% sure if it's as balanced as I wanted it to be. Great feedback, thanks for taking such an interest. I really appreciate everything you said.
@cerno-b Thanks for the feedback! I definitely agree on the boss bombs being obscured. There's a bunch of "clarity" related things I'd like to fix in a post-LD version later. I actually was working on a speech-bubble thing with earth and the main character. It was going to be triggered as you went through the levels. It was supposed to add some banter between the two of them, but I couldn't get it working in time, so I scrapped it. That would definitely be a nice addition later on.
Glad you liked the attack and dash animations! The dash is actually just spawning copies of the player's sprite that decrease in alpha over time and then destroy themselves, so I didn't have to do any animating for that!
As for pixel-inconsistencies in the level design, my bad! I rushed a lot of the level making, since I spent most of the time on the base-system (animations, and mechanics coding).
I made the music using LMMS. I've never used Fasttracker before, but from what I've seen, it looks kind of similar to LMMS.
Thanks for playing and thanks for the helpful feedback! I really love when people are interested enough to give such detailed feedback.
I LOVE the idea of having to dodge your own bullets. The physics on the orbiting bullets was well done. I also really like how the bullets can swing around and sometimes kill multiple enemies. That always felt really satisfying. I thought the shop placement was a little troublesome sometimes. I think maybe having it at the bottom of the screen as an overlay would have been better. At first, I was a little torn about having to manually reload, but I think it adds a bit of desperation to the game, so in the end I think it was a good choice. Finally, I really liked the art style. It was simple but made the concept of a cowboy on the moon even funnier. Very nice work!
Wow, I'm so incredibly glad I played through to the end. I got goosebumps towards the ending. What an incredibly well made game. I don't want to spoil anything for the people who haven't played through it, but for everyone: Please finish this game! I almost stopped after the first day because I thought the rest of the game would just be doing little errands. A few minor things first:
- The collision was a little buggy. I walked through the objects in the main char's room a bunch of times. - The controls felt slippery. I often felt like I moved additional tiles even when only inputting one move command.
Other than that, it was incredible. Here are the specifics that I liked: - I loved the changing music. It fit the mood changes throughout the game, and made the sinister nature of the main character so much more impactful. - The main character art (during the dialogue specifically) was PHENOMENAL! Towards the end of the game, it was incredibly creepy and well done. - The final image of the main character will be burned into my brain. I still don't feel like I have a great grasp of the story, but it was so impactful and creepy I can't get it out of my head.
Fantastic game!
Really nice job. Nice and simple, with great, intuitive controls. I see a lot of people doing the "circular walking" controls very clunkily, but this game controlled very smoothly. I also liked the music, although the loop was a little short. Nice character animations and explosion animations. I thought the ramp-up in asteroid spawns was perfect too (I only got to 404 points though haha). I think this type of idea was implemented a lot this ludum dare, but I think you did a really good job with it.
Nice work. I liked the simplicity of the game. It felt a little repetitive after a little while, once I figured out a strategy (rotate from water to farm to city to water to farm to city), but I liked the concept a lot. I think that the surplus wastage mechanic was really cool. It made me more conscious of how much of a resource I harvested before moving on. The art and sounds were very well done. The resource harvesting and use sound effects were particularly satisfying. Great first entry.
Nice work. I think this is the first "eat to grow" style game in this Ludum Dare I've played! I really like the sounds and the animations, even if they're very simple. They fit the game very well. It felt a little repetitive sometimes. Maybe some kind of faster movement option like a dash, or some variation to the movement would have kept things more engaging. That said, some of the levels with multiple enemies, and the level "engagement" were very cool. The music was also very interesting and well done. I also just like the overall idea a lot. I enjoyed trying to "steal away" food from enemies so I could get bigger than them. Great job!
Amazing! I love how simple yet fun the game is. The music synchronization and the visual effects are so incredibly satisfying! I love how the game mimics the actual feel of the music (i.e during the quiet part, the game is very relaxed, when the beat drops the game gets more intense again). The art style in general is also very polished. The colors and effects fit together so well with the music. Great job!
Great work. A few things that would have made this game feel really great: - Zooming out a little bit so that I can see more enemies and bullets - feedback on player input and events, i.e sound effects or screenshake would have made this game much crunchier.
That said, I think it's a very solid twin stick. The two minibosses/bugs were a little too easy to kill in my opinion. Their attacks came out pretty slowly, and I had a more difficult time with the basic enemies in the stage, but I really like the overall chaos that the basic enemies create. The art style was also very well done. It felt very retro. The most important thing about art is that it's focused, and this was definitely very focused in on the old-school space invaders type graphics.
Nice job!
Solid work. I'll discuss the small issues I experienced first:
- I think the controls are a little unintuitive. Perhaps mouse camera control would have made it more satisfying. - It was a little strange that I could look up and down, but I couldn't look left or right. I think maybe using A and D to look left and right would give the player more control. -This was probably just on my end, but I had some pretty significant performance issues, with respect to framerate and lagging. Again, this might just be my computer's fault.
What I liked a lot: - The music was cool. It cut in and out now and then, probably due to my computer's poor performance, but I think it fit the aesthetic of the game. - The art was simple but consistent. It was interesting to look at. Sort of surrealist, idk but I liked it. - I really like that you can toggle gravity. It made it a lot more fun to fly around and destroy blocks.
Nice job. Another commenter mentioned that this was your first Ludum Dare. If that's the case, great work and welcome!
Wow great game! I really liked how simple the mechanics were, and how good it felt to use the Force special. It felt really satisfying to knock an enemy out with the dash. Also, even though the art was simple, it fit very well. I also like the sounds and the effects of the dash. My favorite part is how relentless the AI is. It was very satisfying to juke the AI and try to outplay them(The intangible powerup is brilliant by the way). The music was also really good. It fit the battle and the "outer space" part of the theme really well. Great job!
