Foon → Ludum Dare Explorer → Users → alexrose
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2024 | 55 | Summoning | Seance | jam | 4.64 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2025 | 58 | Collector | #rizzfest2k25 | jam | Audio | 4.60 |
| π₯ | π₯ | 2024 | 55 | Summoning | Seance | jam | Audio | 4.79 |
| π₯ | π₯ | 2024 | 55 | Summoning | Seance | jam | Mood | 4.77 |
| π₯ | π₯ | 2024 | 55 | Summoning | Seance | jam | Theme | 4.82 |
| π₯ | π₯ | 2023 | 54 | Limited Space | Rude Bear Rollout | jam | Humor | 4.68 |
| π₯ | π₯ | 2021 | 49 | Unstable | Flat Earth (Not Another Rude Bear Game) | jam | Audio | 4.76 |
| π₯ | π₯ | 2021 | 49 | Unstable | Flat Earth (Not Another Rude Bear Game) | jam | Humor | 4.64 |
| π₯ | π₯ | 2018 | 42 | Running out of space | Rude Bear Resolution | jam | Theme | 4.54 |
| π₯ | 2013 | 28 | You Only Get One | Rude Bear Resurrection | jam | Innovation | 4.35 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π₯ | Chomp Radio | jam | 239 | 3.83 | 3.91 | 3.84 | 3.35 | 3.91 | 4.17 | 4.20 | 3.75 | |
| 2025 | 58 | Collector | π₯ | #rizzfest2k25 | jam | 33 | 4.19 | 3.80 | 4.13 | 3.95 | 4.45 | 4.60 | 4.43 | 4.26 | |
| 2025 | 57 | Depths | π₯ | Strafe To Hell | jam | 365 | 3.64 | 3.40 | 3.21 | 4.21 | 4.47 | 4.11 | 4.30 | 3.78 | |
| 2024 | 56 | Tiny Creatures | π₯ | Walk the Planck | jam | 76 | 4.13 | 3.58 | 3.94 | 4.13 | 4.25 | 4.34 | 3.66 | 4.06 | |
| 2024 | 55 | Summoning | π₯ | Seance | jam | 2 | 4.64 | 4.30 | 4.20 | 4.82 | 4.73 | 4.79 | 4.77 | ||
| 2023 | 54 | Limited Space | π₯ | Rude Bear Rollout | jam | 45 | 4.25 | 4.17 | 3.88 | 3.74 | 4.16 | 4.50 | 4.68 | 4.26 | |
| 2023 | 53 | Delivery | π₯ | Rude Bear Rebirth | jam | 50 | 4.23 | 4.07 | 4.20 | 4.42 | 4.34 | 4.23 | 4.43 | 3.87 | |
| 2023 | 52 | Harvest | π₯ | Ozera | jam | 48 | 4.12 | 3.56 | 3.60 | 4.19 | 4.53 | 4.44 | 4.47 | ||
| 2022 | 51 | Every 10 seconds | π₯ | An Average Day At The Cat Cafe | jam | 108 | 4.03 | 3.73 | 3.08 | 3.39 | 4.73 | 4.45 | 3.96 | 4.51 | |
| 2022 | 50 | Delay the inevitable | π₯ | Rude Bear Restart | jam | 252 | 3.88 | 3.75 | 3.37 | 3.90 | 3.50 | 4.27 | 3.30 | 3.59 | |
| 2021 | 49 | Unstable | π₯ | Flat Earth (Not Another Rude Bear Game) | jam | 31 | 4.31 | 4.26 | 4.45 | 4.41 | 3.93 | 4.76 | 4.64 | 4.34 | |
| 2021 | 48 | Deeper and deeper | π₯ | Robed Bird Reckoning | jam | 149 | 4.07 | 4.01 | 3.09 | 3.94 | 3.94 | 4.14 | 3.86 | 4.00 | |
| 2020 | 47 | Stuck in a loop | π₯ | Rad Boar Rewind | jam | 32 | 4.29 | 4.00 | 4.00 | 4.51 | 4.18 | 4.20 | 3.98 | 3.87 | |
| 2020 | 46 | Keep it alive | π₯ | Rude Bear Gotchi | jam | 319 | 3.91 | 3.53 | 3.94 | 3.97 | 3.98 | 3.40 | 3.85 | 3.62 | |
| 2019 | 45 | Start with nothing | π₯ | Rude Bear Refurbished | jam | 527 | 3.48 | 3.44 | 3.35 | 3.71 | 3.85 | 3.55 | 4.00 | 3.37 | |
| 2019 | 44 | Your life is currency | π₯ | Rude Bear Reassembled | jam | 210 | 3.77 | 3.55 | 3.90 | 4.14 | 3.95 | 3.67 | 4.08 | 3.59 | |
| 2018 | 43 | Sacrifices must be made | π₯ | Rude Bear Responsibility | jam | 214 | 3.78 | 3.67 | 3.20 | 3.97 | 4.17 | 4.12 | 4.05 | 3.64 | |
| 2018 | 42 | Running out of space | π₯ | Rude Bear Resolution | jam | 29 | 4.15 | 3.87 | 4.07 | 4.54 | 4.39 | 4.07 | 3.63 | 3.94 | |
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Rude Bear Rogueolution | jam | 355 | 3.65 | 3.45 | 3.43 | 3.50 | 3.77 | 3.56 | 3.51 | 3.62 | |
| 2017 | 40 | The more you have, the worse it is | Rude Bear Rabble | jam | 247 | 3.76 | 3.73 | 4.09 | 3.48 | 4.16 | 3.35 | ||||
| 2017 | 39 | Running out of Power | Rude Bear ReRPG | jam | 421 | 3.36 | 2.87 | 3.61 | 2.56 | 4.40 | 3.33 | 3.54 | 3.51 | ||
| 2017 | 38 | A Small World | Not Rude Bear | jam | 126 | 3.84 | 3.69 | 3.26 | 3.65 | 4.00 | 3.79 | 4.04 | 3.54 | ||
| 2016 | 37 | One room | Rudum Bare | jam | 676 | 3.00 | 2.79 | 2.93 | 3.45 | 2.52 | 3.41 | 4.41 | 3.19 | 71 | |
| 2016 | 36 | Ancient Technology | Rude Bear Relics | jam | |||||||||||
| 2016 | 35 | Shapeshift | Rude Bear Requiem | jam | 166 | 3.68 | 3.55 | 3.53 | 3.88 | 3.67 | 4.25 | 3.87 | 3.88 | 62 | |
| 2015 | 34 | Two Button Controls / Growing | Rude Bear Recreation | jam | 52 | 4.00 | 4.26 | 3.92 | 3.53 | 4.16 | 4.11 | 3.74 | 3.69 | 30 | |
| 2015 | 33 | You are the Monster | Rude Bear Realms | jam | 378 | 3.38 | 3.00 | 3.25 | 3.35 | 3.92 | 3.39 | 3.20 | 3.39 | 92 | |
| 2015 | 32 | An Unconventional Weapon | Rude Bear Raid | jam | 69 | 3.91 | 3.67 | 4.19 | 2.91 | 4.18 | 3.62 | 3.55 | 3.35 | 41 | |
| 2014 | 31 | Entire Game on One Screen | Rude Bear Ride | jam | 289 | 3.46 | 3.31 | 3.21 | 3.51 | 3.94 | 3.50 | 3.55 | 3.30 | 65 | |
| 2014 | 30 | Connected Worlds | Rude Bear RPG | jam | 126 | 3.63 | 3.54 | 3.17 | 2.63 | 3.52 | 3.45 | 4.35 | 3.48 | 26 | |
| 2014 | 29 | Beneath the Surface | Rude Bear Revengeance | jam | 35 | 3.94 | 4.00 | 3.51 | 2.97 | 4.20 | 3.89 | 3.72 | 3.61 | 55 | |
| 2013 | 28 | You Only Get One | Rude Bear Resurrection | jam | 21 | 3.96 | 3.69 | 4.35 | 4.00 | 3.14 | 3.37 | 3.72 | 3.60 | 100 | |
| 2013 | 27 | 10 Seconds | Rude Bear Radio | jam | 51 | 3.77 | 3.79 | 3.05 | 3.81 | 3.70 | 3.69 | 4.15 | 3.38 | 100 | |
| 2013 | 26 | Minimalism | Rude Bear Rising | jam | 430 | 2.74 | 2.38 | 2.59 | 2.21 | 2.97 | 3.18 | 2.93 | 3.09 | 68 | |
| 2012 | 25 | You are the Villain | Rude Bear | jam | 72 | 3.45 | 3.15 | 3.32 | 3.13 | 3.89 | 3.20 | 3.96 | 3.21 | 84 |
It's pretty nice!
My only real gripe was that sometimes it wasn't clear which walls were passable (e.g. at the top of the towers).
Really impressive for the time taken.
Yeah. I just get a crash and not much else at the moment :/ .
THe main page is confusing, too. I don't see any text.
It was a nice idea. Reminded me a bit of Advance Wars, but it was just executed too slowly. Having to press move and then attack, things being too far away and tanks not being able to move far enough, and I don't feel like the money system was that well balanced.
Having said that, it would be really hard to make a fun, well balanced game of this genre in 48 hours, so kudos.
I don't know what everyone else's problem was - I'm running at 1920x1080 and I could read it fine. I think it's cool that you decided to make it run on Android.
The only thing I would say is that it's annoying when it snaps my view to my palace.
It'd be nice if there was just some kind of alert, because after that I have to find my character again to direct them. It's particularly annoying when this happens twice in a row.
But yeah, neat little game, well done.
The demon ran right past me immediately, I didn't see any exclamation marks but space didn't appear to do anything. Can't see a reason to duck either. Aesthetically pleasing though.
I don't know what it had to do with being a villain, but it was a really interesting experience nonetheless. Nice one.
This was pretty entertaining. I particularly enjoyed all the option menus, and switching the babies.
You had me at the title picture, to be honest ;) .
Nice entry.
I think this looks beautiful. Really enjoyed the art direction.
Awesome graphics, awesome game, funny ending, just perfect.
I was a little bit confused at the very start, if you release this you should add a little tutorial just showing how to swing jump. But yeah, amazing. Best LD entry I've played so far.
I particularly enjoyed how the ending revealed just exactly why I was the villain.
I absolutely love the graphical style and the music in this game, and it's just compelling to walk around smashing crops. Brings out the Harvest Moon player in me.
I wasn't completely sure how to avoid getting hit by red blobs following you as soon as you entered a new room, but that didn't do much damage anyway.
Really enjoyed it, nice one.
This was a really interesting idea!
This was really fun!
The graphics were stylistically great; it was always obvious who the units were meant to be, and the actual physics were really nice. I really enjoy velocity prediction so this was perfect for that.
Nice one.
Really enjoyed the graphical style of this.
I too fell off the bridge :P
I don't think it was that obvious where the hitboxes of the badguys were, but it was an amusing game.
I played a few times. The first time it instantly said I lost, the second time the cars spawned but never came close, the third time one car came nearby and then it was empty for the rest of the level, so I think it needs a bit of patching, but it's a nice idea.
And I wouldn't say SOPA are the good guys.
But yeah, interesting idea. The clouds made me smile.
One thing that irked me is that the train would instantly flip 180Β° and go back where it just came from if I flipped an exit just before it went through. Essentially meaning every time it was about to kill the girl it instead went the wrong way.
It was a decent idea though. Fit the theme well.
Visually very pleasing. It feels like there should be a limit to your power though. You can just go to the right of the screen and hold shift and watch the souls rack up.
Plus, once you get to the ~100 mark, souls occasionally go up and then down again? That was slightly confusing.
But, yeah, in all, it's extremely aesthetically pleasing, the animation's great for such a limited time and number of possible frames and the music is pretty good.
This was a really cool idea, being an orbiting death ray, and nicely executed.
Well done. Never seen this idea before.
I'm really, really terrible at this game, but it's amazing. Love the controls, love the physics, love the idea, charming graphics, appropriate music - It was great.
Nice one, Blay.
I was impressed with just how large the game was. Lots of interesting mechanics, nice graphics and a bunch of levels.
Nom nom nom I win.
It seems like the aim of this game is to get the hero stuck so you can kill him, otherwise his health is too much and he just wastes you.
It feels kinda like the core gameplay element is based on a bug.
Wow, this is really aesthetically pleasing. I really enjoyed how you corrupt everything you walk across, really cool.
It's a tad bit short and there were some clipping issues (I got stuck once and had to restart), but overall it was really nice. Well done.
That was really cool.
Got pretty much instantly killed by an archer though.
What I think would be really awesome is if you turned back into a human, had another 100 seconds where guys investigated, and if they found you in some dead person's house they'd try and kill you, until you turned back into a wolf and tried to maul them etc.
But yeah, for 48 hours this was really cool. The turning motion was really fluid, idea was solid. Nice one.
I don't understand at all what the town screen has to do with anything, or what the ABCD buttons were for, and it was extremely annoying that I had to wait for 10 seconds of drums between every single move. I didn't really understand the point either, I don't think it was very well explained.
The town graphics were nice, but pretty irrelevant.
Rofl, feels dodgy downloading a file called virus.exe.
Once I knew what I was doing, it was pretty fun. Playing as a sentient virus is a cool idea. I also liked how there was strategy in staying near zombies to beat antibacterial people but targeting gunmen when they were on their own.
Pretty fun game, nice one.
I won.
It was the intended result.
The boss was cool looking, and I'm really fond of the idea in general of playing an OP boss. At first I thought it was too easy, but then I liked the idea of that. It should be easy for an endboss. You should feel unstoppable. Most bosses only lose because they have a really obvious weakness and they don't cover it, but a logical endboss shouldn't be able to die.
Either way, cool entry, nice music. Well done.
The samples were really nice. I thought the audio was great.
Dude, that was so cool. I loved the physics and the graphics.
Really enjoyed the graphic style. It was great.
Overall a really great entry.
The only things that bothered me were that the Princess follows you a bit slowly, and she doesn't just stay with the guards if you run past them all. Feels more like she's just wandering after you than a kidnap.
Also, if you fiddled with the font material and the size on the 3D Text object at the beginning, you could make it look less low resolution. There's shaders that'll stop it from being visible through walls too.
But overall, great entry. The physics were really nice, it was nice and responsive. Really enjoyed it.
It's an interesting take! Great name and idea - definitely fits the theme!
I didn't really understand how to use the secondary (hold space) weapons, but I had fun with the weapons I had. The villain himself is pretty cool too.
Well done man, keep it up.
Fun idea, but a bit too easy I think. It seems like I can just go round putting everyone's computer on red and that solves everything and has no downside.
But, it was a really excellent take on the idea. Nice one.
The opening is slick but a tad too long. Felt like turning on an old Rare game.
I like the music, sounds a bit, reminds me of the Harry Potter soundtrack.
The game was mildly confusing but entertaining nonetheless.
Really cool, the music in particular is great. It could be a bit harder though.
Having said that, I did end up playing for ages just to see if I could completely fill the map with ladders.
I think it'd be cooler if there more perma spawned blocks near the top middle so you couldn't just fill 2 rows on top of each other with ladders and walk across the top row. Alternatively if there were ceiling walkers, or flying monsters that'd put a bit more challenge into it, since you can just walk on the top ladder.
But yeah, most comments I leave are way shorter than this, and that's a sign of how good your game is. I actually played it for a good while. I'm really impressed. Graphics and sound are lovely.
The comic strip was absolutely awesome, really enjoyed it.
The AI was a bit mean though, it always seemed to find me exactly as I was about to stab it if I came from the side.
Cool entry though.
To be honest, I'm not a great fan of the genre, but it seemed pretty quaint. The menu could've been nicer. It reminds me of The Games Factory, what was it that you used?
Placing the buildings felt a bit like SimCity 2000 :P .
It'd be nicer if it didn't require an XNA install, but what can you do, right?
I thought the soundtrack was very nice.
It took me a while to figure out how the controls worked, but after that it was pretty fun. I really enjoyed the red birds.
That was pretty cool once I figured out how to play!
By the way, what was the song based off of again? It feels like it was either The Prodigy or something off The Matrix soundtrack but I can't think of the song.
Anyway, fun game.
I found this quite difficult. Once I understood what I was doing it was better though. A really cool take on the theme.
This was awesome.
Got a little weird towards the end, like it was trying to shock me but just wasn't succeeding, but at the start where it was just joke after joke I found it hilarious. Definitely max points for humour.
Interesting sound and graphics too.
Really enjoyed this as a sandbox game. It was highly entertaining. Wasn't immediately obvious that if you kept on going for a while tapping space then eventually you'd level up.
The whole game idea was actually built around the theme!
You're a gangster bear and you're killing innocent civilians, members of the police and army, superhero lions, vigilante bats and bears who think you've misrepresented their community (originally I was going to have a speech bubble pop up on a stick and say this, but I scrapped the idea).
And the reason the bear is "coming out the water" is because of this:
http://www.youtube.com/watch?v=frDamZjCbkI
I didn't expect anyone to get that, but it was funny to me. There's a lot of stuff like that in there.
I recognised that explosion sample. Was this made with TGF or Multimedia Fusion perchance?
This was really cool. Absolutely love the GUI.
It could be a bit more balanced. I found it hard to save up money so I ended up just repeatedly buying monsters, but it was enough to win. I never got a really amazing dungeon. If it was balanced so it was easier to get money but much harder to keep your temples I think I might've enjoyed it more.
But, regardless, really nice art, really cool game. Well done.
Oh, I also nearly forgot: this is the first game this LD48 that I've actually laughed at (when the soldier shouted LEROOOY). Nice one.
I don't know how I managed to play a game about having 1 minute left to live, but damnit I managed it.
I can't believe how compelling it was to fight to prolong my existence as much as possible in the complete knowledge that I was completely doomed.
It felt like a bit of an allegory for the human condition by the end.
And I heard so many midi instruments. Got 337340 points eventually. Great game.
Pretty cool game. I felt more like a victim than a villain with that giant dog chasing after me :P
I just found it really difficult to actually get more than 2 cars. Once you have people attacking you from both sides it's just tennis, I can't see a way to win this. I can't tell what ducking does either. Nice graphics though.
I really wasn't sure exactly how to take over stuff other than the building with a bar on it.
I took over said building, walked around, couldn't find anything else other than a fisherman, and then it said I lost. I did this like 3 times.
Bit confused on this one.
It feels like using traps is a bit pointless, and I really wasn't sure what the brown circles were. It was mildly entertaining, regardless.
This was really well made.
I'm not a fan of this genre, but I could tell it was a great game. Aiming was occasionally a little difficult - I guess that's a problem with wasd though.
All in all, great.
That was really fun, you should make a full game of it.
My only major irk was that the fall physics were really clumsy, making it pretty much impossible to jump off a falling object. You should really move at the same velocity as what you're falling on.
But other than that, really nice.
Gets really difficult really fast when you get to the red powerups!
My only irk was that you couldn't just stand on a barrel to keep reloading, but I guess that would've been overpowered.
Great entry!
Hey, I'm just gonna go ahead and rate this now that I've beaten the high score and then see how far I get. xD
This wins LD25. This is THE BEST game I've played by a MILE.
Maybe I'm just a sucker for rpgs with awesome battle systems. Regardless, this is so AMAZINGLY AWESOME.
I could play this all day.
5 starring the shit out of this. You definitely have to make this into a full game and release it. Like.. seriously. I've played much worse RPGs on Steam.
