NoooooMan by anidealgift 2018-12-14T08:44:11Z
This is pure hilarity. I love it! The audio work is fantastic. The controls are great. The art is pleasing. Well done!
Foon → Ludum Dare Explorer → Users → Aim
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | 👥 | Little Dead Riding Hood | jam | 1021 | 2.87 | 2.59 | 2.31 | 2.26 | 3.46 | 3.30 | 2.40 | 3.21 |
| 2018 | 43 | Sacrifices must be made | 👥 | Don't Sloth | jam | 2.83 | 2.66 | 2.62 | 3.33 | 2.66 | 3.33 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Mouse Racer (Racing game + Point and Click adventure) | jam | 1192 | 2.19 | 2.23 | 2.78 | 3.40 | 2.70 | 1.64 | 2.05 |
This is pure hilarity. I love it! The audio work is fantastic. The controls are great. The art is pleasing. Well done!
"top percentage ratatta"
I salute you for making an rpg in a game jam.
It really reminds me of early 3d rpgs and some of the adorable stuff they did. I like that the town is a painted picture of a town on a plain xD
This is really clever and well done. I really enjoyed the unique combo mechanics between tetris and NES zelda. The seafaring theme is so charming. Good job!
I can't get the controls to work. If i mash them sometimes I shoot a heart but no one ever receives it.
This hits me right in the feels. In my playthrough, I got disowned and blew my friends off but I definitely had time to get laid. 8) I also didn't polish at all, how accurate! I'm such a last minute jammer, working on features and content till the very end!
I really love the implementation of this sim. I really love that you made this. I think my only constructive critique is i wish there was more audio feedback for when you can't click a button/you don't get anything done. I found myself trying to spam click code occasionally and not immediately realizing why I couldn't (lack of motivation or sleep, etc) Then again, that kind of adds to the experience in a way. Was it intentional? To mimic the feeling of not being able to solve a simple bug because you haven't slept in 22 hours and you can't understand why you can't make heads or tails of the problem. (You end up solving it within 5 minutes of looking at it again in the morning. :)
So.. many farmers. They attack me before i've even killed any chickens. T.T
A very amusing game.
Very nice graphics and sound design. Love the volcano talking sound effect.
The artwork and animation is fantastic. The combat is slow and boring. I like what you were getting at, but i got bored within 1 wave, and a little bit frustrated by how slow and unreliable the single attack you have is.
@cristiano-t Thank you! :)
@odlog-oglog Thanks! I wanted to program a GUI for the inventory but I ran out of time. ^^; TBH, I made and rigged a deer that didn't get finished and in the game either.
@ty-victorson Thanks for playing our game! :) I'm glad it was enjoyable. I would have liked to really spend some time designing a more memorable environment. It would be cool if you could navigate by landmarks, maybe even mark notches in trees with a spearhead so you can make your own way.
Wow! I love the music, art and attention to detail. You made quite the interesting game. Reminds me of Fallout in some ways. I love the 80s neon punk combined with post-apoc mad max aesthetic. I enjoyed playing around in this world. The music is really well done. I would recommend adding some sound effects for when you kill enemies, it's the the main thing missing in the sound design, but other than that, really well done!
Wow! How did you guys find the time to make 5 complete levels. This is fantastic craftsmanship. :) Nice puzzles, mechanics and polish.
Side note: You can walk off the screen on level 2 behind the cave the sheep comes out of, not sure if the collision is slightly out of view or if continuing in that direction would break the game (via falling off the map, etc)
This game makes me very happy. I literally cannot think of anything to say other than good job.
Very aesthetically pleasing and well executed game. I like the replayability and the world being built as you walk mechanic. The art and music is beautiful. Exceptional work!
Very compelling art and narrative. I would love to see it completed. Are you going to make a post jam version with audio?
@1samuel411 I might be able to help connect you with someone or take a crack at it myself if you're interested.