I love the atmosphere of this game. I also love the mechanic of prediction when throwing and dodging rocks. I don't play games like this very often, so I don't know if this is part of the genre, but I love the fact that everything only moves when I perform an action. This made every action I performed feel very deliberate. Also, little things like the doors opening and closing, and the rocks turning red mid-air made the game feel nice and complete. Good job!
Very impressive work with the music and the overall mood. I will say, it doesn't feel too much like an actual video game. That said, it was still a very memorable experience. I think there's a lot to be said about the small things in this game, like when you get hit by an asteroid it looks like it actually ricochets off your ship in the window, or when you pass a planet on the hud, you see it zoom by in the window. The hit sound effect was also amazing. It felt like a deep bass drum that fit with the music. Nice work!
Nice game. Pretty tough overall. I experienced a similar bug to @batmanasb where I got stuck in an enemy. I really liked the art style. The angry world you play as is particularly cute. Also, one small thing I really liked was how you placed the enemies below the jump at the beginning to demonstrate to the player how to kill them. That was really well done and stood out to me.
Nice work. You've already addressed all the feedback I would have given (i.e more feedback on player actions, and camera control). I know the movement is underwater so it's supposed to feel very damped and floaty, but it felt like I was battling with the controls a lot when I was moving around the tank. I had to hold a direction for a while before actually moving in that direction, and I felt that when I jumped I lost too much directional control. Perhaps this was the intention, since it also wouldn't make sense to have a super agile shrimp underwater.
I really like the danger music. Specifically how it fits in with the normal music. The transition is very smooth, so it doesn't feel jarring, but it does a great job of notifying the player that they are in danger.
I also like the art a lot. The art style is nice and consistent, which is always the most important thing. Everything looks like it indeed belongs to the same universe. The other creatures in the tank that didn't directly interact with the player were a nice addition. It made it feel more realistic, and lively.
Good job!
Great job! I'll start with what I think could be improved: - A quick-restart option, or a faster death animation would make it easier to get back into the action. - Some more clarity on the heights of platforms would help the player judge if they can actually make a jump or not. - I know everyone else mentioned this, but as soon as I got to the second puzzle I immediately cheesed it by jumping the gap.
What I liked a lot
- Very cool 2nd puzzle. Planning where I was going to use the gems was very rewarding. - I liked the blocky art style a lot. It fit the "empty" vibe the game was giving off, which I thought was cool. - I think it's fine without music. I like the mood it sets, especially with the stars in the background. That, coupled with how shiny everything is makes it feel very "out of this world".
Nice work!
Awesomely done! The game is very polished overall. The animations and art style all fit together very well. The music is great too. Finally, I really like the structure of the puzzles. They were great because they had both a "figuring out" component, and an "execution" component. Even once I had figured out how to maneuver the rats, I still had to have the mechanics to put the rats in the right direction. I really liked that.
Good work. I liked the stacking mechanics with each level. Learning how to use the green exclamation point, and then having to learn how to use the ice block was a nice level of depth added to the game. I also love the chiptune style of music. I think it may have made sense to rotate the world instead of the player around the world with a game like this. Having to move precisely and whatnot is a little difficult when you go on the bottom of the world, and the controls suddenly feel like they're the opposite of what you'd expect. That said, this wasn't a huge detractor from the experience. Overall, I really liked the addition of each ability to the game.
Overall cool game. I ran into performance issues just like you said, but they didn't hinder the experience too much. The car was also a little difficult to control. I really like the panting noise of the dog, and the sound effects overall. I know that sounds weird but it made the situation feel much more desperate for me. I also like the food bowl and the dumbbells. Those helped quite a bit. Nice work!
Great job! The jumping felt a little clunky at times, but it's very impressive to have created this 3d platforming all in a game jam. It felt a little repetitive at first, but I thought the level shapes were varied enough to keep me interested. I liked the little dialogues here and there. The platforming, while sometimes hard to control, was satisfying. One little thing I liked a lot was how the music started as soon as I collected the first object on the planet. Things like that make the experience all the more memorable. The low-poly art was good. It all fit together very well, which is what matters most. I also liked how the level gets progressively harder as time goes on (since the planet starts to fall apart). Overall, great work!
Fun little game. I like the overall idea. I think it could be a successful mobile game. Some kind of end game screen would have been nice, but good first attempt. Welcome to ludum dare!
Nice work. Very simple mechanics, which worked in the game's favor. The atmosphere was very well done. The calming music and the art style worked together to set a very pensive (not sure if i'm using that word right) mood. The pixel art was very polished. Also, I liked the fact that the objective was vague. The intro images (with the player planting the flower) were enough to tell me what to do, but I'm glad it didn't explicitly spell it out for me. It made the mood all the more interesting. Great job!
Nice job. The sound felt a little dry. Some music or additional sound effects would have really brought this game to life. The controls got a little bit frustrating here and there, but that's partially because I'm just bad. I thought the way the ant flailed around was pretty funny. I like the overall idea, and the fact that the controls fit the ant's inebriated state is good. I also liked the paint-style art, and the initial dialogue about the ant. Nice work!
The raw platforming mechanics in this game are incredibly well done. The controls are very tight and the air control is so much fun. It's challenging enough to make you want to play more. The various mechanics, like the arrows and the bouncers were very engaging. The level was pretty heavy on the air-control aspect, but this seemed like a personal choice. I would have liked to see some sound effects and some music. Some kind of crunchy effect on wall-jumps or deaths would make this game pop a lot more. Aside from that, the platforming mechanics are essentially perfect in my opinion, very similar to Super Meat Boy.
Nice work! Definitely a very trippy game. Sadly I wasn't able to pop all the balls, so the cows quickly overran me.