Yeah, I eventually got to level 18 but I relied on getting Ghostpunch or Counter back in my roster. I probably could've carried on going if I'd made loads of "null" rounds like casting reality over and over when it wasn't necessary so I could still attack next time, but I ended up with only a 30 damage magic attack against normal attacks.
To be honest, the battles were dragging on a bit by the end. I don't know what his HP was but mine was over 4000.
Really amazing game, again. Thanks a lot for making it, I really enjoyed it.
I really enjoyed how many gameplay mechanics there were with this. I also really liked how the game was based on completionism. I'm OCD so on games where you get to graffiti the environment I just have to colour EVERYTHING anyway, so to make that the core game mechanic was perfect. Nice one.
My only irk was that you kept saying "alot" instead of "a lot", but other than that it was cool. It'd be nice if all the text fit on the screen, so you didn't have to sort of.. store all the strings of information in your head and put them together when you could see the end of the sentences.
But yeah, graphically very nice, a really interesting idea, niec one.
The pixel art was absolutely awesome, and the music was incredible.
Absolutely love the chiptune. Really fits the theme well as well.
Nice job.
Hm.. I can't actually figure out how to move the camera. I zoomed out a lot though, to substitute. I wasn't really sure what I was meant to be doing either.
And I couldn't find the difference between the men.
But the lights were pretty! And the soundtrack was very non-abrasive. It certainly looks a little more interesting than various RTS out there, since I'm not really a fan of the genre.
But yeah, it's intruiging, if not a full game. Points for effort anyway.
This game is so cool. That's an impressive amount of 3D models with such nice textures for such a small space of time.
I wasn't really sure how to launch missiles though. I moved it over where I thought Philly was and tried to click, but accomplished nothing.
The drones were really cool.
It was fun, but the ending felt a bit abrupt.
I enjoyed how the narrative was in small points at checkpoints, and you can read them while you're waiting, so it's more compelling to read the dialogue. The music pacing was a great idea too.
At the beginning I thought it wasn't going to be very enthralling, but I was wrong. It was compelling throughout. There was never a point at which I wanted to turn it off, in fact I would've been happy to keep playing it if it was 5x as long. A very nice entry, with delightful simplicity.
This is really cool, nice atmosphere and nice music. I wish the force bar went down slower, but I guess that might make it too easy.
Well done, man.
I won. Neat. :P
But, yeah, great idea. I think.. maybe turn down the bloom? It's a bit distracting. Also, the wall jumping is very cool, but as a game mechanic it is far too powerful. It detracts a little from the core game mechanic when you can just repeatedly wall jump up until you reach the end. Having said that, the wall jumping was very well implemented, and the core game mechanic was very cool. I just wouldn't put them together (or I'd carefully control their use).
But, anyway, that is the minorest of qualms, and I only mentioned it because you asked for feedback. This is a really cool game, fits the theme well, music is nice, and it's well made. Nice one.
This was awesome. So big, and so much great dialogue.
At first I was really cocky with it too, like "Man, I'm the best at this". Then I got to level 22, and played it for 6 minutes before giving up. I kept getting stuck with one device of three devices still active (trapdoors on the midright, midleft and a sliding platform in the mid left).
Either way though, it kept me compelled to try that many times in a row. Eventually I gave up because I've clearly reached my level of incompetence :p .
Great game, nice work.
This game is GENIUS. Love it love it love it.
At first I was skeptical; I thought it wasn't going to work as a core mechanic, but you proved me wrong. It's awesome.
At first I didn't realise the score was meant to be low, like golf. It'd be nice if that was clearer, but anyway.
The GUI is really slick, and the game is clever. The comments were amusing too. Nice work man, really enjoyed it.
Hey, this has a really cool look and feel to it. Fits the theme really well. But.. the raycasting didn't seem to work properly? There were always a couple of pieces which didn't work, no matter how many times I played.
Cool looking entry nonetheless.
Really creative game. I was stuck on the first level for ages until my housemate was like, "Press 4" :P .
I, too, had to use the restart double jump thing to get above the "S" shaped level, but I completed the rest properly. (Or.. now that I read that, that was the correct solution?) Either way, cool game man!
I enjoyed it, until the second battle scene (which I died on after about 4 minutes). The hit detection was heart to notice in a mass of people, and it was hard to target a specific person, especially losing 7HP/hit. I pretty much got swarmed. If you do another heavy dialogue game, I'd consider making it easier so you can actually see all the dialogue without killing your index finger with a million clicks a second :P
I'd make it hold to click too.
Other than that battle though, really cool idea. Enjoyed the original battle system and the storyline. Wish magic wasn't disabled though :P .
But yeah, nice one.
I WILL follow my dreams.
I love the little motivational game over screens. This is the type of thing I stick as my default webpage. Good way to the start the day.
Also, the wolf is hilarious.
I pressed E on the key and it wouldn't pick up? So I never got to travel in time.
Pretty cool environments. I played your previous game too, that was also cool. This one was more like Thirty Flights, indeed.
I didn't lose any of the battles but it suddenly popped up something along the lines of "You lost in combat" and then crashed my browser.
Otherwise nice :P .
First time I played this, I didn't realise that you could reload at all, and I found it absolutely hilarious. Like.. stuff just coming and destroying everything because I have minimal ammo; I thought that was the whole point!
Anyway, I played again once I found out how it works. It's really hard! But, yeah, awesome entry. Love the Fish and Chips shop too. Nice one.
This was awesome. Graphically, absolutely amazing. All the little things, like shaking etc. just really add to it, and the pixel art itself is beautiful - the penguin particularly looks great. Even the font choice was great.
The text though was the best. Had a smile on my face the whole way through. I particularly enjoyed him saying "LOL". And the "KABOOOM" - Zelda reference?
Anyway, awesome job man. Nice one.
I just patched the game over glitch, because it was literally just a bool that stayed flipped when the game is over and it really retracted from the game. Release note is that I also flipped the bool that destroys the chest (I accidentally deleted it when I added the torpedo), and uncommented a line of code that makes the immortal crabs' texture not changed to "awake" when you're closed.
Thanks a lot man!
You can, in fact, get ranged attacks if you enter the cavern and beat Skate (who is a pretty easy boss once you know his attack pattern).
Thanks for complimenting the AI too. This was the first time I've done AI so it's nice that you enjoyed it.
I really enjoyed how this game is like.. a psychology guessing game. Bit like trying to predict scissors paper stone. Is he telling the truth this time, or lying? Really fit the theme well. I enjoyed it a lot. Was it possible to not die in the final room though?
This is awesome. 'Nuff said.
I couldn't get past the satellites!
Cool game though, really liked the models, the one button scheme was a really good idea and the superhero was amusing. Good job!
Man, this game is addictive. I just keep playing scenarios. It's really well made. The only weapon I didn't really like was the.. sweeping ones like the wooden plank. I couldn't figure out if it was the weapon that was weak or the enemies that were strong. The music choice was really cool too. One of the songs reminded me of Super Meat Boy and the 8 bit brostep was funny.
I lol'd at the potato's effect too.
Awesome entry guys.
Oh god, what have I done?
I really wanted to see what the monster was!
But yeah, hilarious stuff, definitely a 5* for humour, and the potato looks amazing. Great modelling and animation.
I really enjoy the direction you went with this - we appear to have very similar meanings of the word "minimal". Nice one.
It'd be nice if it had a button for restarting, instead of just saying it on the wall, and the jump physics felt a bit like you only set a constant velocity up and then down, rather than using acceleration?
But those are minor qualms, overall it's a cool game, really fits the theme. Nice one.
Really enjoyed this one! I'm loving how this theme brings so many calm, relaxing fun games. The best way to end a frantic jam.
It was hard to figure out how to get to the end, but I did eventually. I enjoyed how you could click during the credits to stop it.
Really interesting game. Was it a metaphor for someone dying and trying to be resuscitated? That's how I took it, like I was killing them.
This game is AWESOME. I love it.
But yeah, I wish the char's action point was on his mid body, not his head.
The spider absolutely nailed me. I literally screamed out loud at that bit too, my housemate was like, "Umm.. what's wrong?"
There were so many exits though, it was hard to figure out where to go on the jumpy bit.
Really enjoyed this, it was like Chip's Challenge meets the Celadon City Rocket Hideout.
Man, I feel for you reading all these comments, because this is the best entry I've played so far. Really enjoyed it. I couldn't play it with a 360 controller or keyboard, so I went downstairs and grabbed a Guitar Hero controller and rigged it up with Joy2Key, recorded it here:
http://www.twitch.tv/vorpalgames/b/398054675
The GUI is slick, the graphics are beautiful and the premise is great. The music could be better suited to a rhythm game and it's a bit annoying when a white wall appears and fills the whole area so it's impossible to get through, but those are minor things. If you ever make a longer version of this, tweet me, because I will totally play it.
Giving you a sea of 5*s.
After 200 deaths I gave up on "Impossible?!". I got close though :P .
Nice game. Fit the theme well.
Dude, I actually love this game.
It's hard, but the type of hard where you know it's your own fault for failing, because the game mechanics are so tight. I ended up using this orbiting technique spinning really fast to slow myself down and get to other places.
The last level felt like it was in the wrong order, like.. by the time I had done the level with the three switches and the two red boxes it was really easy to just do the last level without pressing switches at all.
I just wish it was longer! I love hard games. But yeah, great work man.
Cool idea man! Really fits the theme, the motion is fluid and well controlled. I had to fiddle for a bit to figure out what to do, but once I figured out what I was doing it was fun.
And I like how you took it in your stride that you forgot to upload it in time ;) .
Yeah, same problem as 2kah here.
This was really cool, except for the day night cycle. The nights were a bit too long, but more importantly, the days were really long, and had basically nothing to do in them. It doesn't matter if day is shorter than night, just make day 20 seconds long.
Also, sometimes the parcels were quite tricky to find. Perhaps make a beacon from the sky come down to them so you know where you are?
But other than that, really cool game. I noticed that the zombie face textures were awesome, as well. The text and the story are interesting .The guns are cool. Overall, great, just a bit hampered by the long days.
Also.. Sisyphus? Not Tithonus?
I love this idea. It's awesome.
I wish you could edit multiple tiles at once though.
I also shamefully destroyed some text in the welcome box :P
That was cool, doing snake backwards. Nice spin on it. It's cool that you can turn it at smaller intervals or larger ones too.
First time I got really lucky and won in three apples :P .
Got myself a princess!
This was awesome. Especially loved the spider battle.
My only qualm was the controls. It'd be nice if jump was on space and shift world was on shift or something. But the main problem I had was how jumping responded to when you /start/ a button press, but changing world responded to when you /release/ the button, so it'd hard to jump into the air and change world at the same time (because you press one and release the other).
But other than that extremely minor qualm, this was awesome. Really fun game. Thanks a lot.
Ugh, I really really want to play this, but I'm getting an error about no suitable input device being found. I tried the web and the exe. Do you know what the problem is? :(
Saved all the ninjas! 8521 score without looking at a timer :p . It took 5 tries though. Really cool idea, and it's pretty much impossible to fit the theme any more than this :p .
Dude, this game is absolutely hysterical. Funniest thing I've played this LD by a nautical mile. Graphical style is absolutely lovely and the sound is great. Amazing.
Roflmao, The "ILL". I played for a while, but I'm really bad at it, so I didn't get massively far. Did you put me in it? :P . And if so, what level? xD
I really love the amusing style of this game. The 10 second minigames idea is one I'm very fond of too. I loved Wario Ware, and this very much reminded me of it. When you have to pick up the seringe, I was thinking of the nose minigame the whole time :P .
On space invaders, you actually use the mouse, not the keyboard. The only keyboard games are RRRRRR and Mario.
:P Yeah, that's a nice little joke about how LD25 noone liked the hit detection, LD26 I added health bars and hit noises to every enemy and people still complained about it :p .
Thanks so much for all the kind words everyone. I know there are some issues, like not being able to skip after you die, just using randomness instead of selective randomness, the difficulty and a lack of clear control instructions and I'll keep these in mind for my future LD entries. Your comments are really motivating. :)
Okay, so this is really cool. The tutorial level is extremely well implemented too. The only (small) gripe I have is that you can't just summon your timering back at any time, so it means you have to do each section 3 times (freeze and save the creature, walk back for the ring, walk back to where you are) and often wait 10 seconds again. However, I get how it'd completely change the game design if you didn't have it like that, so it's cool. Really cool game man, nice one.
Awesome game man, looks like we had the same idea :D.
I particularly love the graphic style, especially on the cat level and the bomb diffusal.
Dude, that was awesome. Not only did you get the Wario Ware theme in (which I love), but made it super relevant too. Loads of it is so true too, refreshing quickly to get the theme. I was franctically searching #LD48 on twitter :P .
I think you need to learn how to mash potatoes again though! That looks more like peeling to me! :P
Really fun game, although I didn't understand how to beat the panel with the eye in it!
I love the quick mini game style in it, and I completely understood that there was a 10 second time limit, I don't get why people are grilling you for that. The only thing I didn't get at first was that I was supposed to be shooting birds, but that's because I'm an idiot :p . Really well done, loved the graphical style.
Really amazing core game mechanic. Nice one.
Dude this so intense!
Graphics are amazing. And I love how at the end, you're really thinking "I can afford to jump through two of those razor blades if it'll save me a couple of seconds" :P . Epic game.
This is awesome! Absolutely loved it. I didn't know how to complete Farewells though, I used 2 to push 1, 3, 4 and 5 up, allowed them to jump on his shield, then pressed his switch, I let 5 do his digging, 4 went and pressed the other switch, but I couldn't find where 3 was meant to go, so I failed :( .
Really amazing though. Great Lost Vikings feel to it (and the grey robot looks really Daft Punky, was that intentional?). Great effort, my most played game this LD.
Wow.
So, I should confess, this LD (and last one) the first thing I did was check your account immediately for your game, SonnyBone. You made me feel so welcome here immediately, and your games were so well made and interesting. And I was really, really disappointed that I didn't find a game there.
So I looked again today to see if I could find what'd happened, and found the DreamTeam. And as soon as I saw the screenshots, I was just like "Daymn", and I was so not disappointed. Those graphics look absolutely incredible, and the sound is just amazing. The transitions from terrain to terrain are lovely, it plays so fluidly and the animation is exceptional. You guys are really onto something here, especially as it's your first time working together in a team like this. So epic. And I'm just really glad you're still here too, because you're such a gent. Definitely going to go back and check Ditto and Arne's games too now. :D
Absolutely love the vector art style, looks so slick.
Thanks for the kind words. This is a really well implemented tower defense game, I like how you have the set path so you can maximise the efficiency of your "turrets". At first I was using one turret and a toffee trap at spawn, but then I got overzealous and put a few things down, completely wasted my funds. They managed to get close to base, but never in! Nice one.
Really awesome style, reminds me of Chip's Challenge!
I think I got really lucky first time round though, I managed to complete it without going in the wrong stairs at all :p .
Saved the princess!
As a fast typist, I think the difficulty could've been ramped up, but it was still cool. The ending music was great.
The S Car Go was fantastic :P .
Dude I can't believe you rickrolled me on LD :P .
I managed to get 63!
I burst out laughing as soon as I saw the screenshot of this game, absolutely classic. It's so true.
Really cool take on the theme. I couldn't work out how to shower or wash my hands or face or go to the toilet or whatever hygiene was, or find my pants either. Any hints?
This was really cool. Felt a lot more immersive than most running games. The flipping upside down is awesome. It's well designed too, there are points where you can't see what's ahead, but you just instinctively know where to jump. Lovely style too. Nice one.
Dude, this game is so awesome. Immediately I was laughing. And the little statements got me every time, "Gary spilled the coffee, the office is about to explode".
The characters are so hilarious as well, and well designed. It's immediately obvious who does which, and the hovering over them to see what they do? Great way of showing the player how to play.
And I was really really enjoying it, but it looks like your elevator's bugged. I tried it 3 times and couldn't get it to go any time. But, whatever, we all get annoying bugs like that from time to time, it's still a 5* game. Nice one man.
I completely forgot about Ludum Dare because of Christmas but I always intended to come back and play your game. And it's really cool! Graphics are lovely, great dialogue, great range of choices, music is funny.
Yeah, sure, the controls could use some work. But overall great.
Hit me up when the post compo version's done!
#OVERKILL
Dude, awesome.
When I booted it up I was expecting a shitty asteroids game. As soon as I realised I only had one bullet I literally out loud (I'm talking to someone on skype as I'm playing) "Oh my god this is awesoooome".
I think the controls could be tighter, but well done for actually sticking to the theme. I've played so many "You only get one life" games that this is so refreshing.
I'm not great at it though, but I still enjoy it.
Really lovely little platformer. Really tight physics, the lighting effects are beautiful, it requires a fair bit of thought to complete. I really enjoyed the flower bit at the end. Am I right in thinking it showed exactly the number of flowers I picked?
Really nice ending too. I look the afterlife asthetic too. Good job man.
Pretty cool concept. I thought I'm pretty sure I lost when I had a straight though (A, K, J, 10, Q) in the Attack section. Said I had junk. I'm not sure if that's just me being a moron and failing to read properly though.
Managed to beat the first guy! (On my second playthrough. At first I didn't realise what was the attack panel and defense, but then I reread on the start menu).
Pretty fun. I like card games because they're bound to be fun. Like, you can't not understand how to play if you understand poker, so it's enjoyable.
Nice one.
I defeated the aliens. A p-pow.
I don't think it was that difficult to figure out where to shoot. The whole thing's symmetrical, so it was obviously going to be either the bottom or the top.
The control scheme is cool. I enjoyed just flying around dodging things for a bit at the start.
Nice one man.
Really cool music, really cool game. Reminds me of Yu-Gi-Oh! (except very different). Enjoyed getting Boris with insane power. (I think that was his name anyway). Nice one.
So you're "Sockhold"! Man, I'm so glad that your game is awesome!
I enjoyed the art style right away. Like, you know how to work with what you've got and make it look good. The scrolling offset on the background, the wiggling on the robot, and the textures are all pretty big so you don't notice the wrapping.
I really like the physics. Nice fast acceleration as you move off and slower stopping for a smooth halt. Jump physics are nice too.
I love that you made so many abilities. It actually took me a couple of levels to truly understand what everything was (like, I hadn't realised the double jump was because of my backpack, but I knew it must do something, then on the level where you have to repeatedly swap round the different backpacks I suddenly realised that you could respawn the backpacks from those little stations, hadn't noticed that before). But that's more my idiocy than anything.
Fun game, lots of tricky little puzzles and clever bits where you're like "Ha, I got through and I didn't even need a backpack", move forward and then you're like "Crap, I totally needed that backpack".
And the tutorial area is nice and simple, just key presses.
Impressed!
No idea why that other guy even posted, either.
Oh and by the way, I set up a new link that has a leaderboard, which you've topped forever:
http://vorpal-games.com/rude-bear-resurrection/web.php
I wanted to give you a trophy, but you don't have a profile I can access!
Cheers.
There's something very Commander Keeny to this game. Really cool use of the theme, being able to use each ability only once. You should definitely expand on this if you get the time. Great idea.
Dude, I can't believe I hadn't played this yet, this is AWESOME.
The combat is so fluid and lovely! The blood splatter is awesome. The narrative is really cool, the music is cool too. Just everything about this is great.
The only thing that grinded with me initially was how fast the camera turned when you switched direction, but I got used to it almost instantly and it turned out to be really useful.
Very, very well made, polished, lovely. Physics are great. Superb.
