Foon → Ludum Dare Explorer → Users → acronaut
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Speed Smash - Jam Edition | jam | 944 | 2.65 | 2.38 | 3.00 | 4.06 | 28 | |||||
| 2013 | 28 | You Only Get One | YOGO YOLO ARENA | compo | 938 | 2.34 | 2.14 | 2.39 | 2.11 | 3.57 | 1.65 | 1.79 | 2.57 | 56 | |
| 2013 | 26 | Minimalism | PEW! | compo | 1132 | 2.56 | 2.63 | 2.62 | 2.68 | 3.39 | 2.72 | 2.67 | 49 |
It took me a while to realize that each side of the triangular ship fires different weapon. somehow the square-chunks weapon only seem to paralyze the stubborn yellow boxes.
I thought from the impression it was going to be a 'lunar-lander' game based from the screens, instead it's a tricky platformer with bastardized yellow boxes. keep it up!
Spot on! somehow it subconsciously reminds me of bari-bari ball for some reason (the rotating nodes); (though this game is far different from it) would be gnarly to see multiplayer (or for multitouch screens): 4 players controlling 2 clusters = 8 + AI !!!
nice idea for toy mode!
neat!
I'm stuck on puzzle#4
I like the idea of reveal/hide layers for this '"find-object"/numbers" game. Nice one!
a round of mini-games does fit well for execution of minimalism theme. Charming!
Nice execution on minimalism theme mechanic.
more challenging on further stages.
would be neat to have an oculus rift version for this!
Nice music track, the colorful explosions throws me off when the key sequences are getting faster..
(though it would have been nice to see 'life-meter' or limited lives/mistakes threshold)
good idea, requires patience to precisely place the block for lemming to iterate its turning direction..
Somehow couldn't solve 1st puzzle :/
well done on execution for theme. Good controls (especially wall-jumping as a pixel). I end up grinding on first 2 levels instead of the 3rd level (magma) pretty brutal with the hostile animals and timing. well done for within time constraints! all its missing is music.
pretty far out schmup mechanic.
nice style (reminiscent of Wipeout graphicdesign; trippin')
really interesting attractors, and particle effects that tie in some neat tension in the game. Would be neat to hear its sonification of this game (sound effects, music-track) nicely done!
OMG this potato is tricky to control lol..
pretty challenging 'endless-scroller'.
good idea on minimal controls: just spacebar
hands down! I love the style, and simplicity of this RPG! this I could definitely see as an mobile port. I only wonder if you could do another build of this with more classes! (as many as imaginable!)minimally slick-wicked work and congrats!
Great soundtrack and sound stingers for this game!
Very Well done! nice touch that near the end it's lesser of music tracks. and LOL ms-paint weapon :P
Nice twist of intro. Hilarious character design! tricky to attack (most likely get hit by enemy than inflicting damage scott-free).
short and sweet!
It took me a while to realize how the mounted crossbows work (you had to carry that harpoon). Love the sensation of obliterating those aliens. It would be nice to have the harpoon pin multiple (double/multi-kill) instead of single targets. Well done defense game!
Nice idea for 2-player duel.. (both invisible players). Would be neat to also have some movable furniture for cover or to throw off the opponent.
well put together! good pixel animations, effective sounds (steps, collides, etc..) nice spear mechanics (embed on walls, deflect by sheild).
great game-pacing with the particles and speed boost squares.. cute intro sequence and accompanying music track. well done!
Damn! challenging gameplay but very fun physics platformer. Nice soft-painted environments, really rewarding moments when successfully leap through the obstacles and hazards. Now I'm convinced to look further in Unity3D's 2Dtoolkit (the ropes, and limb-rig physics and all).. Hopefully on sequel or further builds if you would somehow incorporate different characters with its own unique take on their limbs or a co-op gameplay (2 or more players) solve complex platform puzzles..
Nicely done of the shruiken mechanics..
Good use of pixel parallax (bg layers) niice!
despite only 1 shruiken the bounce-kill effect is pretty rewarding.. well done! (also discover this game thanks to twitch.tv from user: Jellycakes1)
Hello! the updated build is up!: alpha2
some sad news: I didn't have enough time to make upgrades..
however (and pending on how flexible this site may offer) I'll make an update sometime this week.. (hopefully an update comment..)
@DST: Sorry for no linux build, on the flip-side there once you get a hold of the source and run on blender3d 2.6x+ then you should be able to play.. I'm running on win64 instead of win32.. the source should be able to let you run the engine directly in its game engine.