Fantastic work! As someone who enjoyed "I have no mouth and I must scream", I loved this. The pacing was very well done, and I was very glad to hear the "Main character's" motivation by the end of the story. I also loved the tie-in to the theme at the very end of the gameplay section ("Running out of space" ended up being very creative and very dark). In my opinion, the audio was the star of the show here. The angry typing sounds, the low unnerving hum during the middle section of the game, and the voices helped set the mood so incredibly well. The music at the end was perfect, and the synchronization with the text made it feel like the character was talking to me using the music. I love games like this. Games that start off with a premise, and then reveal something completely different underneath. I wish I hadn't button-mashed at the start of the game so I could have seen what the password to the system was. Awesome game! One of my favorites so far!
Wow, this game was super fun! The ambient audio in the background was perfect for making it feel like a long line of people were waiting. It also matches the theme perfectly! I quickly ran out of space in the back room and had to start throwing boxes over the side of the counter. Color coding the boxes also made it a lot easier to find the box the customer was looking for. The game got super intense and hectic as I threw more and more boxes over the counter due to lack of space. It also got really fun when I'd suddenly have to retrieve a box from an early number, forcing me to wade through the sea of boxes I'd created. I had a ton of fun playing this, awesome job!
Nice job! I think the controls felt a little floaty. It would have been nice to be able to control the height of the jump by releasing the button early. I also would have liked it if I could see farther ahead of myself. Some deaths felt cheap because I'd die as a spike suddenly appeared from off-screen. It was a tough game but I'm glad I finished it! I wasn't able to complete the "Hard Level" though.
Also, the music was awesome! I'm really impressed that you wrote a unique track for each level! I think it fit really well. I also liked the mechanic of how when you take damage the devil moves quicker. Good work!
Great game! Very simple idea, but very addictive. The stacking multipliers make it very satisfying to keep a streak going. I didn't understand how it fit the theme at first, but after getting a high enough multiplier I realized that it fits the theme pretty well. The controls are also very smooth. Excellent work!
Nice work! I had some trouble understanding the game at first, but once I understood that the game was essentially watching the top numbers and avoiding negatives by taking advantage of the multiplier spots, it became really fun! One quick note: For some reason when I used the arrow keys to navigate the area, the page also scrolled if I pressed up or down (not sure if this is a browser-specific issue or not). I liked that I had to plan out turns to make sure I had enough building resources to eventually build the structures I'd need to keep my other resources from going negative. The constant pressure of new inhabitants coming each turn (meaning you must keep housing positive) was a nice mechanic to keep the pressure up.
Also, coding all of this using just LibGDX is very impressive! Great job!
I loved this game! It reminds me of those old school flash games like "four second frenzy" where you play a ton of different minigames. Each mini game was interesting, and the window titles were all really funny (salt shaker "competitive multiplayer experience" was hilarious!). I don't think the graphics need to be improved; I think they added to the experience! I actually really appreciate ms-paint style visuals. The only bit of feedback I have is I wish the window titles were in white text instead of black text on blue background (they were really funny, but I had to squint really hard to read them). Great job!
Nice work! I really like the concept. I found myself getting stuck on the first level a few times due to going too slowly and growing too big. It was really rewarding to die a few times, and then plan a route through the level to eventually complete it (for example, the second level I had to make a loop from the left to the right, and back to the left to make sure I fit through the first gap). I think there's potential for a really interesting puzzle platformer here, since the game requires you to plan out how you will traverse the level to avoid dying/getting stuck due to getting to large. It was a little frustrating to start from the beginning each time I died, but I was able to complete it after a few tries (the final battle collecting the Zs was great!). I really love the cartoony art style as well! The background art is really well done too. Great game!
hen lo i am here to make television game
AHH I should not have waited this long to respond to comments. Also Obligatory: I'm gonna be saying "thanks for playing" a lot, sorry for the repetition in advance. @bitdecay - Thanks for playing! Glad you enjoyed the sound, and yeah tutorials are always tough to prioritize but I'm glad you found ours useful! Even if you didn't finish, thanks for getting as far as you did! @xyph - Glad you liked the animations! I'll let our artist know haha. @fred-aberg - Thanks for playing! Every comment that compliments the sound always makes my day, I'm super happy you liked the mood + sound. The camera FX is 100% @guin36 's doing, I'll let him know you liked the fx. Also lmao the story was so much fun to write, glad you enjoyed it. @ganonwarrior - Thanks for playing man! I worked super hard on the music, so it's awesome to hear that you liked it! @heidelbert - Awesome work getting to the boss! The game's pretty tough, so getting to the boss is an achievement in itself. Glad you liked the tutorial as well. I gotta make a note to myself to keep making Ludum Dare tutorials, since so many people liked it. @tkap - Another person who got to the boss! Awesome job, thanks for playing! We definitely considered the idea of either tuning difficulty down, or creating checkpoints. In the end we decided the game's flow was pretty "rubber-bandy" so we didn't do checkpoints, but I definitely agree that a checkpoint would have helped a lot of people see the ending. Thanks again for playing! @fingamer - Thanks for finishing the game! It means so much to us that you played to the end. Haha all of us joked about how weird the story was, but I'd be lying if I said it wasn't meant to get a little emotional. Glad you liked the audio + the challenging gameplay as well. As for the font: Man I totally wish I had a cool GBA-style font. I tend to just use whatever default font Unity uses, but it would have definitely set the old-school mood if we had used a retro font. Thanks again for playing through to the end! @andreas-roschal - Thanks for playing! Awesome to hear that you liked the different enemy types. We had a few more enemies in the incubator that we wanted to finish, but we ended up cutting them due to time constraints and also fear that there'd be too many enemy types. We were actually afraid we wouldn't have enough enemy variety, so it's good to hear that you liked it! @naver, @zariel - Thanks for playing! Sorry about the lack of keyboard-only controls. In retrospect, the mouse doesn't really do a whole lot in the game (the mouse position doesn't affect the combat, it's just for buttons), so we totally could have made keyboard-only controls. I'll keep that in mind for the future definitely. Thanks again! @alourenco - Thank you for playing! Sorry that the camera shake was a little excessive. I saw some great games on here that had camera shake sliders, so that people could tune the camera shake amount. In the future I think I'll definitely add some of these config options just in case some people find the FX excessive. Thanks again! @scottyseus - Hey thanks for playing! Man I really wish we had time to implement powers / special attacks. The huge density of enemies just begs for a cool AOE super attack. Also, thanks for checking out my soundcloud! Glad you liked the music. @dragojt, @keyurrana - Thanks for playing, glad you guys liked the combat and animations! The rate of progression is definitely something we deliberated on for quite a while. We spent a lot of time trying to tune the numbers to see what would be perfect. In the end, I think it's really tough to get something like that completely right; sorry the proression felt slow! Thanks again for playing and for the feedback. @hype - Thanks for playing! Sorry for the repetitive/uncomfortable controls! Haha I hope no one actually develops RSI from this game. I think we could have made it so holding the mouse button would keep the attack going. That would have alleviated the strain. Thanks again for playing!
