Foon → Ludum Dare Explorer → Users → agwblack
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | 👥 | Making Ends Meet | jam | 575 | 3.37 | 2.80 | 3.52 | 4.27 | 3.06 | 3.15 | 3.06 | 3.76 |
| 2018 | 42 | Running out of space | 👥 | Bunnies out of Space | jam | 929 | 3.07 | 2.81 | 2.78 | 3.67 | 3.00 | 2.69 | 3.00 |
Really embodies across the true spirit of the season!
Very nice. A load more levels and I could see this doing well on touch devices.
Some sound would have been nice. Also I thought the link to the theme was a bit tenuous. But great job overall!
Awesome! I lol'd
Seems cool but kinda buggy. I liked the music and the art style, but it was a bit too "zoomed in" for my tastes. Seemed a bit "flatter" than the usual isometric projection; a bit more top-down would be nicer. Controls a bit clunky, some hot keys would go a long way to making it more fun. Also, in game instructions would be nice. At first I didn't understand that you are supposed to surround the llamas.
First and third time I played the dude got stuck when I tried to click on an adjacent animal. Second time it crashed (on Linux):
OpenGL ES 3.0 Renderer: Quadro P400/PCIe/SSE2 caveman last position: (1, 1) caveman last position: (0, 2) caveman last position: (0, 1) caveman last position: (0, 0) caveman last position: (1, 1) path: [] handle_crash: Program crashed with signal 11 Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues [1] /lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7fca7169f4b0] (??:0) -- END OF BACKTRACE -- [1] 28387 abort (core dumped) ./CAVEMAN.x86_64
Just brilliant on every level. Love the minimalist aesthetic. The best thing though is how every level is a new iteration, a new twist on the basic mechanic. Really well done.
Great work, and thanks for shipping a Linux version. Looks really nice, didn't come across any bugs. The sounds were funny. Music would have been great, but you must have already been pretty stretched as it was! Very impressive entry IMO.
Segfault on startup for me (Linux):
Set current directory to /home/agb2/Downloads/whosfordinner Found path: /home/agb2/Downloads/whosfordinner/WhosForDinner.x86_64 Mono path[0] = '/home/agb2/Downloads/whosfordinner/WhosForDinner_Data/Managed' Mono config path = '/home/agb2/Downloads/whosfordinner/WhosForDinner_Data/Mono/etc' Preloaded 'ScreenSelector.so' Unable to preload the following plugins: ScreenSelector.so Display 0 'DELL U2212HM 21"': 1920x1080 (primary device). Logging to /home/agb2/.config/unity3d/LD42/Who's for Dinner/Player.log [1] 83880 segmentation fault (core dumped) ./WhosForDinner.x86_64
@ieida no worries, just sad I couldn't play it :-( looks neat :-)
Absolutely beautiful. Lovely art style and music, great mood. As @vfabien21 said, the tone of the game really ties in with your slightly sad messages about not having time and being unfinished. Obviously there is no real game it, but I really enjoyed my time with it.
Also thanks for doing a linux version. I'm currently on my Linux machine and may not have got round to playing it had there not been a linux version.
Wow, really fun, just my kind of game. Great variety of enemies, powerups, etc. and hit the theme on the nose. Great art, great sound, well done.
Minor complaints:
Would have loved some 8-bit music with this, could have been amazing.
When using WASD for controls, you can usually have the option to handle the keys by scan code rather than by letter. This means that weirdos like me who use an odd keyboard layout (Dvorak in my case) can still use WASD in the traditional location without having to alter their keyboard layout.
Lost control of the mouse a few times when the cursor went outside the window. Tried to work around this by fullscreening the game (Alt+Enter), but that caused the guy to run off the edge for some reason.
All in all though, probably the best one I've played yet. Nice work.
Thanks for the comments. I've fixed the crash and will update shortly. I'm aware of the issue with the cursor position but not quite figured out the fix yet.
@gabruoy @bigboyenzo I really thought I had fixed the crashing issue. I can't reproduce it. If you (or anyone else) looks at the game again and you see such a crash, please hit Ctrl+c and paste the stack trace here, thanks.
@gabruoy Crashes should be fixed now. If anyone does see a crash, please copy and paste the stack trace. Thanks.
May be time to move away from Lua. Its very fast to get stuff done with but allows me be too lax when it comes to defensive coding practices.
@samh thanks for the comments, very helpful.
You are right about the rabbits spawning more continuously, it would be much better. I have an idea for making it more obvious when a room is valid/invalid.
I'm working on a post-jam version that does away with ordering individual rabbits around and instead the rabbits just spontaneously start building the stuff you mark out. I think that should help put the emphasis on the geometric puzzle that it's supposed to be. A brief optional tutorial should make it obvious how to use tunnels.
Thanks for playing!
Looks beautiful and great music. I like the loot theme. Great job!
Gentle criticism now: I could have done with more feedback when getting taking damage, a red flash, sound effect, etc. Couldn't figure out how to use potions. I think dragging the icons is not great UI, just clicking on them would have made the gameplay feel smoother IMO. I think predictable scaling difficulty would be better than random slimes.
Hope that makes sense. Again, very pretty, and great music.
Loved it! Nice commentary on the unsung heroes in these stories. The knight was such a dick, and Sam was such a hero. I would play a lot more of this game if the mechanics and challenges continued to develop. Great music and sounds. Fun graphics fit the tone of the game. Brilliant connection to the theme. Great job!