Guys, the cat's out of the bag. The game can actually be complete more than once, there's a cutscene at the end which sort of explains why.
Note, Sockfolder won the game, and now that means he is the new endboss of the game. If you get to the end of the tower again, you will fight Sockfolder.
Also, I've started an open leaderboard and a dead bear count. I changed to a php page instead of html to match.
Here:
http://vorpal-games.com/rude-bear-resurrection/web.php
@jimmypaulin Yeah, someone just beat the game so it's restarted. That's why none of the corpses were around when you saw them. There'll be more now.
But also, yes, they are totally hilarious to me.
The platforms raise as soon as you go on the left step and you just have to be really quick.
Yeah, the fairy is a parody of Navi from Ocarina of Time - it's intentionally very annoying.
@"Remove the guard waiting time" - I can't really do that; it's intentional. If the game ever has a large number of people playing at once, it needs this culling to stop people from e.g. solving the basement extremely quickly alone. There's a 30 second grace period between all deaths.
With regards to "I didn't get hit by the laser" - it probably happened so quick you didn't notice.
One thing that could've made you think it missed you is that the laser machine rotates by a fixed amount that isn't a factor of pi every unit time. What this means is that if you are in a "safe spot", you are not necessarily in a safe spot. The laser might go round once and miss you, but hit you next time. That's a problem with the game, and something I could've improved, but I didn't notice it within the time limit.
However, this aside, it uses Unity's raycasting system. If there is an object in the way, it will be stopped. If you were killed and you truly didn't get hit by the laser, it's a major bug in the foundation of Unity's new 2D tools.
Dying from touching nothing.. were you very close to a spike? That's really the only thing I can think of in the game that could kill you without touching it (due to me not setting the polygon colliders very well).
Thanks for the feedback!
Got 7400 after a few tries! Is that good?
Ugh.. I died when the black accelerating ones appeared.
But really neat little game. I enjoyed how I got double fire in my cannons just as things started to heat up. Good game design.
Nice one.
Dude, question:
Did you use a 3D game engine for this or is it, as I suspect, a 2d game engine with a prerendered backgronund and some incredibly elaborate method for moving the bad guys and cursor as if it's on a 3D surface?
Because if it's the latter, holy shit dude, that's fucking amazing.
If not, oh well, it's still pretty fun :P .
Dude, this game is so awesome, graphic style is amazing. That's the dude from PokΓ©mon Diamond, isn't it? :P
I like how you added a little wiggle to him etc, and made him really work in a 2.5D style.
My only complaint is.. I wouldn't personally have made it so it zooms in on you when you walk under doors, but the game is really cool. I guess you did that because the sprite wouldn't really fit on the door tiles very well otherwise? In which case, good design decision to get around the problem. Nice one.
Was the implication at the end that the room of robots were about to completely annihilate me?
I like the portaly feel to the game. Really nice graphic style. Nice one.
Pretty cool game man, but Q and D, not A and D? Come on :P
But anyway, after I changed that it was all cool. I would advise against making a section that is completely random at the end, but I really enjoyed the concept of trial and error to figure out what's ahead (and using kittens as your test subject amused me in light of the internet's ridiculous love of cats).
Great GUI at the start too. Nice one.
Dude, even the name was hilarious, I knew I could expect great things as soon as I saw this. Feels a bit Tony Hawksy. But in a whole different setting.
Really cool idea guys. The level random generation is a really cool feature, and I think it's fun you gave the option whether to retain your momentum or not.
In regards to the "Fishmaster" section, was that a reference to the old Wishmaster Misheard Lyrics video from Kewen in '06?
404, but if you get it fixed can you leave a message on my page? This looks worth playing.
Nice one man, I really enjoy the variety of tools, and how you can experiment with them but still win. Interesting entry!
I didn't figure out how to use a couple of them though. Like the one that looks like a spear I guess? (Diagonal bottom left to top right with a silver bit on it?) and the green kinda.. pneumatic drill looking thing?
I'd make it more clear you can only collect one gem on level 1 as well. I didn't read the blurb or help section and had to come back and look here :P .
But yeah, otherwise great game, especially for a first time. Hope you take part in more LDs!
I played until the music stopped repeating!
Dunno if it was possible to win if I kept going, but I had an army of foxes and rabbits and was pretty much unstoppable anyway.
Really cool game, enjoyed it a lot. Nice one.
I played it twice through to get all options.
The only thing I'd say you could improve next time is.. make it so if they're already holding right and then jump, they will jump right, rather than having to press up and then press right.
Also on the teleport level it wasn't immediately obvious to me to use the mouse.
But other than that, cool first entry. Don't stop trying, keep going until you're awesome!
This was really fun. My only qualm is that the mouse sensitivity is super high, I'd try and turn a little and turn huge, kept getting me killed. But it's really cool. Level design is great (although it's super hard to remember where I've been). The robot is scary as shit. The audio creates great mood.
I'm going to come back and play this for longer once the competition is over.
I burnt the world tree. Like a boss.
Great concept man, really enjoyed it.
My first try I died scavenging for food on the second option.
Second time I managed to win the game, woop. I have survived "for now" and got the final good ending :P .
Good going man. Yeah, you needed a skip, but I get that that was an accident.
You should try making a full text based adventure where you can type commands in. It's a really rewarding process.
Hope you join in again next time!
Yuletide is ruined! I did see the end regardless of what you said!
I would've enjoyed to be riding reindeer though.
After I finished I continued to listen to the audio. So definitely a 5 for audio and humour rofl.
Was a pretty fun idea, wish there was a way to speed up gameplay though.
I couldn't build the castle though. I eventually got to about 400 stones, counted up the number of stones left and counted up in my head, I don't think it was possible to win anymore at the point I was without running out of resources at so I gave up. :(
It was fun trying to work out how much I needed of what and the best strategy though (just too bad I wasn't too good at it).
I guess the correct strategy is get a well asap, the stonemaker's hut, then woodcutter's hut, over and over until they're level 7 or something and then get a castle?
Really addictive game, immediately thought "Harvest Moon in space".
Nice one man.
This should win.
It's just fucking awesome. Visually, audio, the sheer scale of it, perfectly fits the theme, beautiful mood.
Like.. this game has it all. It's also super hard too. Which I like.
It's really late here now but I'm definitely coming back to play more of this tomorrow. Nice one guys.
Oh you, Ditto. You've done it again. Stop being so talented.
I skimmed over the controls, and at first I was like "whaaat", at the block level, then I was like "wait.. beneath the surface", walked left, dove, was instantly like "okay yeah, shit, this is awesome".
And obviously, your graphic style is always so awesome. I don't get how you get such minimal stuff to always look so good, you're a don at tweening.
Same with the audio. IT'S JUST BLOOPS. WHY IS IT SO GOOD?
So.. yeah, you're probably going to destroy the compo as usual. You completely nailed every category (except humour, which is the least important category anyway so whatever). Good luck! Hope you win! :D
Art direction was awesome, the front layer of dirt and back layer really reminded me of the Worms aesthetic (like using the pneumatic drill actually), and I loved the video game references. Obviously a lot of care went into this. Good to see a lot of levels too, and I eventually reunited the couple.
Fits the theme really well, music was really cool, and it was just generally a good idea. Nice one.
What the hell, man, you made me think it was going to be rubbish on Twitter saying you'd wasted all your time and you barely had a game, this was fucking awesome you dope.
I wish I had your art and audio talent. This is going to demolish mood too.
Also, extra points for #doflips, which you.. sort of did. Kinda.
"You escaped Moleman Mountain. Nice!"
Boo yah.
Really addictive, has that flappy bird aesthetic to it, at first I was like "oh god this is too hard" with the bats, I generally only avoided them from pure luck. Eventually I got the hang of it though, especially after the Moleman area. Maybe the bats should come later?
Nice procedural generation in Unity too. Did you use sprites or quads or what?
I liked the character's expressions too, and the burning up and skeletonising. Audio was sweet too, atmospheric and didn't get repetitive.
Nice one!
Oh man, this is like Motherload, except much faster paced and just better in every way. Better character, better dialogue and ideas etc. etc.
There's so much content in here as well. It's really impressive you could implement and balance it all so fast. Graphics are cute, everything's clear, there's real strategy to it, fits the theme very well it's just a good game. I really have no improvements I can think of or anything to criticise - really good going, nice one.
All this needs is a tutorial level. There is a shit tonne of content in here that it's sad people aren't experiencing because they're giving up too fast, but it is information overload with all the controls/map etc. and people in jams often don't like that.
Like, if I had to give protips on what to watch out for: Everyone can jump up quite high, if you use Blay you turn on gravity manipulation and then, importantly, shoot your gun and recoil ahead. The other abilities are fairly self explanatory I thought, although Konrad has a walljump it's worth noting.
Again, game is absolutely ram packed with content, really enjoyed it, especially my cameo in it and the Rude Bears, had a wide array of areas, the graphics and animation were really nice. Some visual cues would be nice like the bullets stopping against stuff you're shooting, but these are minor tweaks which could be fixed pretty quickly.
This is by far your best game so far, it feels really good to advance, I really enjoy Lost Vikings style games with multiple characters to take control of. The graphics are really sweet, as is the soundtrack (level 2's soundtrack in particular I found really cool). I kept thinking "this must be the last level" and then there was more and more. And obviously, it's funny to me given I know the history behind it. Great mood as well, fits the theme with the whole underground thing. Found it really enjoyable. Nice one.
Sockfold, your site is down, but you have to message me as soon as it's up :P
You've, like, earned a place in my heart as someone whose games I must always check now.
Man, that was intense. I think I won? He had no hp left and all the orbs and he disappeared etc.
The beams from their faces were mean :P . Although, at first I was like WTF THAT'S NOT FAIR but then 10 seconds later I was like "Okay, yeah, that's completely fair".
The mechanic's really cool, it's just a shame you didn't have more time to explore it. I also really enjoy how the character runs, it reminds me of Sakon from Majora's Mask.
Also, vastly different from your last game, so mad props for that.
GOTY.
Rofl, this game is fucking hilarious as shit man, love it. Wish the text was faster though (especially at the beginning), didn't take any damage, but the amazing dialogue made up for it. My favourite game of the jam so far.
"Where's Lily"? Where indeed.
Your games are always an absolute joy to play man. I don't know how you get the graphics so juicy, but you have a real talent for it, and you do text like no other. That's such a weird thing to say, but it's true. Like, how do you get dialogue windows that look so good? I think you just have my sense of humour too.
The game is awesome, I dunno what engine you used, but if it's easy to port to mobile, I mean.. you already have a game here, and it's that kind of addictive "you only need one button" like Flappy Bird. This could do really well with minimal effort on your part, you'd probably just need a longer music loop or something and that'd be it.
And obviously, fits the theme perfectly. Awesome man.
Sorry about this, my ISP is absolutely terrible in the early hours of the morning, my ftp client claims it will be up within 30 minutes but it occasionally darts to 2 hours, it's a 50mb file. Hopefully it'll be up soon.
Perhaps I shouldn't have presented them as powerups - they're simply the core controls of the game, I just didn't want information overload of "Here are all your abilities", and on their own they're useless, so I just threw in one section for each control so you know how it works. You need all of them for combat. The core game is a pure flippy combat game.
@SoupWithBits That's a unity download error, means the file got interupted during download on your end or something. You can remedy it with ctrl+f5 to refresh your browser's cache, or I would actually recommend playing it on the full version.
@Everyone else, Cheers. Particularly @JoshOS, I probably could've patched that bug, but I found it amusing and started abusing it for my own runs to zoom off.
Yeah, probably should go standalone if you can't run it very well (or not fraps it, iunno), it's quite intensive with normal mapping and whatnot for a weaker machine I guess. The graphical settings can be changed in the standalone version to accomodate for that.
You can actually unlock NoWhip mode if you complete the game, but that is basically ultra hard mode because the whip is the primary mechanic and your main weapon.
That's odd. It must be because the file's pretty big and it got messed up mid download. I guess try reloading your browser's cache if you can be bothered trying again, or try on the webplayer?
Thanks a tonne for the feedback man, the flashing red thing is really useful, I hadn't thought of that whatsoever but that should happen. The spawn points like.. go from no colour to a little orange glow, but it isn't too obvious. I should've made it so the steam didn't activate until you went in them.
And you diagnosed the treads glitch! I knew it happened but not the solution and I think I can see a solution to that now.
And you're completely right about the whip, I'd never done rope physics and it's shit. I should've given it more time or done it completely differently.
But thanks a lot, that was really useful feedback!
Oh my god, this was amazing. The parallax scroll was absolutely awesome, the pixel art was beautiful, all the tweening effects were just great. It just looks and feels so good to play, you really nailed the "feel" of the game. The ability to go beneath the surface and see a whole other world as well differentiates this from other such games and really ties in the theme.
Nice one, I look forward to your future entries.
"The idea for this game came from my friend Sophie, because she farts a lot, but to me, she is still a princess."
Best.. game concept.. ever.
Yeah, this whole thing was just so.. surreal. The voices, the expressions on the characters, the whole CONCEPT. There's so many areas to do. GOTY.
I got completely stuck though, I dunno what I'm supposed to offer to the bear, I picked up a wiimote looking thing and tried to float over the top right a few times to no avail, and tried to get in the house but couldn't. Any tips?
Starts off simple and gradually gets much, much harder. I really enjoyed how some rooms were really necessary like the fire putoutery place and the infirmary, so the hulls end up getting damaged there and blah blah. Suddenly in the last section it was like THIS HAS GONE FROM NOTHING TO MAYHEM IN LIKE 2 SECONDS.
Awesome. Also, how the heck has noone mentioned the Starfox reference yet? I was like "Lombardi?" and then suddenly realised all of them.
At first when faced with the wall of text instructions I was scared it was going to be overwhelming but it was really fine, and looked great. Especially interesting looking GUI for a Unity game.
Anyway, great going man. Nice one.
Oh I won btw :P .
Man, I love how the shooting had a musical quality to it. Also, that tron grid is so awesome, it's amazing that you got something so good looking out of such a basic effect. Nice going man.
Wooow, I really like the aesthetic for this. The meshes are great, it really has that isometric Wetrix feel to it. The ability to switch layers is really cool too, and fits in with the theme really well. The bad guys are cool and interesting too.
My only (minor) criticism is I wasn't completely sure how much damage I could take, but that's trivial to implement and, 48 hour jam, not everything can make it in, so it doesn't detract from a great entry.
Nice one.
I WIN! ALL DEAD!
Rofl, my friend was like "Come on, order Domino's", and I was like NOT UNTIL I WIIIIN.
At first I was confused that I couldn't go in some rooms, then I realised how it works.
This game is ingenius, the music is great, I love it. Obvs if you did a full version there'd be space to flesh out the "do a favour" feature, but I could really honestly see this forming the basis of a full game that could be really fun and great.
My friend just added, "Yeah the music was really good actually, I enjoyed it". I could see this having some cool multiplayer element to it too somehow, though off the top of my head I dunno, maybe something like The Ship except racing to kill people, or working together or something.
It's really scary at the start, but I like how there's the difficulty curve that you end up using some of your rooms, and there's less trust, so it doesn't get easier even though there's less people.
Perhaps my favourite game of LD48 so far.
Dude, I don't know if you've realised this, but your game idea is fucking immense and you need to make a post jam version of this, on mobile or something. Swipe action would be awesome.
Like, this is almost a finished, polished game. All it needs are crazy tweening effects, a nicer looking GUI and a proper soundtrack that's more atmospheric and done professionally and you could have a real hit here.
Except one thing in your game mechanic: You need some way of destroying blocks that you "forgot about". If you fuck up and leave one block, that's it, it's a ticking timebomb to your doom. Like.. maybe the floating powerup things destroy all higher levels of the same type?
So I mean like.. you have a spade on layer 1, say that's still around, then you get a spade powerup on level 4, you destroy it and bam, all spades on levels 1-3 are gone. Or maybe like, you destroy every block around a tower for a couple of layers and it topples?
Short of that, which is a bit of a gamebreaker, you have a really great, balanced game here which you could increase the difficulty of by speeding up, add leaderboards or whatever. If I were you I would seriously, seriously throw at least a couple of months into getting this on smartphones (though smartphone is a hard market).
Fantastic game, congrats.
Descent is awesome, the procedural generation is fucking fantastic, Phi is a genius. It just looks, feels and plays great, and I love the six degrees of rotation. You can never go wrong with pixel art on 3D walls either, and the soundtrack is amazing - that plugin's amazing.
Really well done guys. Manchester hype.
Don't know what the problem is. Hard mode was haaard though with the mace, I wasn't really sure how to activate red mode, but got through it nonetheless.
As soon as I saw the knife, I knew what was coming. It's nice that you added a "good" ending too.
Really nice animation, cool style, cool weapon range, cool story, great mood, audio was good, I feel like I've heard the instrument you used before, was it in Sytrus or something?
But yeah, great entry, thanks to SonnyBone for the recommendation.
Game was awesome, although I was really bad at it. The movement arcs of the bad guys are really well done.
I would add mouse controls in the future if I were you by setting the rock velocities to throwpower *(Vector2)(Camera.main.ScreentoWorldPoint(Input.mousePosition)-character.transform.position).normalized, but other than that, absolutely great game, great music, very cool concept that ties in with the theme very well, especially for your first entry.
Hope to see more of your games in the future!
Oh, also, screenshake was awesome, screenshake is always awesome, forgot to add that :P . Nice one.
You somehow took all the worst bits of Wind Waker and made an awesome game, I have no idea how.
The ending was hilarious, the aesthetic was great, the level design was great, it was a nice homage to WW as well what with the triforce. Really calm and relaxing, great set of game mechanics.
Loved every minute, amazing. Definitely checking out your entries in future.
Managed to get 204. Holy shit, just realised this is a COMPO entry and not jam. Fucking hell man, nice job!
Yeah, at first I didn't really get the point of doing the inside of the rocket, but then once things advanced and I was constantly crashing into stuff, it became a case of "why would I ever be on the exterior view?" rofl. I love how the dynamic of the game suddenly shifts from like "I've got this sorted, I'll just drive well and I won't need to worry about repairs" to "OKAY ALL HANDS ON DECK, REPAIR, REPAIR, REPAIR".
Really awesome entry man. Great going. Graphics are great too and theme ties in perfectly.
Awesome guys, especially impressive from streamers. You should stay at it, you've got a good basis here, bosses, good powerups and whatnot. It'd be nice if I could keep my gun upgrades after I die, otherwise I'm a life down in dangerous territory again but with no weapon :P .
Music's really cool too, I like when the postfilter drops.
Obviously fits the theme properly as well.
And welcome to the community! Hope you stick around. Dunno what that other guy's problem is btw. Why even leave a comment if you can't play?
I really like the graphical style, getting together a nice GUI and stuff like that in Unity on such a time limit's tricky, especially the health bar, that stuff looked really good. The voice interpreter was interesting, did you record the lines or do you have some kind of plugin that reads it on the fly?
(Even as I made that comment I feel stupid, surely it's prerecorded). But anyway, dialogue ranged from "wtf" to "looool", game itself was fun after I figured out what to do (I stupidly thought the blood were just scars like.. holes that you'd fall down so I was going for the zits and hairs).
Nice take on the theme. Nice one.
Oh god.. "Choke the Baby".
Dude, your stuff is always epic, you have such a way of making awesome narrative. I can't believe you got me so emotinoally invested in such a small play area. With the lights out, I got that feeling I get playing Amnesia, but I'm really bad at games like this, I hide forever. My damn kid though.