PART 2 OF RESPONDING TO COMMENTS: @awix - Glad you liked the art and the audio! I'll let our animator @not-the-real-mark-zhang and our musician (me haha) know! @jimmyc - Thanks for playing! It would have been good if we included some kind of slider for camera shake options, sorry if it felt a little too shaky! Thanks for giving it a go though! @darkguardsman - Wow, thanks so much for playing! I'm really glad you enjoyed the story as well as the core mechanics. Looking back, I definitely agree that holding down the mouse to attack would help a lot, since you basically have to attack constantly anyway. Thanks for playing man! @masterkrepta - Thanks so much for the kind words, and for playing our game! I'm super happy you liked the core mechanics (growing/shrinking), and the combat. Haha, we were originally going to spoil the boss at the start of the stage (perhaps by telling the player to "max out the progress bar to fight the boss"), but we ended up liking the surprise more. Thanks for playing! @ghastlymicrowave - Thanks so much for playing, and great job getting to the boss! The boss is honestly really tough (you can thank @guin36 for that haha), even I have trouble beating him sometimes! We're really happy you saw the boss though, thanks for playing it that far! @even-games - Thank you for playing! We've had a few comments talking about how the controls are a little straining. Sorry for tiring your wrist out! I think we could have solved this by making it so you could hold down the mouse button to continuously attack. Thanks for playing it despite the straining controls! @piscythe - Thanks so much for finishing the game! The corpse-knocking mechanic was sort of just a random idea we had, but we're glad it came out the way it did, and I'm happy you enjoyed that! Also: It means SO MUCH to us that you finished it. The boss is definitely tough, but it's very impressive that you were able to get through it! The ending is definitely one of our favorite parts, so the fact that you saw it means a ton to us. Thanks again! @guladam - Thanks for playing! I'm glad you liked the tutorial, a lot of people have appreciated the tutorial so far. I'll definitely continue making those haha. @nam-nguyen - Thanks for playing, glad you enjoyed the "juice"! A lot of people would have preferred the camera shake / VFX to be toned down, but I'm glad you enjoyed it! With respect to the core shrinking/expanding mechanic: We were considering having some tutorial text at the start of the main section explaining this, but we ended up cutting it as we thought it might be more interesting if people figured it out. That said, I think there's definitely a middle ground we could have tried to achieve; Sorry if it felt a little obtuse! Also, thanks so much for checking out my soundcloud! Glad you enjoyed the tracks! Also, so sorry to lump so many people into this last one, but: @anlaxix, @rubens-amaral, @cristihkj, @huskitch, @raivk, @hayroljr, @aret24, @xero560, @eric-kulbeij, @logicon211 - Thank you all for playing! Glad you enjoyed our game!! To everyone that played but didn't comment, thank you as well! I know this comment is a behemoth, and I'm basically just repeating the same thing over and over again (ty for playing etc), but you have no idea how much it means to us that you all played our game! You all have actual lives, and actual things to do, and yet you still spent some time playing our game. That means the world to me. You all rock!! Thanks for all the feedback and the kind words!!
Nice work! I feel like not enough people put tutorials in their games, so I'm really glad your game had one! (It's much more fun than reading text on how to play on the game's page). I would have liked a way to discard old upgrades. Just like the commenter above me, I got to a point where I couldn't place the upgrade in the holding area but couldn't pick up new ones as well. I actually really like the stunlocking when you get hit. I like that instead of having a health bar and taking damage, the "damage" is in the form of slowing you down and making it easier for the fire behind you to catch up. That said, it might have felt more fluid if getting hit knocked you back, rather than just freezing you in place. The enemy bullets were also a little hard to see against the background. I really like the tetris-grid based upgrade system. It fits the theme really well (I ran out of space pretty quickly haha!), and it adds a cool multitasking element to the game.
Great job!
@clue ah my mistake, I must have missed that! Thanks for letting me know!
Nice Work! The art style is very charming. The only feedback I have is basically just related to polish: It would have been nice to have some kinds of VFX in the game (maybe screenshake when you get hit, some indication of AOE damage from the larger bullets). I also would have liked it if the camera was a little farther away (the most common cause of my death was enemies spawning offscreen from a direction I didn't expect). The sound effects and the death screen are great! I also like how the file sizes of the items correspond to their health. Very solid twin-stick shooter, good job!