@phi6 @Eric: I totally hear you guys.. apparently it seems to be a flexible option to at least host the files. (at least there's no count-down or timed limit of hosting); on next Ludum dare event I'll try out dropbox nexttime..
@zconnelly13: check the readme.txt file.. apparently it's a collect 10 "bit-tokens" (orange boxes) to achieve the 1 bitpoint goal. Hence the theme.. You got only one (point)
@DAnman9914: you should check out how it runs :) lol!
Much thanks for the comments and for the effort to check out this messy build.. hopefully I'll deliver further refined build.
@biscuitdough, (play the alpha2 build: [YOGOYOLOARENA_alpha2-win.zip]).. then once it runs it'll say hit 'spacebar' to start! after the 10 sec. countdown The game begins..
@BluShine, I hear ya.. as a post-ludum dare build I'll add sound/music track to it (it's pretty lifeless without it); and an upgrade system. I was planning to reserve a chunk of time to add/sounds and music, instead I had dived in implementing a 'procedural' (summon random level elements) and a broken AI path-finding bots and clones to make the scene more lively and competitive..
nice character design..
Very polished graphics (good shaders), cute character design and it's nice well done platformer! :)
Cute and hilarious!
reminds me of space harrier!
I had to use cheat-mode to understand what's with the various warning sounds and it all makes sense :) (location by different chime/siren). Perhaps on next build to have an option for a player to add finite amount of mines and hopefully not run into their own. great idea of appropriating sound to gauge surrounding and hazards.
Would be nice to have some sound.. Otherwise nice one!
Very effective with the voice acting (HUD); good call on bringing back the wing commander / Descent vibes. Like the graphics style and its 'minimal' explosions. Now all we need is oculus rift support and it's slammin!
love it! beautiful level design, good voice acting for elf. (only seal the out-of-bounds area so players don't fall off the world and it's all good!). Love the detonation of the presents(holiday confetti). Would love to see more levels or different scenarios on where this is going.. Awesome job!
Nice tension with the wall-jumps, moving platforms and sneaky spikes (sharp tall grass). Kudos on multiple themes (music, colors and 'mechanics' tied into this 'minute-platformer')
I got thrown off for a couple attempts as to what this ropey thing is doing, somehow it's some 'laser' curveshot thing. Nice pixel style and night theme to set the mood. Good music track. Nicely done, challenging and well put together.
nailed the theme! beaten all the way through. nicely done!
the build with sound is very buggy after tutorial level.. ("Gandulfable" read:un-passable)
nicely done on the sprites, and nice foilage animation..
Nice twist for a puzzle.. Pretty random the items for trade.
nice idea of progressing the levels with single choice of new skills, and I like the companion choice. I had to say it; doge, such companion, much determination, wow!
I chuckled at the sound/dialog sequence. Nicely done on the idea of having the ship roll through tight corridors. I could barely get any enemies with the ship's lasers. (auto-aim would be nice) would love to try it out on gamepad/joystick. I do agree that a handful of folks here suggested on an optional skip of dialog or allow checkpoint at some hard-earned evasive action. nicely done!
Hilarious! pretty frustrating chase but worth it!
(somehow you can remain 'crouch-jump' to minimize the hassle of timing the low-headroom obstacles)
really trippy! nice distorted shaders, despite the minimal style of textured planes it pulled out pretty good!
You guys nailed it (no pun intended) with the theme! at first I thought it was completely broken crafting mechanic until I realized that as long as the items are overlapped to be stapled with nails then it's all good to go, lol.
Smart idea of allowing custom roll to orient the custom creation. Very Effective Replay value (and experiment with lots of items) Well done!
Took me a short while as the game auto-loads to realize that the "weapon as a jetpack" mechanic would apply to the fluids [I'm familiar with the machine-gun jetpack from Cavestory or Jetpack joyride]; (I normally do quick playthrough without instructions first and I didn't read the instructions for web-embed games especially when it auto-loads and Help/instructions were there. Then I'll read instructions on 2nd playthrough.). Love the purple fluid effects! versatile (flood, fly, etc..) Nice use of tension (adversary progress meter; defense-style progress meter). Wall-jump would be a nice plus or different color fluids for different abilities. Slammin'!
Quite useful as a benchmark game.
Neat idea, like the concept of framing the shots. The development console however is going crazy with all those Null Reference Exceptions (significant lag).