This game is really awesome man, I'm gonna play it a few more times and see what I can find. Nice one. You should definitely win mood btw.
Man, I absolutely love the easing and tweening you've done with all the effects and writing on the screen. There's so many updates too, I love a lot of features. Did overwhelm me a little, but I'm rubbish at micromanagement and choosing what purchases to get etc. (I'm terrible at tower defense e.g.
But this was really well made, visually very pleasing, you really nailed that Vlambeer game "feel", all around a really great entry. Nice one.
I'm just wildly incompetent at this game, I drowned going in a loop on my way to the surface, if I'd just been a little quicker I would've had a fairly decent score, but alas, I'm terrible.
Controlled really fluidly, fit the theme really well and the soundtrack was awesome too, I really like how the music changes as you go deeper, and the visuals too, you manage to make it look really sweet even just using single colour backgrounds.
Another great game, I look forward to your future ones.
Oh maaaaaan, this brings back memories, did you ever play Jezzball? This is a much better version of that though, since you can control your direction mid cut and destroy badguys here.
And this is basically ready to go for Android, you could pop admob in, do a tiny bit of tweaking and pop this on the Play Store in a couple of weeks time. It's a really good idea, and I haven't seen anything similar since Jezzball, so that was like 20 years ago - the simplest ideas are usually the best ones, this could do well.
I would make the red lines fluorescent so you can see them better when the background's red. Other than that, no complaints, really cool entry, and fits the theme well. Nice one.
This really felt like an Edmund McMillen game right from the start. And I love Edmund McMillen games.
First couple of playthroughs I didn't really understand I was supposed to avoid the badstuff. Then I died in room 20. Then I won in 1:10. I just ate a lot of meat and then did speed, had a bit of weed but remembered, got slowed down by 1 beer. I guess this is completeable in 40-50 seconds?
Anyway, really enjoyed the narrative, music was great, mood was amazing, was very fun and well made, controlled well. Enjoyed it a lot, as usual. Nice one man.
Best in the series so far. They just keep getting better. Really enjoyed this, you really improved on the dialogue system. Story was great, even made sense in a non illa setting.
The way you used the theme was fantastic, really enjoyed the medieval stuff. Enjoyed using Konrad a lot too. Only thing I'd have liked to have been able to do is speed up enemy turns (like in Advance Wars). Got very tense at the end, almost lost, but got there. Really good job, nice one.
I am a sucker for tactics games though ;) . And I love to see a good one made for a jam like this.
Haha, your games' style is always so great man. Made a really solid multiplayer game here. I'm definitely going to try it out later against a non AI.
Very amusing, you nailed game feel, nailed it graphically, the projectile weapons etc. are great. I love it. Especially all the different characters and various stereotypes. Great audio too.
Just great submission all round, nice one.
Other than the winning glitch at the end (let's not mention that :P), really solid entry. Enjoyed the buying mechanic (though I think the shop should've used Enter to enter instead of space so I could fight next to the shop).
I think it was just the right level of difficulty in that at the point where I really got good at the game I was on my "Damn it, this is my last try", and then nailed it. The various enemy types were cool and it had a nice Castlevania feel to it. It was cool that you could run or pace it too and dodge around stuff, and there's the whole thing of "Do I wait and play it safe but expose myself to more randomly spawned enemies, or do I jog through and try to get to the shop?"
Nice one man. And welcome to LD! I look forward to your future games.
Mate, this game trolled the shit out of me, as Atmospherium well knows as he watched the playthrough. Really cool concept, absolutely loved the page turning effect, gave up on the crate puzzle and pressed K though, far too difficult for me :P . But "too difficult" is generally good, I prefer that to too easy.
Really interesting mechanic, and I like how it takes the sort of Zelda/PokΓ©mon/Tales/Golden Sun puzzles and makes an entire game of it. Very nice. Soundtrack was cool and really went with the pace too. Fantastic job guys.
Got addicted to this. Played it for about an hour and complete every level. Enjoyed thoroughly. The only thing that minorly grated on me was the music speeding up and getting tense arbitrarily (and by arbitrarily I mean "when the track was ending"). Like, I would've preferred just the standard beat over and over forever.
But other than that minor gripe, absolutely perfect, enjoyed the shit out of it, great game and great use of the theme.
Great game idea. Yeah, like someone said, it's a bit like bumper balls in Mario Party except you switched it up with the rolling mechanic, which makes it a lot more interesting, scaling the size.
I also spent far too long trying to make them perfectly smash each other so they'd blow up simultaneously. At one point realised I'd spend the past 5 minutes rolling back and forth, increasing its size and then removing the exact same size again, bit of an optical illusion, felt like it was continually getting smaller but I pretty much reached the minimum size rofl.
But yeah, great effort, nice one. Go England and all that too.
For me, game feel's the most important thing, and you nailed the feel here. I really like throwing things against the wall, catching them, spinning and continuing.
Amusing too.
Nice one.
My arm is now jelly, went for the triple click enter+return+left click strategy.
It was better when there was someone else playing with snowstorms etc.
Hopefully you can get some traction and get a lot of people playing at once, then it'll be pimping.
Nice one.
THIS IS FUCKING AWESOME. HOLY SHIT.
This is honestly my favourite game so far, and one of the only genuinely funny Ludum Dare games I've ever played.
Like, this is just awesome. Normally when I leave a comment I'll try and leave a piece of constructive criticism, but I honestly have none for this, it's exceptional. Gotta send this to SonnyBone, he'll love this.
:( I got 36.
Really nice first entry, I really like the low poly style of it. Funny that you chose to sing Carol of the Bells. You can always search for royalty free music if you're entering the jam :P .
Good that you got the collisions to still be functional while changing the transform.localScale too.
Nice work! Welcome to the Ludum Dare community!
43430. I'm going to go ahead and assume that's vastly lower than your score.
Dynamite for the win. Played without looking at the controls as usual, figured out everything except dynamite and got ~13k the first two times, looked up controls, spammed dynamite everywhere :P .
Interesting use of the theme, I like that you used such a small resolution as well, I found it difficult to get anything good even out of 1920x1080 with one screen, but here you managed that just fine at a fraction of that.
Nice one.
Polished to fuck as usual, this category was always going to be perfect for you. Loved the dialogue, especially Rudolph's.
Rudolph was tough, but I hid round the fence and walked off while he was picking up snow.
I was only a medium santa :( . 47%.
5/5 for Festive Spirit too.
Cheers! Yeah, that's a problem with LD I guess, rating is generally a lonely process, which is why I threw in single player. Game was originally designed to be MP.
If you do end up trying it, might be worth trying Coop, by letting Player 2 win Battle mode and then choosing Onslaught.
I absolutely loved the bits where the snowman was laughing, probably the funniest thing I've seen this jam.
Exceptionally well put together for your first 3D game too. So many mechanics, and clever use of the theme.
This is fantastic.
Yeaaah, giant purple guy, take that.
Those spiders didn't stand a chance against my mighty tree army.
I guess the thing is here, it's possible to make it really easy for yourself by just upgrading the fuck out of everything before you start battling. Which is what I did. But I still enjoyed bestowing the wrath of the ents upon my purple victim.
Nice one.
Awesome, such a clever use of the theme. Sound is done superbly, mood is great, and just overall a fun game. Really well done!
Also, Manchester Hype! You should come do Global Game Jam, I'm setting up a jamsite in Madlab on the 17th-18th of January.
I messed this up a bit. I had Ricky at the door to prop it open, but I clicked "kick it open" and he left and the others all died. Then I killed Chris. Alas.
Fun idea, and well executed. Nice one.
A lot of depth and complexity to this for a jam game, bunch of cool systems etc.
If you tightened up the camera a bit and added some more modules and enemy types, and a story, this could make a great post-LD game.
Fun concept. Extremely difficult :P .
The raycasting would be nicer if it cast towards the position of the mouse to a distance of infinity (or at least enough to go off the edge of the screen) rather than only shooting to the position of the mouse.
Otherwise, fun entry. Nicely done.
Really cool game, I think I was pretty bad at it though, only got to wave 6.
You should try out velocity prediction with regards to the bullet fire, that'd be a cool extra for things like this. But the core game works well, enjoyable. Works both as a sort of.. dodging simulator and an attacking game. Nice one.
God fucking damnit man. This is cheeky as shit. I was saying on stream, "There will be one person who takes the theme and does something fucking genius with it, and we'll all be like 'Why didn't we think of that?' ".
I really wish I'd thought of this, this is just fucking.. genius.. groaaar. God damnit.
Just too good, literally grinning my face off just at the thought that you've done this.
Gorgeous. Reminds me of Bastion. Really like the narrative with the giant eye in the sky etc, and the diversity of weapons.
At a few points it feels like it's impossible to get away from them (like, at the beginning before any platforms have spawned) and like I'm doomed, but that's a minor gripe for an otherwise greatly polished game. Nice one.
"I could've made this game a lot harder you know"
LOL.
I was like.. laughing out loud, I'm on skype to my artist at the same time and I was just like "I don't understand why I'm having so much fun with this". Extremely funny, very good concept.
The music as well was really on point, my artist was laughing at me because I was bobbing my head and properly getting into it, rofl.
I love little games like this that are really simple and I just get into, that are a proper level of difficulty. It really brought back memories of my first Ludum Dare where I just played a bunch of everything rather than the ones that get on indiegames.com. These types of games are what Ludum Dare is about for me.
I especially like that when the blocks are invisible, and you have to use the bottom one, and it's just a massive "fuck you", rofl.
10/10
Needs more butter though.
Absolutely beautiful, Lizzy's art is always amazingly good.
I got to a point where I could defeat all the fish by just spinning on the spot between two of the.. pear seeds? So I let my ardvark die. :(
But yeah, game's fun, music's great, visuals are absolutely exceptional. Also, do you have some kind of obsession with Aardvarks? :P
Man, Dat Music.
Yeah, this is great. You should totally allow voting for mood, this game had mood.
Very addictive feel. I'd like keyboard controls too.
I just tried to get 69,000 points because I'm really mature. Got 69006.
Good idea and well executed. I like the text too, and the pun title was pretty funny. It'd be nice if every time you hit someone you got more points so you could risk getting close to people for extra profit, but yeah, well done.
That was extremely impressive. I went outside without the shotgun and got killed by the monster :(((( . I'll have to play again, but yeah.. this was extremely impressive. The art was amazing.
The sound was perfect too, exactly the right tone, nothing overstated. And the monster was horrifying. Lovely game.
22/22
'nuff said.
Had problems in Firefox at first with resolution, just like.. some of the stuff wasn't sized correctly, but moved to Chrome and it worked great.
You already know the One Take formula is fantastic so it's great to see more similar things. I really enjoyed the dialogue too, especially the Romeo scene (and the expression on the Cowboy's face).
Fun memory stuff. I think it'd be interesting if you expanded on this to have a mode where you can see the script while you play but the timer is just going ridiculously fast. Like, you basically get the command on autoqueue then have to direct th- actually, having said that, that would literally just be simon says, yeah nevermind. Rofl.
But yeah, looks great, as usual, plays great as usual. Nice one.
This is intense. I'm always consistently impressed at how much you manage to implement. There's an amazing amount of complexity here.
I was promised a pong machine, but I only got a ping machine.
So, this was a really cool idea. I guess there could've been more to it, maybe stuff like dragging around the window would do things and whatnot, or there was some way to actually use the transparent stuff (no idea how you would use that though), but it was a fun end and rewarding.
Nice one.
Oh, also music was really catchy and cool.
As part of feedback loop, I don't really know what to say - fantastic presentation, looks great. I can't really think of improvements other than adding more rooms and making the AI trickier.
Well done for doing AI too, it's always good to do that with local multiplayer jam games.
I honestly don't have any other feedback that hasn't been said - solid, fun entry.
First of all: This is fucking awesome, I love it, I want to see you do something with this. The graphics are gorgeous, I love your image effects like the smoke, you do it to perfection, especially on the game over screen and start screen. I think the main character could be drawn more distinctively but the concept behind him is very cool. The audio is fucking fantastic as well, masterpiece, you donβt need me to tell you that. I played the game until I upgraded all the bars and then one more round.
Secondly: You know yourself the game needs an ending/boss etc. and you probably know it could do with more enemies/more meaningful combat.
Hereβs my thorough feedback otherwise:
- The game over screen is beautiful, but it should be possible to skip past it quickly.
- Enemies can be invisible in crevices when thereβs a wall above and below them, which leads to some damage that feels unfair.
- I think the hitboxes are a problem. I found if I attacked down I got absolutely hammered, but if I attacked sideways I could just tap spacebar over and over and not get hit.
- Likewise, with my super form, if Iβm on the top edge of a wall I canβt fire sideways or it hits the wall.
- The enemies bounce a fair bit, which can lead to problems when thereβs a big bunch of them and one of them can get super speed suddenly.
- At the beginning it felt a bit mean not having regular intervals with orbs, e.g. one on every floor or every other floor, and at the end it was strange encountering 2 orbs on one floor.
- Obviously itβs jam AI, but also obvs that could be improved. Particularly with the use of breadcrumbs. If you kept a list of the playerβs previous coordinates for the past couple of seconds, the enemies could do some calculation like.. if they canβt see the player, they can iterate through the list until they can see one of those breadcrumbs, at which point they can home in on that. I understand though that with timeframes like this it makes sense that they just walk at you.
- When I upgrade max hp, I donβt have fully maxed out health in my next round. I donβt know if this was a bug or design choice, but it felt a little mean that every other upgrade instantly applies some benefit to me but this one only helps if I go kill enemies for hp.
- Itβd be nice if my super bar carried over between lives so I could conserve it at the end.
- Perhaps consider putting fade times on coins so that it encourages people to go Rambo a bit more when theyβve just killed a bunch of enemies rather than hiding in corridors the whole time. This might become an obsolete point if the combat is changed.
- The last melee damage and ranged damage upgrades are pointless in this version of the game as you can already 1 hit kill things without them.
- Coins should go faster than me regardless of my move speed if Iβm collecting them.
- I should be able to detransform (even if I lose my whole bar from it, or perhaps the initial transform burst should instantly remove quarter of the bar and then the rest is extended a bit so that you canβt just keep transforming, hit one thing, transform to get the initial burst bonus), especially after Iβve killed all the enemies. By the end I felt trapped in my super mode.
- The top upgrade of transform time on the bar was interesting, it goes from halfway to full way? Is that intentional to give the player superpowers for the last upgrade?
- There is very little incentive at the beginning to upgrade your super form when really health and damage are the main things. Especially since you can one hit kill things eventually, since itβs not that dangerous to just stand sideways spamming space the super form is just a bonus, and besides itβs safer to upgrade the form that allows you to access your super form than to upgrade your super form.
- One last thing is just a bug. I found a bug where I would go invisible underneath the floor, as would the enemies, and some of the wall decals werenβt spawning. I took screenshots if youβre interested but I think you may well know about this already?
Itβs a fucking great game. I would love to see more of this. Probably my favourite game of yours so far just because the presentationβs fantastic and itβs really my kind of game. Amazing for your first roguelike.
So, to start: Audio was fantastic.
I find it hard to give a lot of feedback on stuff like this because it's a tight game and it seems you achieved everything you set out to. It looks great, the colour swapping of the palette is cool, you've made a great transition to Unity.
With the easter eggs.. I felt like I was missing something. Like the bit where you jump on a platform underneath. There's text there but it would've been nice to find some more remote platforms I could fly to in the middle of nowhere. Or maybe they exist and I'm just dumb and missed them. Also I would've liked the bit where I shoot at the blob and charge him up to have lasted longer, it felt like I might have skipped something because it went from charging him to instantly the heart screen.
Also the falling paint felt like it should recharge me.
There was one section where I got frustrated with the walljumping. I feel like I shouldn't have to hold down the direction towards the wall to keep ready to walljump, but I guess that's part of the engine, pushing you back from the wall? I found that frustrating when I was trying to jump right off a left wall or vice versa or on very thing platforms trying to be delicate and not overshoot.
But all those are minor gripes, it's a fantastic game as I'm sure you're already aware, and the sweat throwing system is very cool. Nice one.
Fun game once I knew what was going on, but a bit difficult to understand at first. Loads of functions going on and UI elements. Also, you know how my advice about using Eiradir games :P .
Sucks about the Unreal glitch, but it's nice seeing an Unreal game this time.
The music was really, really good in the boss. Nice job on Konrad's part.
Not your best game and you know that, but nonetheless an interesting entry with lots of cool features.
Fun entry. I found it hard to use the lightning though, and I wasn't completely sure how to recharge it. The black c- oh right yeah obviously the black clouds. Either way, too late because I ended up dying :( .
Bad times.
But yeah, otherwise, a fun game, good amount of depth to it, cool weapons etc. . Nice one.
Your graphics are getting better each time. As always, incredibly polished. I love your dialogue system, zooms, effect when the baby gets eaten etc. etc.
Perhaps randomisation of the toys wouldβve been good? Though for a jam I suppose it alleviates frustration if you can work out exactly where all the toys are.
The lighting system and character design are great. Audio is great too, though a separate track for being chased wouldβve been cool.
I normally dislike games like this where you have to hide, especially adding that you have to protect something too and you have limited ammo which you canβt always guarantee will hit β I normally get stressed by games like this, but the low βhealthβ of the dinosaur made it alright.
Overall, great entry as always. I canβt really think of any criticisms other than little things like.. the first time I respawned I was like βugh, I have to do the cutscenes again?β but after playing it again I realised itβs only like 10-20 seconds so itβs not really a problem. I would personally probably have tried to find a way to fade in during the phonecall without it breaking the immersion. But thatβs a really minor gripe for a great entry.
Yeah that's the joy of being around at the beginning. It'll hopefully pick up in a bit.
I'm currently at A Maze in Berlin and because I haven't rated any games yet or posted about this there's very few players unless we play in a group.
Tbh I like it that way for now because it'd best to play multiplayer. If you want I can organise another match and tweet you when we're playing. Alternatively if you add me on skype (alexrose12345), I know that's a bit odd for an ld game but it'd be the best way of making sure there's a match going short of getting friends to play at the same time. That goes for anyone who wants to play too.
Yeah, it would've been nice to go full katamari with this or have enemies to kill, but I'm sure you know that.
Control scheme was nice, orb absorption was pretty, the music was good as always and the concept was cool, just needed a bit more content I guess.
Holy fucking shit Phi, this was fucking AMAZING.
Normally with metroidvania games I get really bored, but the physics engine was tight, the game was polished as shit, the experience was extremely compelling, all the upgrades were cool, and the ores weren't frustrating to find.
Like, holy fuck man, this is in-fucking-credible on all counts. Nice one!
Gorgeous as always, and a fun take on the adventure game. Enjoyed the combat system and thought the actual inventory/interaction system was great, along with some awesome dialogue and a neat idea.
I'd love to see you take something like this further.
So, the soundtrack's great and the SFX. The game is beautiful. I love the image effects - the chromatic abberation etc. looks awesome.
I also really like the level design.
Okay, so.. constructive feedback I think think of for the feedback loop:
I played on keyboard. I wasn't such a fan of the controls. I found that if I attempted to move a little I'd move more than I'd expect pretty often or not decelerate to where I want to. That's something I'd improve at as a player over time I guess, and it's something that would be absolutely fine in a platformer, but in a game where I have very little health and I have to get extremely close to things and hit them, it can be really frustrating.