Wow this is such an incredibly fun game! It reminds me of those old school "four-second-frenzy" flash games where you have to complete a bunch of minigames under a time constraint. The art section was hilarious. It was so fun frantically drawing abominations and hoping it would measure up to the mona lisa (my friends and I laughed really hard when we'd get a check mark for drawing a circle with black hair for mona lisa). The theme aspect did feel a little forced, in that it was basically just a timer. That said, the concept itself is so innovative and fun, it was so great to be surprised by each minigame my first time through. The game also felt very polished; The art and interfaces were very sharp and easy to use. To be honest, some of the minigames could probably compete with fully fledged LD games (the robot minigame was particularly fun). This is one of my favorite games so far! Great job!
Very cute game. Simple mechanics, the dialogue was charming as well. Made me feel warm and fuzzy inside :)
Very nice work! I really like the neon futuristic art style. I like the mechanics of the game as well. It was satisfying to use the enclosing walls to my advantage to wall-jump past certain sections. It was also fun to flip the switch and use them to destroy orange platforms. The music and sound effects were pretty good too, although the music loop felt a little short. It seemed like the same 4 bars were being repeated for most of the game. The wall jump felt a little jerky as well, but it worked well in the game.
Great work!
Interesting game. I'm going to be honest, I was very confused even after reading the help. It felt like I was randomly attaching parts to my ship, hoping that I wouldn't get hit by random events. I ended up trying to surround my ship with shields but parts would randomly break. I'm not sure if there's supposed to be a strategy or not. Additionally, I found myself randomly clicking on the ship at first to try and figure out where the parts could be attached. I think this game has a good concept, and if it had some more UI-related feedback it could be really great. For example: - Highlighting the parts of the ship that can be clicked when you select a part - Displaying information on the part you are adding when you mouseover the part Just making the above two changes would really improve the experience and make this game feel more polished. All that aside, I really like the concept and the random events were pretty funny and interesting. Great job, keep it up!
Solid work. Here are some quick things I think could be good to look into: - It looks like the distance the "people" travel is linked to how far away from Earth your mouse is when you click. I think it'd be more intuitive if the "people" just went in the direction of your mouse without any dependence on how FAR away you click. - As other commenters mentioned, a little bit of feedback would be really good in this game. Sound effects would be fine, but also screenshake when you destroy a meteor, or when you get hit would help polish this game up. I really like the art for the earth, as well as the concept. Keep it up!
Great game! I really like the VFX and the visuals. The art style made everything feel surprisingly polished for a Ludum Dare game. I also really like the overall concept: It fits the theme perfectly, and it was surprisingly deep (a few different types of enemies and different power ups added to the experience). Awesome job!
This idea is so interesting! I love the premise (the lore is very well written and funny)! The interactions between prisoners is a little tough to grasp at first, but makes the game very fun! It fits the theme perfectly (I ran out of space pretty quickly). The art was charming, and just like another commenter mentioned I liked seeing some familiar characters in the cast. The idea of "we're running out of space, KILL this guy" is hilarious.
Great work!
Solid work. A few things to think about: The actual swinging feels a little imprecise. I think it's because the rope is just slightly elastic. It might be better to either - Make the tether VERY elastic (to allow the player to slingshot) or - Give the rope a fixed length to allow for normal swinging
I think this would help, because currently when you are horizontal relative to a star, the elasticity of the rope pulls you towards the star a little making you NOT swing in a perfect arc, which is how swinging usually works in these types of games.
Another strange thing was that I wasn't able to progress without immediately grabbing the top star BEFORE the camera panned to the ship. Also, if I fell to one of the platforms it was basically game over, since getting back up off the ground is very difficult. If I were able to change the length of the rope at will, it would have helped in situations where the character was on the ground without a way to stand back up. All that said, swinging around was fun, and after I got used to the slight elasticity of the rope, I was able to fly across the map, which was pretty fun. This is great for your first Ludum Dare. Keep it up!
This game is awesome! The two core mechanics of creating terrain with left click, and destroying it with right click are so simple but have so much depth! The "Final Boss" was quite fun, tunneling through the terrain as it spawned and creating terrain to get around was great! I couldn't figure out the "unbeatable" level unfortunately haha.
Also, another REALLY impressive thing about this game was how polished all of the menus are. I was super impressed by the animated pause menu slipping into the screen. The zooming and camera effects now and then are fantastic (the first level, where the camera zooms out to show you that space is collapsing, the camera zoom when you first load the game, etc). It's little things like that that make the game feel really polished for a Ludum Dare game.
Great job!
Cool game! The music was great, and I love the random lines the character says when someone invades his personal space. I'd love to see you expand on this game and give the player some options for getting rid of these rude dudes in his house. The concept is simple and fits the theme perfectly! My only gripe was that it was a little hard to tell where my hitbox was in relation to the other people at the party. That said, I saw you already mentioned that in a previous comment. Awesome work!
This game is hilarious. I love the dialogue between the different townspeople, and the gags on the signs were pretty funny too. The art is hilariously in line with the game's sense of humor. Watching the misshapen wheel roll between scenes was funny every time! I know a lot of people are commenting on the art but I honestly think it adds to the humor a ton. The item descriptions were also hilarious. I know I'm saying a ton of the same thing, but basically the writing was awesome, and made me smile.
Awesome job!
Honestly this game feels TOO good! This is the kind of game that I would pay real money for. It's so juicy, the art and the animations are all so slick. The sound is satisfying and the core gameplay is fun and also so creative. I've never played a game like this before. It feels like every aspect of the design flows into each other perfectly. You have incentive to kick your melee members into the enemy for their special attack, while you need to kick your archer out of the way to keep her safe. In short, your character is in charge of repositioning your allies AND healing them which is so brilliant. The main character's abilities are also great, it's really nice to have offensive capabilities on your healer like the lightning, as well as an "oh shit" button with the boost and teleport. What an incredible game! You should all be really proud, each of you is a powerhouse gamedev!