God damn I suck at bowling even in a video game. I love the pixel art in a 3d environment and all the juiciness. Really well made. Good job. If there's one critique, I would say having a how to play screen might be nice. It's pretty easy to figure out but that's after you biff your first couple of turns. :P
Very feature rich and well executed for a game jam game. Art and sound design is impeccable. I'm interested to see where this goes. :)
Very cute and very fun. I like the floaty jumps of the cat. The teleport mechanic is also super novel. It can be used to extend puzzles in very diverse directions. For instance, I by mistake jumped off but before I did in the last second I hit C to set a teleport and then C again to save myself from falling to my death on the spikes below. Reminded me of prince of persia and rewinding time (and by extension, Braid). Great job, really enjoyed playing it.
I've actually wanted to make something similar to this for a couple of years. I'm glad someone did though, and you did it so well. I love the cute characterizations of things and the music. I love how 4.Old Age goes. Really well put together game. Great job!
What a fresh idea! I love it.
Very well put together and thoughtful game. I really enjoyed it and what you were trying to do. I also relate to your main character, which I'm assuming is modeled on yourself. It was nice getting to know a bit about you through this game. Keep on keeping on. :)
This is such a beautiful and pleasant to play game. Every element of the design is gorgeous and well crafted. The interpolation bug with the ship when you click too far away/behind an island is an opportunity for improvement, but I'm very impressed with this overall. Great job!
What an impressive choice system. I like that there's so much content off the bat and you get the choose what to experience. I also love the art style, character design, color palettes and sound design.
I noticed when I got to the end I could review the memories of the day, but there was no indication which option I select and the optioned dialogue boxes kind of auto-advance themselves so you can't accurately review the memories. Hopefully you can add a little indicator of which option was selected for playback and stop it from auto advancing.
Very impressive how you achieved memory replay though.
The mood is exceptional. The visuals captivating. You've done a really solid job here.
You always make games worth playing. This is a beautiful game. Games that explore things most games don't push the envelope of what games are and can be. I love that about this game.
It's a dialogue with the player about a subject that needs to be discussed more. I love it.
Obviously the graphics and music are really well done, as usual. But what takes this beyond just another good narrative driven experimental game is the details. Your use of animation and screen panning. The ability to drag windows around on the computer. The ability to select a song in Spotify (I'd love to know what your song selection process was btw? Are they indie songs used with permission? Are they RF/copy-friendly? Do you know the musicians?)
Every little detail you put in there makes this game stand out against other narrative driven or visual novel games.
I also like the meta-replayability. This is true replayability. When the game knows that you've played it before and this is what a game worth replaying looks like. Replayable gets thrown around a lot but this is what it actually looks like in practice.
Thanks for making this.
Unique, haunting, beautiful, awe-inspiring. One of the best game jam games I've seen. I've been game jamming for about 8 years. I'm very impressed by the attention to detail and unique mechanics you came up with. I could probably sit here typing for 10 minutes about each and every thing that makes this a fresh gaming experience, but I'm going to say just this: Everyone should give this game a go. It's good. Real good.
I like the art style. It's fresh. There's a lack of feedback from gameplay though. For instance, did I hit an enemy? I don't know. Did I get hit? I have no idea.
I also felt no challenge whatsoever, so I felt no reason to continue playing.
5/5 for presentation. The start screen is really well put together but then I get in the game and it feels very unfinished.
Audio is a big one. It can even be used for the feedback on hitting and getting hit.
I like how you introduced a mechanic and then several different ways it can be used to get to the goal. The character is clever too.
Very well put together and great gameplay and graphics.
One question/critique: The loss of hearts when you get hit once seems arbitrary and not immediately clear. (perhaps too high) From almost full health to a meatbag in one hit. (4 hearts to 1 heart in one hit) Are multiple enemies' hits resolving at the same time? Improper invulnerability?
Wow. Great visuals and very well put together. It feels complete. My one dissonant thought is when I started playing I immediately expected possibilities. I expected to be able to make a choice on whether to work or join the bloodthirsty mob. I understand the time constraint didn't really leave much room for branching storylines, but maybe at least 1 alternate ending would have been nice. (For example, choosing not to execute)
Holy guacamole, batman! This is literally one of the best bullet hell games I've ever played.
Normally, i get bored at bullet hell games because there's a very limited number of times that I can get bombarded by an un-dodge-able array of bullets before I get a game over and have to start over from level 1.