The implementation of the orb and the puzzles around it were great. I'm not a personal fan of games where you carry and throw stuff, especially when you have digital controls and can't aim. I spent the vast majority of the game walking back to pick up my orb and throwing it again because the trajectory wasn't off. There were a couple of times when I would've ragequitted if it wasn't you whose game I was playing, carrying the orb carefully up a giant stairacse and then bam, it flies away and falls off the bottom of the screen, after tonnes of careful progress. I wouldn't mind, but it doesn't feel like my fault as a player.
Also, dropping the orb was fiddly. I would like if I could just slash my weapon to drop the orb and hit simultaneously, so in quick situations where I'm in combat I can quickly react.
I know WASD+mouse restricts gamepad use, but I think if the orb was mouse controlled, or you could use the right gamepad stick to aim it, this would've been a much better experience.
Oh also, one level it felt like the best way of completing it was to throw the orb in the water, jump in the water, pick up the orb and get out? When I have 2 hp having to use 1 hp to get out of the room when there are enemies feels mean. And when I can't hit an enemy that's above me standing on a platform because it's on the top left of me, but when I jump I still take damage.. just little things like that, I feel like giving the player more leeway so they get frustrated at their own lack of skill rather than the game would be nice.
However, these are minor gripes for a game which overall is fantastic as usual. Polished as fuck, beautiful, the text is interesting and moving, the level design is great as I said and the core mechanic is very cool and great with the theme. I especially like how the light diameter decreases when you slash, and all the image effects. Nice one.
I played 42 waves and then my browser page crashed :( . I could rejoin but I think that's a reasonable place to stop given that 80% of the keyboard had been upgraded to red keys by that point.
I feel like some of the effects are pretty useless. The ones where you hold, for instance. If I can do several hits in the time I can hold a key, I don't see the point holding the key (especially since my keyboard doesn't allow you to press too many keys simultaneously).
Also, the waves didn't get harder, they pretty much got easier as I got more money per round, and I just had all arrows pointing to the centre of the keyboard for the whole game then gradually built up red keys from space up to T/Y. The only time I had to repair in the whole game was when I accidentally clicked on a slow loading application and had to wait for the program to pop up before I could tab back to the browser and keep going. So.. I think some balance is needed to stop it from being too easy. Nonetheless, it was fun to upgrade everything. It'd be nice to get a couple more effects.
The initial UI and explanation could be prettier and better explained too I guess but generally a great effrot and one of the best games I've played this time around.
Nice one.
I love rhythm games, and this was really fun. Great presentation visually too.
My only gripe is that it is immediately obvious when the demons are coming. Like, if I get a string of blue and red demons simultaneously, I can't immediately tell if they're on the offbeat and have to be played consecutively or whether I'm supposed to play both at once. I feel like there should be some kind of clearer indication of when the notes should be played.
I think the problem originates from the source of the demons oscillating, so they're always coming in at different angles, and while it's a nice looking effect, I feel like you then need something else to make it clear whether they're on the offbeat or not.
Either way, really tight game with some cool tracks. Nice one.
This is really cool. The light system is fantastic with regards to going round corners etc, that must have been a real pain in the arse to implement.
I would've liked the torch to have slerped to my orientation faster. It feels weird when there's a disconnect between what I'm doing and what the game's doing.
Exceptional in building mood, the gorgon is fucking TERRIFYING. The lack of music I think is actually a positive thing too - perhaps just some general atmospheric noise would've been nice.
Great entry.
The game's absolutely hilarious, graphics are wonderful, it's a classic Sheepolution extravaganza.
The only thing I don't like about it is that, unlike most games where the more you play something the easier it seems to get, in this instance it just seems to get harder since you use up all your small/large words.
I don't know how to solve that problem though (although a nicer respawn at the boss would help).
It's also fucking hilarious. Like, it should definitely win humour.
There's not much more I can add to that, you know you made something great here and so does everyone else lol.
Okay so first thing's first - I somehow didn't actually yet know the rules of Conway's Game of Life when I started playing, so it was educational for a start.
The music syncing with the gameplay and the different layers of music for different events were very cool. Would've been nice to have a speedup button a la Chu Chu Rocket.
Was a fun learning experience. I found a lot of it to be trial and error though because I didn't know what the effects would be, but that's my bad really.
Very cool that you included a map editor too, and really helpful tutorial. Graphics are basic but cool and fitting, tutorial was also humourous. Great use of the theme.
I still have 4 levels to complete and I'm going to do that now but I wanted to make sure I get a rating and some feedback in before the deadline.
Great work as usual, I love seeing the range of games you make.
Yeah, I took on too much stuff for a jam. Shouldn't have tried an RTS :( . To be honest, I shouldn't have done the spy system. It seemed like a really cool idea but it doesn't actually play very well and it took the vast majority of the jam. If I'd scrapped the whole "non realtime knowledge" thing I could've added loads more of the other stuff I wanted. Alas. Maybe next time.
To be honest, I'm really disillusioned with this game now and it makes me not want to work on it again, feels like the first time I've properly failed a jam since Ludum Dare 26 (when I had a finished game but it had a restart glitch).
Cheers for the kind words in spite of that though. It's a fixer upper.
I really like the art style as you know, (though it's so vivid it can actually be distracting :P )
In terms of the gameplay, I often found it hard to intentionally do what I wanted, and it felt like luck when I managed to do stuff. Like.. if I wanted to turn around, I just found it really hard to do that? Or get into a hole?
My solution to the holes was to just face the wrong way and use the bullet recoil to get to the other side, without shooting I dunno how I'd do it.
But then, the shooting felt like a pointless extra. Like, if collecting the hearts had given something at the end, even just a heart count, it might've felt worth it, but even then, I found it difficult to collect the hearts after I killed the clouds. Sometimes I'd just get to the exit and wouldn't be able to turn around and collect the hearts as hard as I'd try. It would've been nice to have had some sort of narrative or conclusion.
Either way, one of your most interesting graphical styles. Nice one.
Really interesting idea. Game looks awesome. Especially the uhh.. wire attachy thing with the sort of.. rope physics. Feels really good.
I was confused at first on how to open the guard seals, and I had to back out of the game to find you had to use the mouse, it'd be nice to have had an explanation, but otherwise it was cool.
In terms of the gameplay, this is a really good basis. It'd be nice to have more robot types like.. ones that can float above pits and shit like that to solve puzzles. I found the purple bots completely useless, as it was easier to just warp into all the guard bots (and warp into grey bots in between) until all of the bots were gone. It changed up when there was a power bot but I just stayed out of its range and fired rockets.
The ending as well, is there an alternative ending? It would've been nice if so. I felt like that guy was the antagonist, so my immediately response to him saying "hey he can end it now" was to put the pin into "restart" and restart the level, which meant I had to watch the cutscene again. It'd be nice to be able to defy the machine, portal style.
But yeah, I think you have a really good basis for a game here, it looks fucking awesome. Music is awesome too. My favourite game so far.
Nice one.
rofl, fair enough everyone on the weed thing, just wanted to do something really dumb for once and have a narrative, but one that contained the word "growth" as many times as possible.
And I feel bad about the art too but we didn't get a death animation etc, the character art was implemented during submission hour - very backloaded jam as I was exhibiting on Saturday/Sunday.
@Claw: Yeah, I agree, I really wanted to add leaderboards but couldn't get them in in time, so it was important to me to leave the second button "R" for resetting the speedrun. Alas.
I dunno what to say man, every time I do Ludum Dare I base my game around the theme and people always say my interpretations are too vague, so this time I used both themes, took a genre of game that typically uses 3 buttons minimum and made it 1 button then added the speedrunning button, for growth I literally made the game about growing plants inside a growth that got grown.
Everything in the game from the entire ground up was entirely based on the themes, nothing in the game whatsoever from the gameplay to the art style to the sound effects (which were sampled with a bong), to the music, to the topic would've ever existed without them.
Honestly, I find it incredibly frustrating, there's 3 interpretations of "growth" in the setting and the entire game is two button controls, I don't get how a game that is 100% based entirely on the themes is a "stretch". I'm not saying it's a great interpretation or that it's a creative or innovative use of the theme, but I think it's totally unfair to call it a stretch when the entire development was based around the theme at every point.
Oh yeah - I definitely don't think theme's worth more than a 3. But I feel like "a stretch" implies like a 1 or a 2, and I think that would be unfair.
Really nice looking, pretty fun. I glitched through the majority of it but it was a fun exploration game. Would've liked shadows for the jumps, 3d platforming is always tough. Also the last boss was a bit anticlimactic. But generally very nice, I like the character design a lot too and the UI.
As usual, beautiful execution. UI is lovely. Game is balanced well. It would've been nice to have a button to swap to the "recipe list" (I get the two button thing though).
Fits both themes well. Looks gorgeous. Ambient sounds are nice, unrepetitive and fit the game very well. Very moody too.
Great job.
Tonne of content, took ages, was very fun. Encountered a bunch of glitches that were a little frustrating and required lots of restarts, but that comes with the territory of making a large game during a jam. Nice graphic effects as usual.
I can't really fault it, really good job.
Game looks nice. I like the atmospheric space music lol.
It's too hard for me, but the concept is solid and the tile types are correct, the animation of the rockets etc. and how you can see them actually doing shit is cool, I do really like the idea and execution, it's just this type of game isn't for me.
Okay, the ending is hilarious, I love how it makes you feel mean and then just flips it around like "ha, whatever".
I really liked the pikmin vibe. My initial thought playing the game was that the moving speed is a bit slow. I got used to it and.. I guess maybe it might be a thing for balance that you shouldn't move too fast? But yeah.
The pink ones were occasionally frustratingly bad at their job, staying out of range of the crocodile things, which was bad since they're the only real danger in the game. Also I think the crocodiles could've done with more forecasting, sound perhaps? The two times I died it came from crocodiles I wasn't even aware of suddenly coming up beneath me, not sure the little waggly graphic is entirely sufficient.
But those are just minor things on what is overall a very solid entry. The music is fucking awesome, nice one Fenn, as well as the art, and the gameplay was interesting.
Nice one.
So, the game was really good, to start. As I gave you running commentary I think you know how I feel about it anyway. It was very clever.
Now for the LD Feedback loop stuff. My feedback is really more of an opinion from just me this time so I'm not sure how valuable it is but still:
As I said, I got a bit confused about the mechanic at first, like.. I didn't fully understand the capabilities of what I could do until much later. But it wasn't like an "aha" moment thing, it was more like a "brute force trial and error" thing where I felt it could've been introduced in slightly smaller steps to make me fully understand it.
I mean, at first I was playing it like a platformer, but by the end I was examining levels, thinking about it and then deducing the solution, which worked. Like, I'd almost call it a puzzle game with platforming elements. The point of the game is to solve it.
And I think something that kinda threw me off about that is that there are levels which aren't about solving a solution, they're about twitch platforming. I feel almost like there's two games here, the boss levels and the normal levels, and honestly I think the puzzley levels are all you need - those bits of gameplay felt unique, while the platforming bits felt like another twitch platformer (of which there are loads, I am also guilty of contributing to this problem) but with a reduced field of view.
I don't think those levels really explored the mechanic in the same way the other levels did - they didn't involve the stake/window stretching feature at all and I think that was your great idea here, the unique, interesting mechanic, I don't think you needed the other stuff.
Either way, it wasn't like the platforming bits were /bad/, they played well and they weren't too frustrating, they just felt a bit unnecessary. But again, that's just a personal opinion and I can see how someone would completely disagree with me and think the bosses enrich the game experience so whatevs.
It's another great game man, you strike again. Good job.
It's a novel idea. It improves a lot towards the end. I think you could skip a lot of the first 8 levels, they aren't really about thinking, just dragging and dropping, and by the third level you already understand the concept.
However, after that it picks up a lot and gets much better.
The only thing I can think of to improve the game would be snapping. It's clear the player is only ever going to want to put a dot into the corner of a shape, so it would make sense to just instantly snap any dots within a reasonable range of the corner so you don't spend a while meticulously moving things to just the right point.
Good use of the theme, audio is decent. Nice one.
Looked rad as fuck. I was really confused in the beginning, I think it could've been slightly better explained. I came back to look for a control description on this page and found nothing. I mean, I worked it out after a couple of minutes but still, my start to the game was pretty clumsy, it wasn't until I got to the second orb thing that I knew I could even transform. Found a gamebreaking bug where the trees disappear too :P.
Physics/controls are really nice, looks amazing (technically very impressive too, is this fake 3d?! looks low poly!), pretty funny. Good entry all round.
Thanks guys!
Enjoying the comments, for once I can tell who completed the game rofl.
Nice idea, graphics were cool, good fit for the theme.
I felt the gravity was a bit heavy. The main thing though was that I feel the shapeshifting should've been a "hold" rather than a "press" thing. If I shapeshift too early before the guard sees me, I unshapeshift right in front of him. If I shapeshift in front of him he still gets me.
I ended up finding it way less hassle to just jump on their head all the time and ended up never shifting. It'd be nice to have other forms too.
Other than that, solid entry. Nice one.
Tried in firefox and chrome to drag the attractors into full screen to no avail.
It was very funny, the falling animation was hilarious. I think gameplay wise it wasn't the best thing you've come up with but I also realise that wasn't really the point, it was just a fun project with a mate. In that, you've succeeded very well. The "soundtrack" is great too.
Only think I would've changed is making the kitchen more destructable or not making it so it was salt and pepper or whatever, really small things you had to destroy, first time I went in there I couldn't tell what I had to kill at all.
Think you might be a contender for the humour medal.
Nice one.
I found all my friends. It was stressful.
Okay, so, I thought the game was pretty cool. I wasn't sold on the idea until the bit where you could fly around on platforms and move them left to right, that was super cool.
Like, I can't deal with games like this and metroidvanias though, they stress me out so much. When I have like 5 available corridors I'm like "what if I don't go to them in the right order and I progress too far through the game in the wrong direction?"
As it was, the design was good enough that you naturally end up getting all the friends as you go along anyway, but like.. I dunno, I just can't personally cope with that level of stress of opening 4 available paths at once. That's a problem with me anyway.
One thing was, I thought a couple of areas were poorly checkpointed. One area I died in and had to redo a very large puzzle. Another I managed to do first try (near the end) but I was thoroughly stressed throughout - I was well aware that if I made any small mistake I would be put back a very long way.
All in all though, great.
Oh also, I especially liked the death animation.
Yay, I obtained the jam.
STOP MAKING BEAR GAMES, THERE'S NOT ENOUGH ROOM FOR THE BEARTH OF US.
There were a lot of instant death givers for a game with a health system, I think if the tower was taller with checkpoints or something it would feel less high stakes (in a good way). But for jam timing, good job. And gratz on the first jam Emil.
I showed those balloons who's boss.
Lots of content, only problem was some of it wasn't so self explanatory (I guess each well = +1 ghost, and there's no 4th of 5th item to unlock?)
Also the boss had too much hp, I mean.. I managed to glitch him into a position where he couldn't hurt me and he still fucking annihilated me. Especially when combat was such a non-part of the game because you could just right click the spiders and didn't even need to cast for the vast majority of the game, to throw that on me was hard.
Also uhh.. I'd been researching something other than barriers at the beginning. Then I found lava. Then I was like SHIT SHIT SHIT. Luckily it was far enough away from the base that I threw all my money into it and I researched it in time. Then I was like.. fuck, I need money to actually build this too, ran off, very very luckily still made it out.
Managed to research everything by building round the backs of walls.
Also it seemed like torches were unnecessary? If I built far enough it would light up anyway. OR WORST CASE SCENARIO BUILD INTO SOME LAVA AMIRITE.
But yeah, I can imagine what with the pathfinding, the mining system, the progression, level design etc. that this would've been a pretty ram packed jam for you, you did a good job.
Audio I found at the beginning felt a bit ":D :D :D" when I was expecting a sombre cavernous exploration tone but whatever.
Theme, I mean.. it's a room, the theme sucks, we all know this.
Oh also, and I'm sure you know this already, but my ghosts kept getting stuck and I would have to get themselves to mine themselves out of the walls, but overall it felt fair and balanced (except for boss) and I had fun with it.
The visual effects were really cool, Tijmen style as usual. I couldn't figure out how to stack the damn blocks.
Why isn't this a sex game tho
Uhhh, you can click the options, you have to convince them of what to do, it's a complete game.
There's 16 people you have to interact with including Mike.
Managore, can you let some of the rest of us stand a chance some time?
I have really nothing else to say, it is what it is, it's definitely going to get gold in innovation, probs gold in overall too.
So.. congrats in advance. lol.
Very Megamany.
Magma OP.
Cool game dewd.
Hey Nathan! Nice job, liked the balancing and the variety of enemies. I tried for ages but couldn't find a winning strategy eventually, the executioners would keep wrecking me unless I increased health but then I can't dodge the aliens very well :p .
But, cool idea, nice one.
10/10
I'LL GET YOU NEXT TIME, DOCTOR COPTER.
I think if I didn't know you I might've assumed there wasn't a game after the simulation was over, but I'm glad I assumed there was more. It was fun. Liked the music, liked the boss.
good game, make faster
:P
Okay, so, I understand that it's 8504. I had to brute force the 0 digit though (but obvs brute force = get it first time when it's 0), because the 0 looked like a 6. I was like, how is 6015 supposed to be right?
Was Clue 4 a simpsons reference? http://vignette2.wikia.nocookie.net/simpsons/images/0/00/The_answer_is_6.png/revision/latest?cb=20111208022401
I'd recommend lighting the textures that are necessary for puzzles just so it's a bit clearer and there's no misreadings like I did on the chair.
Is the 8 supposed to come from the hour hand of the clock pointing to 8.
Either way, gratz on the first LD, good adheration to the theme, decent graphics/sfx, good mood, nice one.
It's fun, but a couple of things I think could be improved
1. There is almost no danger going off the side of the screen, so the optimal strategy is to never stay in the centre of the screen and instead just ping around the outsides. To this effect you can actually just spam space from beginning to end and complete the entire game without dying. Either if you couldn't wrap off the screen or there was some danger, it would feel more skilled based.
2. The stakes don't really ramp up that much with the gameplay, it feels almost like the same difficulty of level randomly generated rather than a difficulty curve.
But, cool idea, nicely executed, fits the theme etc. etc.
Nice one.
omg Will this game is FUCKING DOOOOOOOOOOOOOOOOOOPE
looool the ending. And I found you. What a hunk.
This is the winner for me.
JOEL THIS GAME IS TOO BIG.
Like, you went overboard. If I were you I'd just.. make one world that's super fun instead of making 3 jillion worlds.
wow
MANAGOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOORE
I LOST LIKE 20 TIMES.
I WANTED TO SEE THE END, BUT FUCK THIS GAME.
10/10
I got wiped out eventually. My energy was always max, but as soon as I reached a crisis and I didn't have the cards available, there wasn't much I could do. Especially when the mines collapsed, I had a tonne of mines and refineries but the quantity of metal was decreasing more every turn than the amount I was generating, so it was impossible to make any new buildings. Because of this, I couldn't draw any new cards - there was pretty much nothing I could do for a bunch of turns.
The crises feel a bit overpowered perhaps.
But otherwise, a cool entry. Nice work.
Needs more sexyback.
The thing that majorly irked me about this is that when you get hit, and flash (which generally in games gives you an invicibility state), you instead cannot move, which (especially against gel monsters) puts you in a position to get hit like 3 times in a row without being able to actually input or do anything about it, which just means like.. it's the game's fault and not my fault.