I had a lot of fun with this! The art is adorable I think the auto-aim is actually perfect. It allows you to focus on the main mechanic of rotating the globe! I really liked the fact that I had to aim my strongest city at the largest threats while still trying to get my weaker cities to contribute. What determines where a building arrow spawns? I would have liked to decide where to place my buildings so I could have strategic coverage of the globe.
Great work! Really nice simple concept executed well!
What a wonderful puzzle game! I don't have any feedback other than this was really fun and so well designed. The mechanic of keeping the power alive using the energy gun is just perfect! The way the doors and lights interact was great, especially during the last puzzle.
Awesome job!
@jondkoon Hey! Thanks for playing! Glad you liked the music and the animations! The plant does actually follow you after a little bit (you can feed him a bunch or give him an olive and he'll start to follow you!). That said, it wasn't super obvious.
Thanks again for playing!
What a wonderful art style! You totally nailed the feel of those old-school pre-console games. I love the faded out images in the background. Also, one thing that I noticed: It's a super nice QoL feature that when you first start the stage, the bullets move really fast until they get close, at which point the game really starts. The sound is also absolutely perfect! Great job!
Nice job! I don't play a lot of first person games in Ludum Dare, but I think you did a good job! The movement feels pretty smooth and the air vents were a nice way to traverse the map. It was a little tough to climb the uneven terrain, but all-in-all I had a good time! Good job!
The game's art looks really good! A few quick tips: - It looks like your attack animation's pivot is misplaced. I think if you placed the pivot in the same place for each sprite, the character wouldn't jitter during the attack animation - I had a lot of trouble with attack animations when I started out. [This tutorial](https://aztez.com/blog/2014/01/06/anatomy-of-a-successful-attack/) helped me a ton, check it out if you want! I think the attack animation looks a little stiff.
The puzzles were great! I loved the second puzzle with the floor tiles, it felt really satisfying to solve. It's clear you meant to put more in the game, but I think it came out solid! Nice Work!
This is a solid first solo jam game! The title screen music is very cool! Like others mentioned, the particle effects are quite nice. Pushing the human along with the robot felt a little clunky/slippery, it might have been nice to have the ability to tether the human to the robot with a button press.
It's very simple, and it's clear the time constraint made it difficult to create content. However, it's clear you put a lot of effort into this. I think you can be proud of what you made! Keep at it!
This was really fun! I highly recommend everyone to try the different characters, since they all play very differently! My favorite character was the shotgun guy in the middle! Being able to play as different characters with different basic attacks added a lot of replay value to the game!
It got a little chaotic here and there but it was satisfying to clear the monster waves that would spawn now and then. Also: I LOVE the layered music. I loved that killing the yellow guys caused an additional instrument to come in, I'm always a sucker for dynamic music like that. Nice job!
Very cool game. I didn't know you could place multiple waypoints at first, but once I figured that out the game felt very good to play. The visuals were also very well done. The neon art style was consistent with the futuristic vibe of the game.
I think some VFX like some screenshake when you bump another vehicle/wall, or additional FX when hitting a boost could help make this game feel a little crunchier, if that makes sense.
I really like the concept, and I think you executed it well. This fits the theme incredibly well. Great job!
The visuals are fantastic! The sound design (particularly the 'empty' sound in the background) makes the mood perfect! That said, I wasn't exactly sure what to do with the game. I played as a t rex for a while, and killed some dinos for a while. The lack of an objective added to the experience in a way. It made it feel more animalistic, like I was a mindless killing machine just looking to eat. Great job!
I really liked this game! Turn-based FPS is a great mashup of genres. The game was pretty satisfying too. It was fun to lob a banana and immediately take cover to protect myself during the enemy's turn. I found that it was pretty easy to cheese the gorilla by hiding behind a tree. It might have been more fun if the gorilla pursued you around the tree, forcing you to re-position more.
That said, I think this game was very fun. I think this genre mashup in general is a great combo. I also loved the art for the gorillas. Great work!
Nice work! The visuals are pretty charming, it feels like one of those flash games from back in the day. While it was very short, I like the idea. The last stage in particular hints at what could have ended up being a larger puzzles game. I think you should be proud of what you've made. I like the simplicity of it, and as I mentioned earlier, I think there's definitely potential for a more fleshed out puzzle game from this idea.
Good job!
Nice work! The art all fit together very well. I liked the trails behind the racers. The physics felt a little strange; It was very difficult to control my car, and controlling the car while in mid-air didn't seem possible. That said, the strange controls added to the ridiculousness of the experience. I like the idea of a platformer racing game. Keep it up!
Wow, this was a really great game! The idea is unique, I haven't played a game like it before. It took me a while to figure out a good "metagame", but it was very satisfying once I figured out the best order for me to build my structures. I loved how taking damage took up space in your ship. I remember there was a point at which I had a ton of food in 1 storage unit, and I thought "I have this game beat!" and then an asteroid took out the square where my food storage was in, and suddenly I had to adapt. As my ship was filled with more unusable space, it was very fun to try and tetris my way around and find space for crucial structures. One thing I would have liked is if the game paused on the "tutorial" screen. There were times where I wanted to check what each structure did in the middle, but I'd have to either switch to the LD page, or accept that I'd take damage while I read the flowchart for the structures.
I have to admit, I died a ton while playing this game! I managed to make it to about 70% of the way to the end. I wasn't able to beat it, but I had a ton of fun playing it! Fantastic work!
awefawe
Wow I still have to respond to a lot of comments. Thanks so much everyone for playing our game.
@deepterror, Thanks for the feedback on the graphics and sound. I agree I could have spent a little longer on the sound design (after writing the music, I sorta threw together the sfx haha). Glad you played to the end and enjoyed!
@ribout-horace Thanks for playing! I'm happy you liked the twists we threw at you.