You're either geniuses or you've unwittingly solved that to make a bullet hell that's playable for longer than 10 minutes.
Not only that, but you've married it to several other simple but satisfying mechanics. Buying upgrades is always fun. Spending your HP/SPHERES/EXPERIENCE POINTS (since they're one in the same) is a perfect use of the theme, by the way. But you didn't stop there, you provided an organic way to get stronger based on how well you are performing in the level.
So many options to excel at gameplay and so many micro and macro choices to make as you take on an endless, but satisfyingly difficult barrage of alien invaders.
The cherry on top is the borrowing of one of the oldest and most beloved mechanics known to gamer-kind. The get hit-drop rings (or spheres in this case) mechanic from Sonic The Hedgehog has been perfectly married to this exceptionally crafted bullet hell, offering a chance at redemption whenever the odds are bad and the going gets tough.
This game keeps you engaged and gives you a goddamn fair shot at a generally tedious genre. I sincerely believe what you have here has immense potential and I literally cannot wait to see where you take it from here!
11/10 would play again, and again, and again!
I like that it's very Indiana Jones-y. :) Good music too. I'd like to see some visual and audio feedback when you attack enemies.
@odlog-oglog You're very welcome. The more "juice" the better. This is a good talk from GDC about it: https://www.youtube.com/watch?v=Fy0aCDmgnxg
This is so cute! All the little animation effects really take it over the top and beyond. Simple concept, purrfect execution! :D The music is very pleasant too. Any plans to port to mobile?
@odlog-oglog @hunter-towe @hans1203 Thanks guys. We were thinking about deals with the devil/trading your life/soul to the devil then we decided it would be interesting to play a low-level minion of death collecting souls in the underworld. I'll be working on the hit boxes for combat and adding the ghost animations I forgot for a post-jam version. :)
@codesity Thank you for the compliment and for playing! :)
@copper-aardvark-games Thank you!
@mharring Thanks for the feedback! Appreciate it.
@dankovens Thank you so much. :D
@pyrian Most feedback in Ludum Dare be like: Scjerry.png
I don't disagree with you at all. I did only do one thing, and it's been done before countless times. Additionally, my execution of said thing is not flawless. There's a lot to be desired in the smoothness of gameplay.
Stepping back and using your feedback, however, what I can do is notice a pattern in my game creation process. I've been refining my ability to complete a well-rounded game with all the bells and whistles. While in school, I remember being in awe of the guys who could 1-man a game jam and come out with a complete game that looked almost ready for distribution.
While I've gotten a lot better at doing that (still not there), I haven't spent much time using or improving my game design skills or striving to invent new novel mechanics / try new things.
I'm going to shift my focus in that direction moving forward, onto the next jam.
Thank you for your feedback. :)
@gentel Thank you for your feedback. I initially thought it would be cool to put the ghosts off the map but it seems the collisions are wonky. I'm trying to find a workaround for children objects collision boxes being treated as their parent's collision in Unity as well. It's why ghosts will hit you when you hit them. It treats your attack as your player hit box which is not ideal. D:
@cppchriscpp Thank you for playing! Also, I love your potato icon. I clicked on you and played your game initially because of the potato. :P I'm glad I did.
@pyrian Yeah. I'm feeling good about my momentum and progress since I started programming in addition to being a game artist. Running out of time is a real challenge these days. I used to have uninterrupted weekends to jam. These days there's a lot going on and I rarely get the kind of time I'd like to spend on a jam game.
@pixel-boy Thank you! :)
@purrfexionator Thank you so much for your in depth feedback and for playing our game. I'm glad you enjoyed your time spent in our little world.
@sylvie Yeah, it was a bit of a hack-job on the programming.
@jomiak Thanks for playing. :) I'm especially experienced in consistent art style. I originally started as a game artist and then I learned to program games so I could explore game development more freely without having to rely on others.
@gbugge The main character is a minion of death and makes his living by dealing in souls. Souls are lives. Their lives are his currency. I was going to have a section of the game where you take the souls to Charon (The ferryman of the underworld from Greek mythology) and exchange the souls for power ups/equipment. Have him act like a shopkeeper type character. 800px-lytovchenko-olexandr-kharon_1_orig.jpg
@pengda I don't follow. Could you clarify?