Looks great, great for theme, sounds.. I mean.. procedural, lol. It's definitely cool but it feels like it could've done with someone else playtesting it for a bit, I think with some very small changes this could be super cool.
Art style is super dope. Theme was decent. Good job all round. Nice one!
Very vivid use of colours, nice shaders. Fits the theme. I would've made the death fade out quicker, so it's faster to get back into the action.
Music is nice.
Bit unforgiving in that I can only take one hit, but it's reasonably fair. Also, mouse should be centrally locked ideally.
All around, cool title!
Reminded me a bit of Morrowind with the birds being a bit like Cliff Racers. The weapon occasionally was rendered after the walls, maybe should be on its own camera. Also the guys in the cave would ram me into the walls. I played a few times with both characters, character controller felt alright, fit the theme.
Nice one.
VERY AMUSING SHEEP. Enjoyed a lot.
lol this is great. I normally add constructive feedback but like, "it gets really fast and hard and difficult to control at some point" is the entire core mechanic, so I have nothing to add. It's funny, and fun. Nice job.
I finished it but the last level was way too much of a difficulty jump up, it took ages to work it out. I resisted the urge to brute force it with combinations and did work it out eventually, but the difficulty ramp was waaay too high, it felt like going from level 4 to level 300. Also felt a bit like.. the puzzle was like an act of randomness, like things were just placed until they ended up working rather than being designed from the ground up as something you can clearly work backwards from or deduce pretty easily. Far too many moves ahead were required to be kept in mind.
But apart from the last level (which wasn't that bad, it was the difficulty curve which was the major problem), mechanics are cool. Feels a bit like Chu Chu Rocket. Had fun with it.
Also, being able to press R to instantly restart would be very valuable. A. it's weird that you're forced to "lose" before you can click restart, and that you even would need to click restart at all if the game has already deduced you've lost, instead of just showing a "you lose". Then the dialogue is a bit much for every single restart, it'd be nice to just jump back in the action.
I only have so many criticisms though because otherwise it's a great game. Good job.
Style is super sick. (and slick). Nice. Like we talked about on stream, it'd be nice if you could shift up, maybe if their were more functions etc.
Like there isn't any danger posed other than one's own stupidity, in games like this (and things like Hexic), sometimes it helps to have a mechanic where it's like "here is a black hole that is going to count down in 8 turns and makes you instantly lose, it is static regardless of when you rotate, so you have to destroy it by bombing that tile away before then). Just to feel more like there are stakes and there's some kind of strategy more than just "go for the most greens at the edge, switch to the one with the least bombs". It was a bit like following an algorithm rather than doing clever strategies.
But still, looks nice, sounds great, core mechanic is cool. Good job.
I think I might have played this wrong, lol. As soon as I had the sprint button, I could outrun the pigs, so I literally just like.. outran the pigs looking at the mini map.
But nonetheless it APPEARS well designed, I like the style and music. Pre' coo'.
So you saw me play this on stream. Graphics are good. The character controller is decent (surprising for a jam!) and fit for purpose I guess.
Difficulty curve is hella imbalanced, but it's a jam game, and you did give an option to fix it. As discussed on stream, major gripes are that it would be better if drop and pick up buttons were separate.
Funny ending. One of the best I played this LD.
Some of the curses were too much of a negative modifier to be worth getting, I would be careful about stuff e.g. the control swap. Decent entry though, reminds me of Return Fire.
lol, enjoyable. Avast suggested that it contains a javascript crypto mining script though LOL. Not sure if accurate.
It would've been nice if I was allowed to short, but I guess it is trading currency and not trading CFCs or something.
Nice job. Good presentation.
@caramelcode, I don't get where you could mean by a cliff? Did you get to the ghost room? Maybe someone nearby moved a moving platform and it hadn't respawned yet or something?
world.png
@zee yeah, the problem is, the last altar is straight up broken right now for some reason lol. It's supposed to call out the bears and birds. If there's 1 bear, all birds get killed, otherwise birds win, then you become robot floating eye things (the game's icon) and you get to fly back and troll everyone else.
But.. the last altar isn't working, server needs restarting but it's so close to the end of the jam that I don't think I should right now.
Thanks for playing though!
@pkenney thanks a lot for the video, I often can't find footage of my games on youtube so this is useful.
@monika, I only just noticed you made a feed post for me. Thanks so much! I really appreciate it <3
Was amusing, and somewhat accurate.
The economy needs improving, e = instant health back, but it gets to a point where you can just walk round your grove of 80000 trees spamming space and f to simultaneously plant one and harvest like 100. By the end I was basically invincible and could one hit kill everything, and those orcs are so slow that I was completely in control of the action economy, I didn't even have to confront them until I was like the level 99 last boss of the multiverse.
I played it until it crashed from having too many trees lol. Decent entry, need to work on your balancing though :P
i liked the part where I was the head
I'd have liked to have seen the map change more substantially, but it is a jam game. Decent, I don't think it's actually your best one despite your claims! But it's good.
THESE FUCKING CAAAAATS.
lol. I have no useful feedback, it was decent.
I had way more fun with this than I expected to. Every LD there's a few card game based ones and they're normally pretty meh but this one was pretty sick, graphically and mechanic wise. Would've liked a better payoff when you win, but it was pretty dece. Took me until the very end to actually work out exactly how the points were calculated (lol 1:1, I just didn't notice that for ages), and then won the last battle pretty much immediately after figuring out how it works.
Solid entry.
Pretty, polished, but as I was saying on stream - the focus on the theme was probably too strong that it spoiled the fun for an otherwise good game. Being slowed down by loot means the optimal strategy becomes collecting a really small amount of relics at a time, and it takes forever to get them back to the ship. If the ship moved this would be helped a little.
I would make the boost mode default and have a slow mode if it's even necessary, rather than making people hold shift for no reason. If you imagine this was a larger title and someone was playing on a controller, people would get RSI from holding L2/R2 for so long.
Harpoon mechanic is really cool. Oxygen tanks don't give enough oxygen, but also I hate oxygen as a mechanic because it stops me from exploring. Maybe doesn't need removing completely, but I'd make it much slower and make the combat more meaningful instead. Combat was pretty decent though. I wish I'd seen the end, but it was just such a slog to collect everything that I couldn't realistically seeing me going back and forth and back and forth a million times to get there. I'm not even sure I would be able to reach the furthest point without drowning.
Nice job anyway, looks good, plays well.
If you're already going to put a shortcut there and then it requests window sizes, you may as well have that all in a bat file so it's more user friendly, but we're all devs here so whatever.
Stun hit hit hit.
Good job.
It's good, but I would use some hackery if I were you. Instead of making the items random at spawn, I would make them random based on your opening. Sometimes I would get to the final couple of boxes before ever finding the item I needed. So even if I remembered every item perfectly, I still wouldn't be able to get there on the time delay. I'd make it so all unopened boxes are basically a quantum suerposition of the remaining items, and it purposely pushes forward the items that would be helpful if you haven't discovered them yet and you've already opened a significant number of boxes.
Like I would even make it so the last few boxes are essentially pointless since there's no real chance of going through all the boxes in time. There's maybe too many to remember at once, apparently humans are bad at remembering sequences longer than 5 in their subconsciousness so you have to be consciously aware of a tonne of items at once, and their ordering. Which, I know is the whole point of the game but it's maybe a little excessive.
Nice graphics, style, good use of theme, good job.
I got decent at it but I gave up after unlocking two tips, I think the prizes are a bit expensive for what they are. Or it'd be nice if the prizes gave effects which made it quicker to acquire more currency, which is kinda how every phone game gets people addicted nowadays lol. Reminds me of my childhood making games in The Games Factory. Character controller was alright, would be nice if I moved fast enough to catch some of them when they e.g. go down through the floor, a lot of the time I have to wait for it to come back down when I feel like if my character was more agile I could get there in time and still have the challenge of avoiding stuff.
Also the hitboxes on the boom are too square and not reflective of the actual polygon of the boom, dunno how gamemaker works but I would go for an oval shaped collider if possible.
Nice one.
It's very nearly a dope, near-shippable vlambeer-type arcade game but just the early game needs balancing, need some stakes at the beginning. Maybe there should be one layer of crates already down at the beginning so the player is already in a state of trying to clean up, and it therefore escalates quicker - right now it seems too feasible for quite a while to just play perfectly and experience no difficulty. I would like if the climbing/walljumping mechanic was more slidey and fluid too.
But for a jam, great effort, good use of theme, very good "jamsize" game, nice graphics, style, little tweening effects etc.
lol this game. Difficulty ramp is a bit weird and there's too many keys for it to feel like a reasonable accomplishment, but the actual idea is quite funny. I don't mind when a key is used for two values, but I would do a check to make sure it isn't simultaneously on up/down or left/right because it can mess you up in a jam there.
Decent idea though, better than I expected.
Very cool experience. You're going to score very highly on Mood I reckon. Was fun, it'd be nice if I could look through my photo collection (although I suppose that's why it zooms in at the end). I think if you spent another couple of days on this making more specific events to take photos of (I liked things like getting the big ones with their "children" in the shot), it could be a super cool little immersive experience. It's still cool now though (just like, "jam cool" lol).
Good going, really nice controls, nice idea.
Character controller was decent, if I were you I'd make the camera quadratic or logarithmic so it feels smoother. I would also recommend making each username a unique key in the database and cache by that rather than ID so someone can't hog all the top 20 scores. Fun experience, good use of theme.
I tried about 5 times but I couldn't get past level 3. It'd be good if you could turn off the vacuum cleaner to move around things. If the items spawn in a way that it's impossible to get past one without sucking up the wrong time, you instantly lose pretty much, especially given that the penalty for getting one item wrong is for it to spawn a jillion more items around you so it becomes completely unfeasible to do a task that was already improbable.
Game otherwise feels and looks good and is a decent use of theme. I get that you were using the theme and that's what informed your design choices, but I would recommend just.. not taking the theme so literally that it spoils an otherwise fun game.
lol, artstyle is nice but it's kinda a classic case of artists making nice art and it gets scaled down so far that you lose the detail, would've been better if they were made at that size or everything was bigger on screen. Dialogue was funny too.
Nice job.
Graphic style is great. Even the name lol, it resonates with me a lot.
Enemies have way too much health. If you're happy with that level of difficulty - spawn more enemies with less health each so it feels better. Fighting low level enemies that have a tonne of HP isn't that good for game feel, it's best to reserve that kind of health for bosses. Also I wouldn't make ammo drop because.. it becomes possible to stalemate.
I encountered a bug where I was stuck in a room with two monsters that wouldn't attack and wouldn't hit.
Other than those minor gripes, and acknowledging it is a jam game - looks and plays good. I like it. Nice job.
The concept reminds me of Operation: Inner Space, you should check it out :P
https://www.youtube.com/watch?v=TxfHtwd8Ke0
As a real life lancastrian I appreciate this on a spiritual level.
A lot of the time programmer games don't work very well, but this one was well designed and made a lot of sense. The art style was really cohesive and looked great. You did a really great job on this. Nice one.
As you saw, I really enjoy these kinds of games, I love the audio too. You did a really good job here of getting that gameboy feel. Nice job guys.
Really cool idea, played with a streamer. It reminds me a bit of Spyfall/jackbox.tv mixed with Guess Who. We won first time when I was the describer!
Simple but really done well, nice job.
@foolmoron lol yeah, The pixel was in 3 different frames so I initially just went "eh that might be a design choice lolz" and didn't question, I did make a mental note to maybe erase it later but I forgot.
I like heavy physics, floaty is boring and doesn't give me enough control at high level play, it's more about velocity prediction pre-jump and less about reaction time, but I know this is an extremely polarising topic, had the same thing with SRBR.
I decided early on to do the pause to combat lag and bad game feel. The literal screenshake is alright on the boss when everything is crazy but imo it doesn't lend itself too well to general platforming.
@sadsmile I don't like to explain things with text, I think it gets too wordy, I prefer to explain them through design, obvs it's hard to do that without mass player testing though, and as I had no testers here I had to just go with gut and probably overshot.
The way I attempted to show the boss mechanic, was by first of all making it so immediately after you get the dash mechanic, there are 4 eyes in your way that you can't dodge, and the only way to get through them without taking damage is to dash at them, so I tried to make it clear that dash kills eyes in that way.
Then in the next corridor, there are blue eyes and red eyes, and while the blue eyes die, the red eyes hurt you. I also thought that red = bad would probably be possible to work out. Since all you can do is dash, duck and jump, and ducking/jumping obviously wouldn't hurt the boss, I thought probably players would work out that dashing at the blue eyes kills the boss.
Did you work it out eventually or did you stop playing? Would be useful to know for the future! Cheers!
@mrsylar59 sorry! yeah, the freezing was a limitation of the platform, if I didn't freeze then the screen would be going haywire and it would feel awful, the freezing is imperfect but it was the only way I could pull off the mechanic.
You do get 0.3 ingame seconds of invulnerability after getting hit, excluding the time shift. (aka if it freezes right while you're getting hit, you still get the full 0.3 seconds of invulnerability, it's measured in ingame time and not realtime).
There are three types of signposts, the ones with eyes show there's a new ability there, the ones with arrows inwards show that you have to come back later, and the ones with skulls show there's nothing there. Once you've done one loop of the world back to the first room, you've passed right by all of the eye signs, and there's pretty much nowhere else you can go in the first loop, you just ride the moving platforms to their endpoint, it's a straight anticlockwise loop.
Maybe it would've been better if I added more torches? Although, it takes 16 shrink cycles to kill you, shrink cycles happen every 3 seconds, so you get about 48 seconds of exploration before you die as long as you don't get hit. If I added more torches I feel like there wouldn't be any point in having the shrink mechanic at all, because you would basically never die. Dunno how to reconcile that.
@steve-sparkes Yeah, it was intentional, even I find it difficult to beat the boss in one attempt, especially when he can do things like switch the platforms while you're on the bottom platform, so bottom becomes top and you can get dragged right into a red eye. Really hard to react in time to something like that. I never give bosses their HP back because I don't believe as a design principle in forcing a player to do something they've already done before, it's like wasting the player's time as a punishment. Like, you punish the player by making them play your game, but playing your game should be fun in its own right. I understand the dark souls mentality but I'm not about that life.
@lawrence haha, fair. Yeah it was kinda a reference to Samus's morphball ability in metroid
@detectivelosos The number is part of a larger ARG.
I would give you the boss fight normally, but this is LD and most people here are bad at playing games so I gave up on making things difficult years ago, instead I make them hard and forgiving so most people can still beat them. I saw someone actually ragequit the boss in its current form already after only knocking 4 eyes off (across several lives).
Yeah, the jank was a design decision I had to make within the first couple hours or basically abandon the mechanic altogether, but it fit the theme so well that I couldn't bring myself to do so.
@adhesion lol is the rbcu the rude bear cinematic universe? thanks a lot!
@chadrbanks yeah, it's windows only because I don't have a mac to test on and HTML wouldn't make sense with the core mechanic.
Cheers man!
@chadrbanks sorry dude but I would have to change all the window resizing code to mac code, and then it takes me hours to upload. I have no interest in working on a jam game after the jam's over unforch.
Had fun with this, there was one section that I think the collider could've confirmed better and if you had more dynamic control of the jump arc, but overall an interesting entry, and a cool concept, hopefully scores well in innovation too!
space really does suck tho
okay yeah, this is pretty cool, the graphic effects are impressive too, looks like you allocated your time in all the right places on this one. Nice job.
Deep d-deep d-deep
night night night night
Cool game, although I was really unclear on when I could branch and when I could flower. I think maybe it was.. when a seed drops and plants, that one branches for a while, then flowers when it reaches the apex?
Either way, I got to the smiley face. Good job for such limited time, pretty as always, and hope things are going well in the hectic lifestyle. Congrats on dead cells steam launch.
<3
lol what the fuck did I just play
but also great
This game is so cute and juicy, whoever did the art for this did a really good job, and the frantic gameplay's really cool too. Great job guys.
Oh, congrats on the job then, I thought it was multiple! Nice one!
Really fun, the little bobs remind me of fuzzies from Paper Mario. Challenging but fair. The robot voice is funny, and I really like the transition between levels when he slides over.
Good job guys!
I ENJOY BEING A FORKLIFT.
The graphic style on this is so dope, I looove the camera work and the blend of 2D and 3D. The gameplay's dope as well. I can see this one doing really, really well. Congrats guys, you made a v. cool game.
Pretty novel concept, and I really enjoyed the graphic style. Nice job guys!
The shader work/full screen effects were really cool in this.
Art style is fucking great on this game, really cohesive, you did a really good job. I suspect this will do very well if you get the votes!
I think I understood the premise (although I dunno what you classify as a straight given there's only two numbers of card), however I was occasionally a bit confused on why the game wouldn't accept my hands. Like in this screenshot it appears to me that I have a full house on the bottom row and a four of a kind on the third row. pokerhand.png
Cool game though, interesting concept! Decent music. Gratz on your second LD!
This game is too real and is an accurate summary of my day to day life. Really enjoyed this one lol, good going guys.
looool, something about the wording in this game is endlessly amusing to me, mad props to the writer
Adore the art style on this, so cute. Gratz on the first jam! Stick around, and good luck in the future!
Fucking awesome game, I kinda wanna replay to see what the second knife does and what happens if I eat the child. Should at least win on mood. Sound design was great, graphics were great, gameplay was great. Afterwards I was just like "... okay that was dope as fuck".
This is why I still do Ludum Dare 6 years later.
@johnnyginard my server is broken and no one has managed to download my game, 0 downloads in my sql database, and yet 3 people have rated it and you have commented, clearly without playing the game
@shieldgenerator7 only 20% of rude bear games are platformers lol
@occultone click the mouse, it's the first thing in the readme, there are no input axes intentionally.
@occultone wtf? the game just uses Input.GetMouseButton(0). Do you have Unity? And if so, when you do that, does it work? The input axes are irrelevant to input.getmousebutton, do you have some strange setup, like two mice or multiple human interface devices or something?
@foolmoron I just wanna bask in the audio credit too, I made the outside ambient sound, the car noise, helicopter noise, the mixtape, the 3 footstep types, the doorknock, the TV advert, the news report, the sacrificial altar sounds and the implementation
Atmos made the music (radio beat and sacrificial song + growls)
Sheep did the vocals for the news anchors
Barney did the vocals for the kid, made the "bad mixtape" beat.
I did the vocals for the TV ads and painting and the singing for the latin chant.
@occultone hahaha, that'll do it. Glad it's solved!
@ursagames Hahaha, thanks a lot man, just watched your play. Looks like I left a glitch when you give him back to The Wizard, whoops lol. The "true ending" is if you reject the wizard too lol.
@simon-rahnasto Thanks a lot for the kind comment, means a lot.
Also thanks @fattori and @digitaldude555, I'll get around to playing your games this weekend.
Remember the name Vincent Bowers and tremble.
vincent bowers.png
Good shit. Camera is weird, felt like I was clipping all the time, but other than that, game was fun, relaxing, well designed. Good job.
I completed every level optimally, because I'm a goddamn G, fool. Recognise.
Easy 5 for audio. Love the Wario Ware vibes, and the song references. Looks beautiful. This is going to score very highly.
The concept artstyle of this is really nice. Don't feel obliged to jump on the pixel art trend - a cohesive, well put together artstyle will beat out pixel art any day, don't feel the need to do the generic "game" thing when you have a really nice graphic style. The style of your concepts would work really well painted and with a low number of strong keyframes.