I enjoyed this, it took me a little while to figure out how to play properly. found it quite tough. Unfortunately I didn't have the willpower to see it through to 42 sheep, does something happen? Good job, especially on sound design :-)
Pretty crazy idea. At first I was like wtf is this, but when the circular saws showed up I thought it was brilliant. I found it pretty hard to control though. Good job :-)
I like this game a lot, so I'm going to be quite critical.
I found the left-right movement a bit too sensitive. Given the amount of spikes everywhere I think the movement needs to be a bit more manageable.
The individual visual elements are all great. The background, the silhouette of the actual level, and of course the block people. However, they don't really hang together cohesively, from a visual design standpoint. The characters are cartoony and fun, yet the background is reminiscent of grim moody games like limbo.
Likewise the music. Very beautiful, if its an original composition then I'm very impressed. However, as with the visual design, it didn't seem to fit.
Overall, the audio-visual design of the game is not cohesive. So even though all the individual elements are well done, it kind of falls flat in terms of making an emotional impression.
The best thing about the game is the level design. I've not finished the game yet, but so far I'm very impressed. I think you could really make something of this game. You just need to focus on a cohesive mood, and add a ton more levels, gradually introducing some new mechanics as you progress. And tighten up the controls a bit :-)
Like I said, I'm only being extra critical because I actually really like the game. Good job, everyone on the team should be proud :-)
Nice look and sound, the music especially. Like others, I had some occasional trouble with clicks sometimes not registering. This was quite frustrating because it could be the difference between life and death!
It also feels like it could do with some additional mechanic so it wasn't just a click-fest. Like bringing more of an actual fighting game into it, with more sophisticated movement and block mechanics. Obviously that's a bit much for a game jam though!
The behind-the-scenes numbers could probably do with a lot of balancing to maximise how fun and satisfying the game feels, but that probably requires quite a lot of playtesting.
Anyway, great job, moreish gameplay, excellent art and sound, but perhaps a bit too difficult? :-)
I like the graphics, but real shame about the lack of any sound. I personally found the controls way too loose and fast, but maybe I just suck at video games. I guess it would be better if difficulty ramped up gradually instead of being at 100% right from the get-go.
I like the idea, but I found the gameplay a bit too slow. Hotkeys would be great, like someone else suggested. Nice to have music but it didn't seem to fit the theme very well. Throwing people into a pot of lava between levels was hilarious. SMASH ATTACK!
Looks cool, really like the art style and camera work.
I found the controls too difficult. It was too hard to hit birds, felt like I was doing it by accident. Then it was really hard to throw the birds in the pit. It gets increasingly frustrating as there appear more and more birds. I get that that was probably the idea, but it didn't feel that fun. On top of that it didn't really feel like I was working towards anything, but was rather just trying to stave off inevitable defeat. It would be nice if it felt like there was some way to win.
Good job on the visuals though :-)
Thanks for all the feedback. I have made a couple of tweaks to the game balance so hopefully the chain of cause and effect is clearer and the game is more winnable. I've also tried to hack around the font problem.
@evgeniya-zapolnova You can definitely win, the trick is to make sure you are looking after all your family members.
@HuvaaKoodia you've hit the nail on the head. The approach you describe is the only way to reliably beat the game. Its not broken as such, it was a deliberate decision. I guess the argument for it is that you need to make sure you're looking after everyone in the house and that trying to cut back on them too far just leads to greater costs (maybe there's an analogy there for modern-day fiscal austerity?).
Balancing the game was definitely the hardest part and I think we managed to do an OK job in the time that was available. The game is beatable and in a way that is sort of thematic. Its true that some of the thematic details are a bit of a stretch (e.g. putting the heating on makes the baby better), but I think it kind of makes sense. Thanks for the great feedback.
@oddballdave Yes the game is beatable, see @huvaakoodia's post for details.
@corbak I wanted to make it so you could click through the text in between months but didn't have time; I was using an unfamiliar game engine (Phaser 3) so got a bit stuck when trying to do some basic things like that :-)
It was fun to do a quiz, but the bit with saving people felt pretty random. But it was fun reading the stories of what happened. Nice work :-)
Sound would be great. I thought it looked great, and the idea was interesting, but I honestly couldn't get into it, I'm sorry to say. Not sure why, maybe its cos I wasn't sure what the goal was.
Very happy to see a Godot game though, and thanks for providing Linux binaries!
Quite impressive physics, cool art and sound. I couldn't finish that 4th level, pretty hard. Good job :-)
Probably me being stupid, but I'm not sure how I'm supposed to run this on Linux? There's an exe, which can't run on linux without some sort of other program to run it. Please let me know, I really want to try the game!
Sadly the Linux build did not work for me. Same because I really want to try it! Thanks for providing the build though :-)
Lots of fun! I enjoyed summoning cthulu. The drawing mechanic was pretty cool, managed to get perfect on one of them. Quite different from anything else I have played this LD. Was a bit sad when I summoned Satan cos he didn't have any witty banter like the lesser demons. The other thing that would have really brought this game to life would be some sound! Great job.
Nice job. Art and sound were great, although the scrolling and movement were a bit choppy for me. I really liked having the different pilots, although it would have been cool if the ships were different in some way, either in mechanics or just in looks, to drive the point home.
Sadly I couldn't get it to run, either on the web or on Linux :-(
I also had problems loading the game:
TypeError: URL.createObjectURL is not a function[Learn More] LudumDare43:168:31 xml.onreadystatechange http://kaijucombat.com/LudumDare43/:168:31