@pengda Ah that's a fair point. How do you feel about the commercialization of games?
@ectucker1 Thanks for playing! I think that's a great idea. An attach animation would greatly improve combat. Did you play the jam version or post jam?
@triplefox Thank you for your feedback.
I disagree with your notion that our interpretation of the theme is obstructed by giving the player a life bar.
"Your life is currency"
It doesn't have to be the player's life that is currency. It's true that I didn't have time to get that extra transactional gameplay element in, which would have helped further cement the theme.
Taking some extra time to make sure the theme is clear will be on my to-do list for game jams moving forward, although I personally don't think it matters that much. When I game jam, I use the theme as a jumping off point and the value of what I make is self-contained and not dependent on the original rules and parameters of the game jam.
i.e. If I join a jam and make a game that has nothing at all to do with the theme, but I like what I made, then I'm happy.
@cole Thank you for playing and for the feedback. :)
I only have one question. Is that a mustache or a scary mouth? Mario, is that you? :P I like your background. Did you set that up far away to get the parallax effect or did you do it programmatically?
Very well put together. Charming from the get go, and with an exceptional soundtrack to boot. My once piece of feedback is the starting enemies hit for way too much damage. When you're supposed to be getting used to the controls and how to aim your arrows accurately, you can die in about 3 seconds of not positioning correctly. It takes away from the experience in my opinion.
Gameplay and controls are smooth and buttery. I like the coin system, especially the ratchet and clank gravitational pull when you get close to coins. There's lot's of content in just the 2 levels.
I think a frustrating aspect was the size of the coins you shoot and amount of shots it takes to kill something being 3. I just gave up on shooting stuff and tried to get the free coins while avoiding as much damage as possible. The size is frustrating because lining up the shots with the enemies is quite difficult to do while zooming around the screen. It always seems to be slightly off and miss unless you take an inordinate amount of time to perfectly line yourself up. By then, you are probably not going to have time to get 3 shots off.
I felt a very super mario bros vibe off the game, which is fantastic. If you can get a player to feel that warm fuzzy feeling they felt when playing a game as a kid, that's a huge achievement already.
Overall great job!
I really like your mechanics. Building bridges, jumping up and down with faith and using waterfalls to return. I like the world you've crafted too. I wish I could walk up and down and smell the flowers though.
Fun game. Great spin on an old game mechanic that took it in a new and very enjoyable direction. I like that you can't by mistake jump off at the wrong time. Once I realized that I had way more fun with it too. Great visuals and music too.
This is so darn fun. I love using my tongue as a grappling hook. The art is cute and the sound effects are satisfying. Good job.
Very well put together. Fun gameplay, cute art style, great audio design.
I have a couple of notes of feedback though. The enemies should react to being attacked or there should be an audio cue letting you know you have hit successfully. Right now off the bat I wasn't sure if I was doing damage to the first enemy. Which leads into enemy HP. I think the first enemies have way too much health. It feels tedious when it should feel fun.
Additionally, I wish my character would just face which ever way my mouse is from him because shooting with the mouse really kind of needs that. I just ended up shooting behind myself a whole lot and then having to turn my character around with the WASD keys. Shooting up and diagonally would be nice too.
Sorry if I come off as overly negative, not trying to be. I just think you got a great game here and there's just a couple things which once improved it will really take it to the next level of excellence.
I like your battle mechanic. It's really fresh.
My one piece of feedback is the game over screen lasts too long and there's no way to fast skip it.
I had a bit of trouble determining where to go and having the game bug out while clicking space before talking to everyone. I really like the art style and concept of respawning though. I would want to see a longer into boss battle though, instead of just one hit.
Very enjoyable! The music is so catchy it keeps you playing. I couldn't look up and see what I was sending but I was having fun mashing the correct key in timing. (Maybe that's cause my rhythm gaming skills need leveling up, though. :)
I love this. I was just playing Pool the other day :) Made me happy that someone made something like this. It''s also one of a kind, I don't think anyone has ever mixed a pool/billiards game with any other type of game before. Very nice artwork and sound design too.