@yukey0 Haha Great to see another Naruto fan here. Both @not-the-real-mark-zhang and I watch a decent amount of anime. A good chunk of the game's humor came from anime tropes, so I'm glad you liked that. Also, I'm super happy you enjoyed the game enough to play it more than once! We were afraid that a lot of the writing would go unused, since we tried to have a joke for each response choice, so most people would only hear 1/4 of the jokes. Thanks so much for playing!
@chao Man that's a game name I haven't heard in forever, but it feels pretty awesome to have reminded someone of the legendary Frog Fractions. Thanks for playing!
@jk5000 Thanks for playing, glad you enjoyed the dialogue/story! I agree, the gameplay mechanics honestly came out pretty boring. I would have loved to spice up the core gameplay a little, but my teammate and I ended up spending most of our time on the dating portion of the game. Thanks again!
@guin36 and @ecmjohnson thanks so much for playing! I know I sound like a broken record here, but I'm really glad you guys enjoyed the humor. I totally agree that the fishing part was pretty bland. I would have loved to implement some additional hazards / mechanics introduced with each fishing section (i.e things that knocked worms out of you, different types of bait, terrain being involved, etc), but time got pretty tight towards the end. If we ever return to this for a post-LD version, that's definitely where we'll start.
@beamkirby LOL I can't believe there was actually a manga version of 20k leagues under the sea. That was totally unintentional on our part haha. Thanks for playing, I'm really glad you found it funny! Thanks for wishing us 1st place!! (I hope we get up there too!)
(I hate to lump so many of you into the same response, I really should have responded to everyone sooner) @toryf @nina @theras @corqi @matt-pattabhi @kiirohanabi @asbelgrants @macdoom @frankiesmileshow @elmeri @masterkrepta @jojocanard - Thank you all for the kind words! I'm super happy you all enjoyed our game!
To everyone who played/commented, thank you so much! I know how cliched and repetitive it sounds, but holy crap you have no idea how happy I am that all of you played our game! I'm so ridiculously happy that so many of you enjoyed it. Even those who didn't enjoy it a ton, I'm thrilled that you even played our game. You're all the best!
Nice work! The idea is pretty cool, and I like that the game forces you to switch between the two in more ways than one. The switch is enforced by the timer, but there are also situations where it's in your best interest to go 2d or 3d. This duality was well designed.
The air-control physics felt a little strange. It felt like once my character was in the air, I didn't have control over them anymore. I also seemed to fall and get stuck in the ground quite a bit. Also it was a little strange to have the enemy bullets look so similar to the health pickups.
That said, I like the aesthetic of the game. The metal background music was a good fit to the game's frantic pace. Good job!
Really nice work! The overall idea of mashing up two different musical genres is really cool.
Feedback:
Things I thought could be improved - The controls felt a little strange. I found that my character drifted up and to the right without any inputs. I think drifting just upwards would make more sense. - Lateral control is a little strange too. The character would rotate when I pressed different directions, and it felt like I could only move along the diagonals. If I tried to move straight up or down, I would be pulled along a diagonal. - I thought the initial dialogue was funny, and I was a little surprised that there wasn't some funny dialogue at the end when you collect all 3 clams. It would have been cool to get some closure to our strange transforming guy's story. Things I liked - The undersea music was fantastic. I loved the guitar track in the "middle depths" (It seemed like there were 3 main tracks underwater. One for shallow depths, one for the middle, and one for the deepest parts). I actually ended up hanging around the middle depths area just to listen to the full music track. That's not to take away from the other underwater tracks though. They all were absolutely perfect to set the "deep sea exploration" mood. - The shortcut system was so organic and well done. I loved that the hammerhead bashed through terrain making the dive back much quicker. Great job!
Just finished playing. Cool game, it was an interesting idea to have resources coupled with a race. Is there a way to win the game? Also, some of the wall collision felt a little sticky, and the game stuttered a little here and there. That said, it was cool to turbo through the race track, and it was satisfying to go over jumps and land back in the track. Keep up the good work.
Great work! It's honestly incredible to build this kind of game using raw WebGL! Not to talk down on people who use engines (especially since I use engines almost exclusively), but it's just absurdly impressive that you built a game this complex for this jam with WebGL.
I really like how intuitive the game was to play. I usually wince when I see long text tutorials (I decided to see if I could play the game without reading the tutorial). I found that the game's tooltips were more than enough to teach me how to play the game, so the tooltips were a really nice QOL thing to see.
I also always appreciate when people put a lot of effort into the music of a game. It's something that goes overlooked often, but can really improve gamefeel. Great job with the music! Also, I'm a sucker for music transitions. I'm not sure if this was planned or if I imagined it, but as soon as I spawned witches it seemed like the music changed to a more mystical track, which was really cool.
Unfortunately I won't have a ton of meaningful feedback on the core mechanics since I don't usually play these "basebuilder/factory" style games. I think it might have been interesting for terraforming to use magic/resources. Currently, the initial map generation feels a little inconsequential. Also, perhaps this is the sadist in me, but some bunny death VFX would go a long way to making the shooter part of the gameplay a little more satisfying. Currently it felt a little tiresome to break from building structures to killing bunnies.
Great work!
Nice work! The game's physics were pretty rewarding to learn. That said, it felt like the frog didn't always fly in the direction of my cursor. I think if the game's physics were a bit more intuitive, this could be a really fun game. Keep it up.
Nice game! I loved the art style. The hand drawn visuals and the human-made sound for the gun were both pretty great, and definitely added to the comedic vibe. I spoiled myself with some of the endings, (not to spoil them for other commenters, but they were pretty creative!). It would have been cool to have a few more options to disobey/beat the narrator. I also expected the narrator's story to have some impact on the game world, but it ended up feeling very separate from the game itself. All that said, nice work! Very cool to know that everything was made from scratch!