Regardless, it looks nice and captures the spirit of the concepts, the game was fun too. Good job all round.
@annie-owl Yeah I feel like I didn't balance the grinding very well. The main design flaw is that the initial ear grind is slow and hard. Right now to me it feels like the game has a few grindy parts, even if you play flawlessly:
1: grind 6 ears and an eye, buy an extra arm and a gun. 2: now at double speed, grind 12 ears for a spare leg, an arm, and a bone gun. 3: Grind ears so if you get hit you're likely to lose an ear instead of an arm, kill some leg guys for legs, kill some eyes for eyes. 4: Go back and buy 2 more arms, one heart gun and one any gun you like. 5: Go west to kill the boss
But I feel like steps 1 and 2 are too slow and boring, and steps 4 and 5 are so overpowered there feels like no stakes, step 3 is the only one that feels tense. And if you die you feel like you lost a lot of progress because you need to grind for legs and arms again. You get your most recently purchased gun back and you can go pick up the others but it's still a bit of a slog.
I'm happy with my idea but I dunno.. I feel bad about this one, I don't think I made something particularly fun. Or good. lol.
@udo I don't have a linux partition or working mac atm so I prefer not to export to platforms I can't test, just in case it isn't what it's supposed to be. Sorry!
@mateusboga Yeah my housemate found this the day after the jam ended but - what's bugged is bugged. It's a shame when you get an easily fixable bug but the sanctity of the jam is what it is lol. I have a workaround for that - if you jump at the eyes they will kill you still and you will respawn with 2 legs, an arm and a gun. Sorry that happened to you! :(
@whynotyt I've just been informed that the version I had uploaded was defective, I tried to fix a game breaking bug but made it impossible to actually get into the east part of town. Did you encounter this issue?
If so - I've fixed it now, if so, know this is a pain, but could I ask you to replay? It's a pretty big game and the whole trading system is only encountered in the east, so it would really mess up the perception to not even get your first weapon etc.
@mowgli Hard to get that many in sync :P
@big-cow To fire, you click. I didn't have time (or think to) add ingame controls for a run and gun shooter, so I put it in the readme and description. Sorry. When you die you respawn with two legs, an arm and a gun, so you pretty much have exactly the same position as in the beginning but with 1 less eye.
I don't like roguelikes but I really enjoyed this. Great presentation, pretty addictive, lots of stats to balance and think about. Also very fair. Had a lot of fun despite not liking the genre. Well done.
Fun game. I think it could've benefitted with waypoint indicators off screen for each planet number and for the asteroid belt. I kept losing the belt so I couldn't replenish resources, and when a planet was under attack I had no idea where to look. Other than those minor player feedback things, found this fun and interesting. Great job.
I found a way to farm the hell out of stuff lol, just only let in people from one side and had them fall into a big pit, they would die instantly and I could farm them for resources, then I just filled up my entire square. I wish other people were playing so I could've got the full experience, but good entry.
I liked the music more than I had any business doing lol, that dissonant loop was actually addictive. It was pretty fun, the graphic style and shaders were cool.
Schkarf schkarf.
Nice one guys, really enjoyed the bomberman style attacks. The game design upon losing and not having to destroy the doors again was really fair. Cool mechanics. I think it'd be fun to see a build where you have camera control too. Nice one.
Figured out that double jump glitch, woop woop! It was pretty fun, I would've preferred if my double jump had more horizontal velocity, but you properly designed the game around the velocity you chose. Nice shaders. Good use of theme. Nice job!
First they came for my enemies and I said nothing
Then they came for my friends and I said nothing
Then the giant robotic arm of death took me, a well fed and healthy chicken and swapped me for mad bucks.
I died doing what I loved. Heavy drinking.
ggs
chickengame.png
I have no idea how that person got so many vamps lol, was that prepatch?
This was fucking amazing, and you already know how I feel about it, 10/10 well done
I am the morse king.
Art style is gorgeous. I raged about the final puzzle lol, made me look dumb af on stream, took me like 5-10 minutes to figure out what pieces I needed to both get the riser activated (which needed a door activation too) and get a crate in there etc, and get myself in there. Because of the lack of complexity to previous puzzles I was expecting I only needed like 1 room but I ended up needing like 9 pieces. Maybe I'm just a moron. Cool entry.
@joe-williamson Cool, just replayed again off stream and yeah.. the platforming feels way better and the menu feels way more fluid and less aggravating. I've rated you up on fun accordingly (other categories were already rated high). Also now I really feel dumb because it's so obvious now lol, just put a million of those tower blocks in that connect on all sides, I'd already pressed the button, I didn't need to destroy that room on my first playthrough.
Nice one man.
lol this game is the funniest I played this jam. The ladder bit was a bit contrived or needed a graphic style where I could actually see it was a ladder, or maybe it needed more saturation or something to show that it wasn't part of the background, but because you were in the stream that was no problem. Lots of fun little puzzles, good dialogue, good graphic style, nice animation, solid entry.
The game isn't too difficult at all, it's great. This is my pick for the compo win.
I hope this does well in graphics actually. I assume lots of people here are too basic to rate a game just with squares as good on graphics, but the palette choices etc. are fantastic. Far better and smarter choices than if you drew some janky art yourself. Nicely done.
@purpledartfrog @alex-lutay better?
@shieldgenerator7 just fyi: when you place an object and it goes in a wall, you will be able to pick it up again immediately by pressing the pick button. Objects are placed at the same world position as you apart from hung objects, which go slightly above you. Yeah, there's no good check for like.. if it's hanging correctly unfortunately. But anyway, objects can be grabbed from a really far distance. Like you can actually grab some objects through a wall from the outside of a house. But yeah, the sprite rendering.. the z fighting, I had to jam together a system and it's flawed.
And agree on the no sfx, it's a real drag. I like no music (the idea is that you steal a radio you like and carry it around, same with clocks that track the time). And.. also, yeah.. the cutscene. I can see that.
Also yeah... guilty, tested the game on a controller and never a keyboard. I chose keys that are near WASD equivalents on AZERTY/DVORAK/QWERTY. There are actually more buttons than I listed but I wrote the readme badly. Maybe I needed a half walk button if you hold shift.
You are right, it's official canon. This one is set in 2012 in the same neighbourhood, yeah, after the events of Rude Bear Rising in the Hero Was Successful arc, which is a prequel to Rude Bear Responsibility and Rude Bear Recreation.
You might notice that all of the furniture in Rude Bear Responsiblity exists in this game, Rude Bear Responsibility is just the canon ending of what Rude Bear manages to steal from his neighbours in this game. That's why there was a humour medal in that game, it's stolen from @Sheepolution lol.
@shieldgenerator7 the only games I try to shoehorn into the theme are the Rude Bear RPG games which happen every 7 RB games, to the point where last time I had to delay the Rude Bear series for 2 instalments because the themes weren't good enough (I made Rudum Bare and Not Rude Bear instead).
The other thing is.. there are so many sectors of the rude bear universe now. There's 1000AD era, 2000AD era (like this game), 3000AD era (like rude bear revengeance), 4000AD era (unlimited rudeness) and The Origin which is year 0, and then there's the spinoff universes, so like.. even if I don't get another game in this setting any time soon, one of the games will fit one of the settings.
@annie-owl Nah, she is one of the prime satanists of the Rude Bear series, she was just unhappy that he brought cult things into his home. I was going to make it possible to attack her and she would just decimate you in one hit but I didn't have time.
@niborious never. Since Unity Flash Player was deprecated in 2015 I am not doing online builds, unity's webGL implementation is ropey af and I'd rather have fewer people play than some people play an inferior build.
I should've just put a big warning in front of the game like "play this game with a controller", it wasn't tested on keyboard and clearly people are having problems.
<3 thanks peeps, love you all
@anion-z yeah the combat was rushed in. Blocking works but only if you're facing the right way, if you block left and they're on your right, you will take damage. definitely required some audio and better systems, would've liked to improve the sight system too. colliders also.. I used a controller so vertical doors weren't obviously
a problem with how quickly you move on a keyboard, it really needs a shift button for slow walk. as for horizontal colliders, they're callibrated correctly in the way I see the world, but some people clearly interpret your worldspace position differently than I do and think the door is at a different elevation than it is, that's more of a problem with how I implemented the artstyle and made graphical decisions than a problem with the actual collision detection itself.
Thanks for the feedback! <3
@codekoto yeah, agree with waypoints to the house. The camera thing is a problem because.. if I zoom out the art style kinda looks bad. I always find this, the best way to have a zoomed out camera is pixel art because you get a higher pixel density. As soon as you have thin outlines on large sprites or high detail, you really need a zoomed in camera or you kill your artstyle. That's why the camera pans ahead so much to compensate.
I actually like that you can stick the stuff anywhere haphhazardly, but probably I overdid the "if you're still moving it will be placed a bit wobbly", and I wanted to implement "placing things on top of each other" (they do actually have the properties, I just didn't have time to add that to the elevation based rendering order system which was already pretty complicated. Some thing are pre placed in the world like stacked televisions, the gnome on the table, bed on the mattress, phone receiver on the phone but it's impossible to stack yourself due to time constraints unfortunately)
as for further dev, nah lol this is just a dumb little joke game for me, nothing worth spending any more time on, although I in principle like the underlying rendering system if it was a bit less buggy.
Nicely done. My only recommendations are the ones I said on speed: speed up the inventory transition. Otherwise great. Really beautiful graphics. Wish there was more of a reward for beating bosses too.
ouch
My only regret is that my wife is a giant chilli pepper face looking thing, I wanted that sweet sweet flower girl.
Just a tip: when you submit your game, you can opt out of categories. If you have a text based game, you can e.g. opt out of graphics and then your rating won't get dragged down when people factor that into their Overall decision.
Looks really nice, plays well, I would recommend getting Rewired for unity so it works with playstation controllers too.
I have nothing bad to say, only just general tips I think would make small improvements: - Bullets and enemies have small hitboxes, and combined with the slow bullet speed, it means you are having to constantly make advanced velocity predictions to shoot on target, especially when they have plenty of time to just change direction immediately making your prediction useless. - Ammo economy is extremely limited. You get all these cool weapons but like.. I don't want an uzi and an AK when it's just going to deplete my ammo faster, I need accuracy or bullet speed not spread when I only have 20 bullets and 5 enemies. My first tip could be fixed by just adding more ammo into the game.
Otherwise solid entry, nicely done. Art especially is really cool.
This is the highest score I gave for mood this jam. I played a bunch of games and forgot to add this to the list to rate, but then I actually remembered this amongst the 50 odd games that I played just off its mood and had to go through my history to find and rate it. Great game, enjoyed a lot.
I can't believe I just gave this game a 5 for fun, fuck you and your excellent game which I hate.
Nothing this jam made me as happy as beating this game so it's full marks.
game deserved a higher rating, pearls before swine
The graphics are really swang, good job.
Really like the graphics, mood etc. etc. etc.
Puzzles were fun, one time I felt like I got an impossible one after I respawned and got a different puzzle but I am probably just an idiot lmao.
I think.. probably there is some way to present this that doesn't require numbers with a more streamlined UI, but off the top of my head I can't think of what that might look like.
Overall cool game, nice one man.
I think this will score lower than it deserves because of presentation, but if so don't be disheartened, because you have a really neat idea here. Can totally see this being a bigger game if the ux/presentation is improved.
Best boss fight of the jam. Very nice and polished. Good job. I love turning into a daedric demigod.
pretty cool. scared some kids. I'd like to have seen like a 3 day version of it or a version where it continues the vibe of the creepy shader stuff from the beginning into the game. screen fading was cool. Good job.
I TOO am in the "my baby got stuck in the last tile and there was no restart button" crew but my second playthrough took like 40 seconds. I spent a good amount of time on the title screen remembering how to do these puzzles lol but after that I was like.. oh okay this is fine. This is a cool concept and well executed in terms of its mechanics. I had this idea in a dream once but mine was more like "you are controlling a character too" and now that I played this I realise that would be WAY TOO MUCH STUFF to try and pay attention to.
I think if you'd had an extra day to put into this, it would've gone from something neat to something spectacular, but such is ludum dare. Nice nonetheless.
Damn once the second laser gets in it becomes so difficult lol, especially when the switches are like.. basically off screen. I very much enjoy the idea. I think if you worked on the RNG so that it's always solveable, this'd make a great mobile game. Obvs that's hard to do during a jam, rng woes are really hard to solve, that'd take me the whole weekend alone. Great game, great style. Nice one.
looooooooooool Ρ ΡΠ°Π½ΡΡΠ΅ Π½Π΅ Π·Π½Π°Π» ΠΊΠ°ΠΊ ΡΠ΄Π΅Π»Π°ΡΡ Π²ΠΎΠ΄ΠΊΡ, Π° ΡΠ΅ΠΏΠ΅ΡΡ Ρ Π·Π½Π°Ρ. ΡΠΏΠ°ΡΠΈΠ±ΠΎ
Very cool game, it made me miss visiting Russia/Belarus a lot, I might just sit with the radio on for a while. And now I know what to do with my kartoooshka lol. Thanks.
@shugor ah thought I got this, I'll patch it tomorrow. I believe that's what happens when you eat and die simultaneously (so you were dead anyway on the uphand). did it happen more than once? it should take less than 2 mins to get to the ultimate form if you feed quickly and throw faeces at the birds or click them away
the intro mechanic is mildly interesting but the actual cool part is when you reach his form
@shugor I believe I fixed that bug now but I'm not sure. Is there any chance you could check for me? I think it is tied to the bird knocking you out of your eating state so I tried killing all coroutines when you get hit. I really hope that works.
edit: nah it was that the check for whether you were dead and therefore it shouldn't evolve you into a new form was different from whether the check to make you actually die lol
@annie-owl <33
@abdurrahman-khallouf lol it's funny because originally when I started making it and it was just a bear that rolled around, I left it on the screen all day. as I added gameplay it became too hectic and I had to move it off
@sheepolution thanks sheep <3
@andrewjadams thanks, I just watched your stream and loved your reaction, especially when you threw the shit at the bird for the first time
@andidebob if you throw shit at the bird it will go away for like 30 seconds, only takes a few berries to get from stage 1-2
either that or you keep feeding it grey mushrooms and his own shit without realising it
nah I don't buy/play games lolz but I know the sokpop guys and they make a lot of cool stuff
it was an idea I had about a year ago after DanielCake made his desktop dancing hagrid on twitter and the theme fit so I was like, eh whatever
~
@weeping-rupee Thanks so much! Your playthrough was so good, it was so cool how you drew him an environment and I'm glad you worked out the mechanics of the mushrooms and the crow faeces.
often when I make games there is like a quintessential playthrough that I link people to when I'm showing my jam games, yours is definitely going to become the one for RBGotchi. Do you have a youtube channel too where you rehost twitch content? if not maybe I could post edit it a little and post it to my channel with a link to your stream?
Looking forward to playing your game this weekend too
managore, I hate you, you've done it again. I wanted to not love this, and yet I do. The timer.. was PERFECT. I mean, perfect. Like, the number of times I'd finish a level a split second before the timer ran out was astounding. It was just the right amount of time. This is now the definitive Ice Puzzle game. (I have played this game 3000 times in ludum dare before but somehow this is the first game to do it well).
Keep Talking and No One Explodes: The Desktop Game. Enjoyable. I'd have liked more panels but the panels that did exist were gratifying and fun. Very cool idea. GJ
I am the god archer, king amongst men
This was cool, although I kept getting a technical error so I didn't manage to complete it. My vacuum would just randomly stop working. Really interesting the 2d/3d thing you have going on.
I got mayo'd
Okay so to add to this: I think this game should not restart you from the start when you die, and then make the levels slightly harder, but otherwise it's a cool concept and well executed. good job.
I, lord of corona, saved 25 people alone. pity I couldn't play with friends. As I said on stream, I think the button setup could be better, but otherwise good game. Nice posters lol.
Enjoyed a lot. also I am god. lol. yeah but, cool entry, very enjoyable
windows 7 gang
lol the Total Eclipse of the Heart. I feel like the ultimate strat is just to go ham on lasers on the horizontal stretches. I'm not normally a fan of tower defense because they're generally a bit samey, but this is actually the most original take I've seen on the genre since I started playing LD, because you actually have different area effects on the lasers. Most of the time it's just "range increase" or "DPS difference", not actual difference in area. So it was cool! Nice one.
terrygame.png
This was dope. I played it on stream, it was cool, I'll link you to it after it's done. Had a lot of fun. Good shit.
Pretty good puzzles for a game of this genre. I've played many similiar games but this one did have a lot of mechanics that wouldn't normally be in this kind of game. Good stuff.
This was dope, also.. how has no one pointed out the music is Frog's Theme from Chrono Trigger yet? Cool easter egg. Fun game. Good job!
Interesting take on the genre, much more fun than generic tower defense games. ggs.
I just got new speakers so this was a really cool way of testing them out :D . Very nice artstyle, fun mechanics, great sounds. Nice one!
lol humour medal incoming
FUCKING PINEAPPLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES
Nice game, interesting use of the theme and a good variety of puzzles to spend your things on. The aesthetics are really cool, reminds me a lot of Earthbound. Big world, lots of content. Well done guys.
Is he related to the Cookie Monster? Was a fun experience, I dunno how the graphics work whether they're 2D or 3D but it was interesting.
this is a nice puzzle game
ha ha ha ha ha ha
an.. ice.. puzzle... game
okay yeah anyway, cool game, the puzzles were pretty simply and were pretty much autopilot but it was well made. Gratz on your first LD!
I got 6 branches, I am now the king of the woods.
As I said on stream, if you had mapped the functions to 1234 instead of jk it would've made it much less micromanagement of 1000 things at once, and acceleration on the outer shield (or having the shield closest to the centre, or having it defend "below" it too would help a lot. Was gratifying beating that last boss, that guy deserved death for sure.
This was fun, I especially liked the subgame of just ninjaing past everything as quickly as possible, maybe even more fun than the core gameplay lol. Be cool if there was a bottom but I suppose this leaves infinite enjoyment lol. Good job.
I am now a fully fledged scout with my "fed a bear honey" badge.
I WOOOOOOOOOOOOOOOOOOOOOOOOOOOOON lol
Yo I wanna play this but not for money LOL, have you got a video?
Cool idea, and visually pleasing. I felt like ultimately the main weapon loop was by far the best one given it was accurate, had great DPS and also healed you, but it was interesting nonetheless, I really liked the aesthetic.
I really like the art style, and it was fun. It could've been more complicated, although.. given everything happens at once that would've been bad if you could accidentally mess up the whole loop. One of my favourite games of the jam (I put it to the top of my list for rating first). Nicely done.
@pkenney yeah that's about halfway through the game, you're right though, that can break, I might release a patch
@pkenney I fixed that for you, should work now. I presume the reason you were getting stuck was because you were preemptively going for the button and then once the right side got less heavy he ended up walking out and jamming the lift. hopefully should work better now, if you have feedback that'd be very appreciated
@sheepolution so did I LOL. maybe they should've been the other way round
@aterlamia Sorry to have caused you a hassle! The game does exit after you complete it. Generally it takes me 60-90 minutes to implement an exit button with a scaled UI that fits any resolution, dims the screen, has raycasted yes/no buttons, "are you sure" graphics, pauses and unpauses and you have to make sure it fits the aesthetic of the game, so it's actually quite a large endeavour in a tight jam (we ran the clock to the very last minute and I slept a total of 14 hours in the whole weekend)
in case you run into problems exiting out of fullscreen again, there are a few ways to close without alt+f4 (e.g. if your laptop keyboard has fn keys on the f buttons): - Alt+enter, close - Windows key/Windows+D/Windows Tab/Alt Tab -> right click close - ctrl shift esc, close - ctrl alt delete, close
(obvs I would never release a commercial product aimed at consumers without an exit menu)
appreciate the feedback!