I like the artwork. I wish movement was free but actions were cards. When your hand gets filled with movement cards but the enemies get to freely move it stops feeling fun.
Can you kill the death tater?
Wow! This is my type of game. I really enjoyed everything about this game, down to the emo trap-esque soundtrack. Great job! You've acquired a new fan! :)
I personally think this is a very well done bullet hell- rhythm game hybrid. It's enjoyable as a game, but then the mechanics being tied to the track takes it to the next level. I really enjoyed it. Great graphics, great programming. Good job!
Good job with the sound design and environments. I would have liked to see what she ended up doing with the parts though. I played the game like 7 times to get to the end, mostly because i kept checking the options and getting game over on purpose, but the end screen was a bit disappointing after my play through.
I love the graphics and animation! So cute! Definitely makes me smile, especially how you go around poking slimes. Rate my 3-hour attempt at LD41 back if you have time. :)
It says it's currently unavailable for download?
Wow! What a great concept with a flawless realization. The game plays like a dream! :) The visual design is so gorgeous! Such a challenging game, too. I love this.
This is a fun little idea. I really like the voice acting. I wish there weren't so many cars so close to each other so soon. It seems like I always end up being in between a rock and a hard place since there's no speed control and only 3 lanes. Being your first proper game, though; very impressive! It's very well put together.
I like that it can be one or two player. Not sure if you intended it to be played that way. I only played it single player, but I can see how it can work for two people and have a different but still interesting result. Music and sound design is great. I like the wave announcements. The aesthetics of the visual design is great too. Good stuff!
I like the flashlights. Is there a level 2? I walked to the top right and walked off the map.
Omg those guys get real fast, real quick. Haha. Nice first game, simple but fun.
Wow! This is just hands down, the best game I've played from LD41. I absolutely love the creative use of the theme. This is the type of happy surprise when you combine two incompatible genres and actually come up with something that isn't just superficially challenging because of a mish-mash of incompatible genres, but it''s challenging in a fresh way because secretly, the two genres do work together if done right, like your talented team has shown here. Great art, great sound design, great animation, great coding! Feels so tight! Great writing! Omg I love it!
Can't get it the open on my Windows 7 Pro 64bit PC, my 7Zip extractor says "Cannot open as archive". Anyone else bump into this issue?
@North-Chu It worked! Thank you. I can't get past tea girl though haha. Is there anything beyond her?
@Kaarel I agree. :sweat_smile: I wanted to add other racers, a lap tracker/win condition and some speed boosts next but the jam ended. Thanks for checking it out, though! I really appreciate it. :smiley:
@chriiis88 Thanks! Yeah, I realized that after I made it aand played it a bit. With grass slowing you down and speed up zones that would make it so much more interesting. As to the matter of humor and mood, personally, I feel that the fact that you're a pink cube instead of a race-car is mildly humorous. Also, I find the world I created is mellow and pleasant to be in, so that's why I left the mood category in.
@Blinkenlights Well I'll just have to fix that, won't I? So sorry for leaving my Linux friends out!
@Ajayajayaj Thank you! It was mostly figuring out how to program the one mechanic I had, which was going to the spot you click. Had to learn raycasting to a position in the 3D world from where the mouse clicked in the screen space. Once I got that down, I was battling the clock on everything else. Picked up the guitar and played a riff, put it down and sculpted a map using the Unity terrain editor. Loaded the speed tree free package and placed some trees. Picked up the guitar and revisited the riff, this time recording it after a couple of practice play throughs. Adjusted the materials and lighting and then built it! :)
@blobo Thanks! Yeah if you go inside the hill you gotta kind of rotate the camera and make sure you're clicking outside on the road instead of on the backface of the hill terrain, otherwise it tries to go to where you're pretty much already at. I didn't get around to programming the Y position, the cube just slides in the X and Z at the height of the road plane.
@jk5000 Thank you! @Human Writes Code Thanks! @Trenogre Thanks! @Nutriz Thank you! I will definitely check it out!
Thank you all for checking out my little prototype! I look forward to the next LD and getting the opportunity to put something more elaborate together. :)