The Visitor by Jezzamon 2013-12-21T15:58:00
Well done! I adore the implementation of the muffin gun.
Foon → Ludum Dare Explorer → Users → Alex Higgins
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 28 | You Only Get One | Digital Toilet World | compo | 282 | 3.28 | 3.16 | 3.16 | 3.13 | 2.76 | 2.39 | 3.37 | 2.97 | 83 |
Well done! I adore the implementation of the muffin gun.
Technically, super impressive. The player was too hard to control, though, and the collision box for picking up gems was way too small. Also really, really hard to find the airlock again, even when you make an effort not the stray too far from it - maybe making the asteroids around it the same color or just leaving some empty space around it would be helpful? You did a great job of conveying the sense of fear, confusing, and paranoia one would have doing this job alone in space, though!
Got to a point where I ran out of keys and couldn't open any new doors. It's really tricky to design a level so that that doesn't happen - I'm impressed that I hadn't gotten toward that point earlier in play.
With no real way to predict enemy behavior and dodge projectiles, combat was fairly bland - combat outcome was not dependent upon tactics or skill. The decision between rate of fire and damage seemed meaningless - both yield higher damage per second.
I still really enjoyed the "metagame," though. Even though the smaller, low-level mechanics were weak, it was still a fun overall experience. The reason that I'm being so critical is because this has the potential to be really cool.
Made it to round 3, all around solid entry.
Freakin' stellar!
I love how you do so much with such a simple mechanic.
Only complaint is that the frantic music - as good as it is - doesn't really suit the deliberative gameplay. Otherwise, one of the best entries I've played.
Really great way to translate real-world relationships abstractly into game play.
I'm still confused about how the game actually works - the relationship between the choices you make and the outcomes aren't clear. Otherwise, great concept, funny game.
Love the music.
Got a score of about 54000.
Really nice animation work. Kind of weird how the bullet would move but the kids would stay still - I feel as though they still should've moved just slightly in slow-mo mode.
Nice soundtrack! This was a fun little game.
Link to windows executable and source file are the same link, by the way.
Thanks! I'm glad you liked it!
@fullmontis - if I had more time, I'd have made the game so that you more actively direct your companion to attack. For me, shooter games have always been more about evasion and survival, so I focused on that.
Thanks for the feedback!
Wow, thanks for the positive response!
@Glovecat - if I make a post compo version of this I would love to add music.
@_zulli - pooping right next to the toilet is the best. I'll definitely check your game out this evening.
@auto_suggestion - this was partially inspired by Digimon World, actually!
@SamH bahahahaha that's excellent, thanks! I'm sorry you couldn't play it.
Wow, you crammed a whole lot into this one! Plays well, great little story.
Awesome parody.
Got a score of 1440 on my best run.
Overall well done entry. Pretty sick.
4/5 innovation for having a visual novel minigame.
This was rad.
Once you get rolling, it's pretty easy, but I guess challenge isn't quite the focus of the game anyway. The music was... capitalistic? which is perfect. Really fun. One of the best games from the jam I've played yet.
You had me hooked with the art style, and as far as fire and retrieve mechanics go, this has been my favorite take on it in this competition.
The game is too long for the amount of content created for it, though. After you introduce all the enemies and throw the player into a level with too many baddies for the first time, every level feels exactly the same. It's also probably a tad bit too difficult - dying at the end of a more massive level was really, really frustrating. Otherwise, the game looks, sounds, and feels amazing.
Rock is now one of my favorite in-game weapons of all time. I love all of the unexpected ways that it bounces and causes damage.
Owned.
Nice concept! I think that it currently has some balance issues - the swarms are generally too hard to handle by the second half, but don't hurt you too much when you fail to take them down. Also, the difference between rapid firing arrows and sniping with arrows is a bit too drastic - it was hard to achieve a balance between the two firing modes. It kept me playing til round 11, though! Nice ending!
Technically, really impressive, and it's a great concept! I'd really like to see this idea explored in a way that presents the player with some actual challenge, though.
Really nice color palette and theme. Sadly my laptop has no number pad - I wasn't ever able to get past the first number string.
Great atmosphere. The idea has a lot of potential. I had difficulty figuring out that the player character was the player character and what I was supposed to do, and I had difficulty making any progress. I'd be curious to see how you flesh this out.
Gah, it froze when I tried to open it.
Looks like I can't play your game either. :(
I really like what you're trying to do, in terms of the permanence of choice and nonlinearity, but at the end of the day, it feels like a puzzle game with only one desirable objective (get all the coins) and one solution. Either to stick to the correct linear path, or you fall off and have to restart. Nonlinearity and permanence are much more meaningful when there is no clearly optimal choice.
Fishbowl hat is super cute though.
Kind of feels like you fail to adequately defend the planet, haha. Beat it on my second try. The boss fight was great. I'm trying to imagine a AAA game with an end screen saying: "Maybe I'll make more levels someday!"
Nice concept! Final boss fight was hilarious! There were some balancing issues with the weapons - rocket arm was sooooo much better than giant arm, for example. Also, it was much easier to run through a level than to fight through it - considering that the game's emphasis was on the weapons, this probably wasn't what you were going for. It was a fun little romp, though!
Freakin' awesome. Really polished for an LD entry.
I really like how it differs from your typical point and click game puzzle in the sheer number of possible ways to fail. It's kind of surprising that more p n' c games don't do that.
Not super fun, but it's really impressive how well the level design works - Angelina didn't accidentally generate unwinnable scenarios, which is really freaking cool.
I was confused the first few times I tried playing it, but once I figured it out what you were supposed to do, I was really, really impressed with it. Nice concept. I felt compelled to hold on for as long as I could.
Actually showing the rose wilt might've helped tell the story better, but otherwise, nice work!
Really good, but it's just too hard for me to complete it. Mad props for the double jumping frog puzzle, though, that was quite clever.
Oh my god I killed a snail.
Oh my god oh my god oh my god.
WASHINGAAAAAAAH
I couldn't beat it. But I still love it.
Holy shit this is amazing. Really intelligent use of audio too.
This is one of the best games from the jam. Really, really great job at telling a story through game mechanics. This one drew me right in. Thanks for making this.
Mother, grandma, and brother all died the same turn. But at least I graduated, damn it.
Sorry you can't play Digital Toilet World! I wish I were able to port to mac.
Thank you not only for making this, but for making it so well. As you mentioned, this had the potential to backfire, but it didn't. You convey the message you wanted to communicate not only through a well written story, but also through the mechanics of the game.
This game is rhinoceros.
Ugh this is too cute
This felt great to play.
Mechanically, this is the best entry I've played so far, if a tad bit too hard. I couldn't ever get past stage 2.
Really cool mechanic! Great grunting! A bit too hard though, I thought (although I admit platformers were always my worst genre).
Holy shit! I couldn't stop laughing. I love the art. And the screaming.
I can't tell you how much fun this is. More people need to play this. Great work.
Oh, and my best score was 72, by the way.
Heheh. Really rough around the edges (you get totally boned when your ship gets destroyed while holding the ball), but quite satisfying.
Nice! Mechanically, it's so much more interesting than the other "one bullet" games made for this competition because the enemies only have one shot as well. I really appreciate that.
Holy shit! This is fab!
It wasn't as hard as I expected - most boss fights only took me two tries - the western boss was the hardest for me. Aesthetically, this is the best game from the jam I've played yet. I would love to see this game developed into a more serious, more developed narrative.
Got 10056 points before my head really started hurting and I submitted to the cold.
I adore your world design.