Very creative idea. It was very satisfying to grow very large, and then look back at where I had been. It fit the metroidvania theme very well, as I felt my abilities grow as I revisited previous locations. The ball movement felt a little slow, as if I were moving through glue. I understand that the precise movement in the game would be difficult to control at higher speeds, but perhaps there could have been a mechanism to control the speed so we wouldn't have to slowly crawl around the map during less-precise sections. All that said, very fun game, I liked that the size contributed to more than just the raw size of the ball (other mechanics relied on the size, which was cool). Great Job!
Fantastic game! This combo of genres is such a great idea I'm surprised that this is the first time I'm seeing something like it. I love the screenshake and the VFX when you shoot and hit the loot boxes. The art style is also so well done. It's simple, but everything meshes well together, and achieves a level of polish I didn't expect from a Ludum Dare game. If it had sound effects and music I think this would be such a well rounded game.
Great work!
Great game! The art blew me away as soon as I loaded in. The gun and the hit effects were very well done. I also really liked that there were screens showing where the zombies were so I could play centipede. The little touches like the joystick moving when you moved the centipede character were also great. Good job!
Very cool game. Really interesting idea, I didn't think I'd see a typing-based game like this. The art was also cute. A few quick things: It would have been helpful to get some visual/audio feedback when you hit a switch. I was on the 3rd level, not sure if anything had changed when I hit the first switch. Very polished overall, I liked that there was an actual tutorial (a lot of games in LD tend to defer the tutorial to just being in the game's page). It felt satisfying to pre-type things like jump, and then time my enter press to execute the action correctly while running. Good job!
Great game! I played to the end, and I feel kind of ashamed...
Completely kidding though. The idle clicker genre is fantastically addicting, and I didn't think I would see it combined with NSFW content. The art was quite good. While I'm not 100% sure about the "abuse" and "romance" mixture, I think it came out pretty funny. I thought it would have been good to know when the next "milestone" was coming up. I thought it was random at first, but it seems to be related to the number of waifu bucks you currently have.
Good work!
I really liked the simple visuals coupled with the theme. It gave off a 'soul searching' vibe. Maybe this would have resulted in a weird mashup of sound / cacophony, but after I had coupled with a bunch of other entities, I expected the combined music to keep playing. I was a little disappointed when I found that the music would return to its original state once I went out of range of the coupled entities (despite them still rippling). Either way, I'm a sucker for dynamic music in games, so great job! It was great to explore the different bits of music that could play from each entity.
I always have a soft spot for ASCII art, so I really liked the art. A fun idea, and a solid execution of it. The music fit the "dungeon" atmosphere very well. With these typing games, it always feels satisfying to dodge an enemy by pre-typing a command, hitting enter at the right time, so I think you guys did a great job in that aspect. I'm not sure if this was the intended way to play the game, but I found myself just spamming "j enter j enter" with the occasional "f" or "b" to fly around the map towards the end. The camera vignetting also made the game feel more "dungeon"ey. Great work!
Very cool idea. The turn-based dodging was very satisfying to pull off. Modulating my thrust to pull off close dodges and cloaks to avoid the hydras attacks was very fun. I thought the aiming was a little tough to get right. It didn't feel like I had much control over how much the ship rotated each time, so lining up shots was really tough. All that said, I really like how fun the dodging mechanics are. The art and music also fit the retro style very well. Great work!
I love the idea. I think having the ability to reposition a unit with the crane in a strategy game is a fantastic idea. The game could benefit from some additional VFX, for example screen shake and whatnot when you attack an enemy. Also, A simpler interface to command units would be good. It felt kind of tedious to cycle through units that I wasn't going to move every time I wanted to eventually get to a unit I did want to move. The graphics fit the the game very well. I also just want to reiterate how great the concept is: I think the crane mechanic fits so well with the strategy game genre. Great work!
Fantastic Job! I think the mood was absolutely perfectly done.
-- Spoilers for those who haven't played yet --
I really only have a couple things that I felt could be improved: The game's title/title art seemed to broadcast the fact that it was eventually going to get creepy. It might have been more impactful if I went into the game with the expectation of just taking care of a pet. Instead, I found myself asking "When is this thing going to kill everyone?" as soon as I started the game up.
That said, I have a lot of positive things to say: The audio was really well done. I really love how big of an impact cutting the music made on the mood of the game. At first, you're used to hearing relatively simple, upbeat music. As soon as I got home on day 6(?) and heard the music stop, I immediately felt a chill run down my body. The sound of the pet eating Tim was incredible. The low buzz of the light bulb flickering over the pet's head after it grew (and the absence of the music during those sections) made the game all the more creepy.
I spent all my money on food the first day by accident. I loved the dread that I felt every time I visited the pet, and saw his hunger meter rise.
I think I also experienced the bug that @TheMonsterFromTheDeep experienced. Once the pet ate Tim, the credits were shown, and then I was allowed to continue playing (and I think I got another ending. The one where the pet's door gets broken down at the end). Regardless of whether this was planned or not, I still loved how eerie it felt after that. I knew something had happened to Tim, but now I feared for myself, so I kept feeding the pet in hopes that it wouldn't eat someone else.
One last small improvement that would go a long way would be to add tool tips to the UI for the pet. I didn't know what each icon did at first (on the left side), and also didn't know that I could only perform 3 left-side actions per day.
Overall, great job! Loved the mood and story.
Very nice entry. I'll echo a couple of other people's feedback: - Some VFX and SFX for attacking the enemies would go a long way to make the game feel crunchier. - A score / progress meter to monitor how far you got into the date would make the game feel like it had a more concrete goal.
All that said, I think you did a great job! The art style is fantastic! The pixel art is really well done. The chiptune music also fits the game very well, I especially liked the music when you exited the date and went to go fight minions. I also liked that there was actual reason/rationale to losing/gaining interest (keeping your answers consistent = success. Contradiction = failure). Great work!