I got all of your 15 damn coins you evil person. Hardest game I played this jam. As I said on stream, would benefit from better character controller (and not getting jammed into the scenery and attached to blocks) but you get used to it and it doesn't detract much from what is at its core a great game idea. If this had been a bit more polished it would be a medal contender for sure.
Hi! I'm trying to play your game but I get this error, is the zip missing a file? :(
pck.png
rip i cut the wrong wire fml
And thus, the mystical serpent managed to keep the eternal cycle in motion.
I like this game, but I think it would've been way better if you showed both areas of the portal on the screen. it became a guessing game instead of a logic game because I didn't know how long my snake was. I also wish I could tap through the intro since the text displayed quite slow
but.. it was a cool concept, it was well made, I liked it a lot. Those gripes were small gripes just for feedback, generally I think this game is quality.
Go rate some games and qualify, this game deserves to qualify lol
Was a bit short, although I beat it first time so maybe the replay value was meant to be from dying a lot. However, it was sweet. I enjoyed it a lot, especially the graphics, made me smile. I was very glad it was short too after a day of streaming games - that isn't a criticism. Maybe could've benefitted from a few extra minutes of gameplay but nonetheless I had fun. Nice one!
ROOOOOOOOOOOOOOOAR EULEEEEEEEEEEEEER. MAKING ME MEMORISE 14 DIGITS
this game would've benefitted from like.. a top bar at the top that shows you what actions are coming up along with like the bars and beats or something or the time signature. That would've made it from an annoying rage game to a fair game that's pretty cool. At the end I was essentially just counting like a child, there was no way to memorise 14 beats.
Good job anyway, it was fun. Your games are getting better every time.
The attack pattern on the last boss was infuriating with the lasers and the bullets simultaneously, but I suck at bullethell so go figure. Otherwise great game ggs.
This is a very good game and you should feel very pleased with yourself. The minigames could've been more dynamic looking but, I get it, it's a 3 day jam and you made like 9 different minigames or something, and they were all solid. And the actual theme and the story was really well implemented and compelling. Great game, genuinely. Good job.
0161 manny on the map
Nicely done, well polished, visually pleasing, only downside is MIA is still stuck in my head.
I got the 16th spot. fuck this game
I got the 16th spot. fuck this game
My kinda game in that you did a last level worth the challenge. I had fun (as you saw on stream). We also basically made the same game lol. so ggs. 5/5 for theme LOL
Sorry for rating too late but this is cool! Had a lot of fun. I think it would've been more fun if at the end when you had all 3 powers you had to go back and combine them rather than just fighting the boss, but.. compo time limit and stuff. Nice one!
@jezzamon hahaha no I'm a nice rater, I know the life
weeeell I got pretty far and then the game crashed, lol
I'm sorry that I didn't rate in time, but this game is sick. I would love to see a full rpg from you.
hooray hooray.png
@shawn-moore Can you try it again? I think it was a problem with order of execution, I tried forcing it. (You'll need to refresh your browser's cache with ctrl+f5 or use a different browser)
@sirred haha I remember! we should play melee again some time
@fabula-rasa haha, yeah, a trademark of my games is that they insta close themselves after you win so you can get back to your life lol
@jack-b-music wavedashing is an advanced technique from super smash bros melee. it's not an intuitive or easy thing to do, I just couldn't resist adding it lol, it takes a couple of days of grinding to learn how to wavedash so I wouldn't expect anyone to do it just for this game, I just added it in case anyone is really into platformers and already knows how https://www.youtube.com/watch?v=_EcPgWGiEhk
I thought it was cool but I was very impatient with the time it took to do things, I would've preferred if it was a quicker experience. But cool nonetheless
God damn, that section with the fall ledge lol. enjoyed the rampant sexual innuendo. great entry
Gorgeous. Played this with my girlfriend on stream, I will find the click later and link you on discord if I remember. if not ping me lol. we both had a lot of fun
Amazing as usual. I got all the upgrades I wanted and 5 of the gadgets, but then while trying to find my way to the top left gadget I jumped over the top left wall into the dark zone, thinking it was a secret. Regardless, I very much enjoyed my time playing it, superb job as usual cramming in all this content in such a short time.
@maximbegunov Are you on Windows 7? Later Unity has a bug with the videoplayer where it crashes instantly on Windows 7 and it hasn't been fixed in 3 years, there's nothing I can do if that's the case
@tricky-fat-cat he is there if you look hard enough
Even the banner alone makes this a banger of a game. What a tagline.
I played single player but as it is I'm not going to rate because I don't think it's fair to do so when I haven't had the full experience. If anyone wants to play multi ping me.
It is cute though so I will rate graphics haha
this sure is a sheepolution game made in 3 hours. what I do like is the jumping rotation animation. well done sheep. great game for a 28th jam
I like it as a neat little jam game. it isn't like the most mindblowingly ddrkirby tier game I've played from you but I could see this doing very well in mood and audio, it's a nice little experiment, I like the pans and zooms, font choices, aesthetic etc.
@eolin I did write alt f4 in the controls list. the game running forever was an artistic choice, I apologise to anyone who doesn't know alt+f4 and didn't read it in the description
I would never not put an exit button in a real game, but in a game jam the tradeoff of compromising a game that purposely has zero UI as an artistic choice and doesn't have an ending as an artistic choice too, to spend valuable jam time to make a UI that actually fits and doesn't look trashy or out of place, is not worth it in my opinion on the off chance that someone who is able to ship a game in 3 days also coincidentally never learned one of the most widely used shortcuts in windows, which is in the readme too. the audio glitching for mirror world too is also not bugged, that is the actual track haha, the south just has that buggy vibe
(same with the remark on the clock. I know it's not traditional game design to have a timer and only hint at it with the track's urgency and the shift to nighttime and the clock, but I like the feeling that you don't know when the world is ending and you have a real fear and anticipation because it really isn't clear what time it is until you're at the clock. you know just as little as rude bear does, and it gives the game a bit more stress and urgency that you might expect with the apocalypse. same with making the end sound particularly obnoxious. I knew instantly we aren't going to win this jam so I just wanted to do something a little more memorable)
Cool game. I like the variety of abilities and that they actually have an impact on the run, and I like that there is an element of strategy.
Funny idea. To me the game is the most fun when you're running directly at people. If you stay to the corners it feels a bit too easy but when you're actually running through a crowd it's fun.
The cheesemaster always prevails
I think the game could've benefitted from a clearer indicator or what's actually going on water wise. e.g. whether the totall amount leaked is what causes you to lose, or the number of concurrent leaks. I couldn't see a reason to upgrade repair speed because it seemed like repairing more leaks was better than repairing faster, but I couldn't tell if the dam was filling up or something. If it filled up with water from the bottom when you're losing it would be clearer. But good first jam.
Anyone who finished this game without shortcuts is a nerd
I accidentally commented twice but I regret nothing, deserved two comments so all you nerds see it
Fun game after I realised the mission was in the top right. My only complaint is that it is very short, I would've liked to have played more levels, or had it based on progress and RNG rather than a set few premade levels. But it was enjoyable once I understood the mechanics.
My poor, poor blorb. At least I gave him a good burial :(((. RIP sponge
The mouth grab is very amusing and I appreciated some DDR mix up in there to keep things fresh. I think the sheer density of text is a bit much for my personal taste but that's subjective. I did enjoy the text, I just thought you overdid it per level, I think like.. half as much text would've been very enjoyable, because it was well written.
I'm glad you didn't do 3-4 levels for each dialogue actually, haha, it was just the right length where the mechanics were explored to their extreme without it becoming brutally unfair or boringly retreading old soil
I want us all to remember the time I got the knight boss down to 0HP and he didn't die. just a reminder for future that you should always expect the player to do the impossible haha
All my people died but such is life
I think you left before I played this on stream but it's in the vod
This is fucking impossible lol. I got 1. ONE. Maybe the hardest LD game I have ever played
I think one thing that could make this game more balanced is allow the player to type nonsense and still verify it. Because 10 seconds is really not a lot of time to do your 2-3 queries AND make sure each query is actually a real word. If I could just put RSTAU to check which letters I think might be in there then I would have a much higher hit rate
This was HARD on a trackpad. At first as well I think some of the ones were a bit unintuitive whether I should delete it or answer with a thumbs up or answer. Once I realised which answers are supposed to be thumbsed up and which ones are meant to be FAQ'd it made it a lot easier. I got hacked twice too. At one point I had so many windows because I wouldn't close them after answering them that the whole game locked up and I had to put my laptop into turbo mode to carry on and not lose because I had about 1 minute 30 left on the clock, that was stressful. Bit of lag sometimes on opening windows too. My least favourite thing is that at least on my laptop, scrolling doesn't work. So I have to manually use my trackpad to scroll the windows, which is hella slow (as is clicking on the bugs when I get hacked). But yeah I can't complain too much because I still won on my third attempt (after losing twice in like 20 seconds). Also I would've liked some kind of audiovisual feedback on when I clicked on mail or bans so I know it's actually gone through. But it did work consistently. Also agree with the comments on the music loop being too short
Very fun, lovely graphics, funny end screens, and I enjoyed Shreknos a lot lol. And generally having to scour the furry and old woman's posts for what they were actually on about. Very polished, very nice. I feel like this is one of these games that will get criminally underrated because people who play LD are noobs but I felt it was fair and fun
I win.png
I got to the cradle of time but I feel like a problem with this game is that you have a limited number of mistakes. A mistake causing you to have to pause and therefore lose is perfectly fair, but making one mistake and now you can only make a couple more feels very unfair. I made 2 mistakes very early on and then got a few millions years into the past but it just ate my desire to play again knowing that I played near perfectly for so long and then lost because I made a couple of mistakes in the beginning. It would be as if guitar hero had a set number of mistakes for a failure instead of a rock bar that goes up and down based on overall consistency. If I lost on time I wouldn't have felt bad but losing because I made a few arbitrary mispresses felt bad
@tygrak sorry, we had a last minute name change and I renamed the exe. uploaded to itch for good measure, should work now hopefully?
Sorry, we had a bug with the menu and a bug as you say with the menu and latte board not working simultaneously, fixed both these bugs now, just wasn't able to get to it until late this week because I've been horribly sick with gastroenteritis :( . I pushed a fix now and the game should hopefully work
I enjoyed it. Nice combat system, interesting and something I haven't seen before. Felt good although some of the enemies felt overpowered. But then again I beat the game pretty easily so maybe that's just not true. The more I played the more I understood that if you avoid the skulls first, let them pile up and then deal a megadeathblow to multiple enemies the easier it is (and that it isn't after 10 seconds but when the bar goes up so you just time things around the bar)
The only thing I really have to add is that I think the game could've done with a proper ending, it was anticlimactic. But overall a great entry, great sounds, great graphics, very deepnighty.
Your games are some of the only games where I'm like "I wish this had more levels". every ld I play some trash game with 800 levels and then I play your games which are sick but have like 6. This is a very jezzamon game though, reminds me a lot of dogs++ and ga game me. The last level (the credit I mean) was fun, I liked the realisation of "oh shit my vine decayed and now I'm stuck with the wrong type (though I guess that's why you gave two of the end flower ones, I just respawned)
my only criticisms design wise are:
- 1: I would like to be able to view the level first zoomed out before I choose my first plant
- 2: the camera snapping so far to your forward direction when you're just trying to stand still or realign is a bit too much. I think the camera distance is fine but it should get there gradually when you're walking and not snap there instantly
- 3: camera in general also doesn't catch up with your velocity either when you fall down a big hall and accelerate faster than it. I think the camera should just be based on your pos and then have an additional factor of your velocity that it then lerps to that gets added on to fix all of the above
- 4: the level that is essentially hole roulette. I get the gameplay is information gathering at that point but I find it a little bit antithetical to the rest of the gameplay to be like that, but different strokes for different folks
but those are minor gripes, in general I found it thoroughly enjoyable and look forward to more jezzamon entries
Okay so first, I love the title screen, I love the art, the carrot guy is GOATed and it's very funny as usual from a Sheep game. I thought it played well but I also felt balance wise it was exploitable and it just felt like the broccoli exploit was the clear solution. I also found that the farmer detection was very fast and the best solution was not to react to him but to preemptively be a coward and dig in
I really love the idea. That carrot tunnelling sprite is amazing. I think in principle though the idea got last in the execution of the kind of.. ddr-ish input, and it probably would've been fun if you spent more time engineering the stealth system rather than the pulling system. I also don't think having 3 characters was really necessary considering how iconic the carrot guy is, I think if you'd just done the carrot guy running around stealing vegetables and hiding from an increasingly difficult farmer who beats the shit out of you it probably would've been a better game and with a lot less dev effort. it's easy though in LD to just go down a rabbithole on one design choice and then realise afterwards it could've gone better, I think I had the same thing happen this jam
nonetheless it was still a fun game and it was funny and quintessentially Sheepolution ish. It reminded me a lot of Mr Bank's Journey
also 5 for audio just because of those dialogue barks
My favourite thing was escaping the monster after he appears haha, sometimes bugs become emergent gameplay. After I learnt the difference between some of the planted sprites and finished sprites it got more fun, at first I was overwhelmed but it got better on the second play. Nice one
My only critiques are the hit detection on the line (I couldn't tell if it was supposed to be OVER the red line or in front of or what), I missed a couple of hits early because of that. But also.. I don't think any of it actually made a difference, right? it's just there. The other thing is.. I wish I could hit to instantly deliver the next line of dialogue, it does take a long time to deliver it
Otherwise, really enjoyed it, enjoyed the story, graphics are gorgeous, music is cool, I loved transforming. The phone game was the best part, really enjoyed it. Also I confessed my love. Although I wish that went somewhere haha, I felt like I'd found a secret dialogue option or something
Nicely done as usual
@kikiriki367 you're able to pick up your plants with Y then throw them by holding and releasing A and potentially satiate that which seeks to destroy you, and then who knows what might happen? the game does indeed have an ending. I believe Angela has pushed a bugfixed build that fixes that issue now, I think the problem was we had a permanent UI scene and a main scene and unity was instantiating the spawned objects into the UI scene rather than the game. should be fixed now
@noeloskar I know we're going to get that feedback about day length many times, but I found it necessary having tested it both ways. With a shorter day, there's no urgency to sprint and use your stamina so your only resource doesn't matter. There's no reason to stay up late when the monster appears because you can do everything before the evening and go to bed
it does make it challenging, but if the day is lengthens it becomes a dull experience where it's essentially a stripped down stardew valley where you go to sleep at 6pm every day, and I didn't want it to become a hollow version of what it could be, so I made the decision to keep it challenging. Usually this is a bad call in terms of getting ludum dare upvotes but I felt the philosophy of the game design is too important to throw away for brownie points. I appreciate the feedback
@better-half I agree on the squares. The thing is, it casts ahead then snaps that to a discrete grid, but that means if you are just on the precipice between two grid squares it will snap from the first to the second, and the only way to do that is walk left and right again. I tried scaling it with velocity, felt bad. Scaled with the stick, doesn't help keyboard. I'm sure there's a way to fine tune it where it eventually feels good, but within the scope of the jam I decided I was wasting too much time on it and had precious little time so I just timeboxed it and called it in a state I wasn't happy with, same with the centipede motion. I ended up extending the range any later because it felt bad having it too close
reading through the comments, the only one I agree with is the last one, personally I think there should be some (or if there is some, more) coyote time so when you drive off a platform you still have time to recover. I also wish restart would restart the timer because in games where you grind runs that's usually how it works. you actually get punished on time for going fast in this game because you end up getting a way higher time, if you just played carefully you'd probably end up with a better score
also that double chilli level was ridiculous, I enjoyed it though. I think it was a bit mean putting so many potatoes there when it was already quite a trial just to get to the end. And there's one potato I didn't manage to find. Overall, really fun, really good entry, feels really enjoyable to play, well designed, I had fun. ggs
I'm an ant. I'm an ant. I'm an ant
Evil Carrot (with gun) will rue the day he encountered me. I actually ran into him with the base weapon and killed him nonetheless lol but then I did go collect everything. ggs
I feel like I should've appreciated this game more at the time because in retrospect I think it was the favourite thing I played, maybe the onboarding confused me at the beginning so I expected a worse experience than it was, but once I started getting a knack for it I started really getting into it and I found it surprisingly fun (as someone who has played a royal tonne of jam games and is hard to impress. this comment was not supposed to come across as an insult haha, it's a compliment, my default is just to assume things are going to be underwhelming)
I think you have something here that could be developed into something really cool with just some pop in animations and the water running over the hexes and stuff with shaders, some hundreds of hex types and some larger objective (maybe starts slow and eventually becomes PvE where there's corruption or enemy armies or something). or maybe it branches into 3d with multiply planes where mountains and castles etc. can push you up higher then you can flood them etc.
I think there is a tonne of scope here for this to become like.. a legit game. Even just this basic prototype was interesting and fun to me. Good job
I am the shroom lord and anyone who thinks otherwise knows nothing
My only criticism is I didn't find it initially clear what the roles of carrots, blues and pinks were. Maybe I just didn't read properly or I'm just dumb. By the time I knew what I was supposed to do I was almost a god in the game already. Perfect length for an LD entry too, didn't overstay its welcome but had enough content with the systems provided
As I said on stream, I am a boomer, but you know what - that's a me problem, not a you problem, and you deserve to get your game rated since you've given so many ratings, so I've rated all your categories based on your innovation and I really hope you find your other 10
I would recommend updating the top of the page with ***bold letters*** on step by step instructions of how to get into your server and how it works, and then make a blog post. Because with your number of ratings you really deserve to have your game played and I feel bad that the LD rating system has failed you thus far, it isn't supposed to work like this
I think one thing that helps in jams like this where scope creeps is just to use fewer team members. Trying to get so many people working on one project and working cohesively and actually having proper roles and not butting heads without having to overly comment your code or anything works against your scope, but a well crafted entry nonetheless
fuck you and your fish pomo
it was fun though, it's funny how much far you can push such a simple mechanic. I can only imagine your reaction when you were making those fish sprites and made that shrek looking thing
Fun game, funny dialogue, good difficulty curve. I was surprised how much I enjoyed playing as an IRS worker. Endless mode especially was more fun than I expected after completed the main game, the main game is almost just like the tutorial
Wagonarific. I thought this was very fun. Very fun but way too overwhelming for my tiny brain, it is very difficult to focus my attention on all that at once. Once there's two carts (or even three!) on screen it becomes too much, maybe if the cars slowed down when there's multiple I could realistically multitask it. But overall that's a minor gripe, I had fun, it's well made, looks nice, feels good, plays well. nice one
Those damn rats!
Also @la-bread practically stole my comment here and I reckon posted that AFTER SEEING MY REACTION ON STREAM because that is exactly what I would've said haha. enjoyable. why flyswatters? who cares, it's LD. loving the tail motion. love my crops.
Very interesting, and I haven't seen this specific style of game before where you're programming into the browser. I think ultimately the biggest downside to this game is that the action parts aren't actiony enough to be action-fun and the puzzle parts aren't hard enough to be puzzley-fun, it's mainly just "I'm just doing what I'm told"
It would be nice to have some more possible actions and a stipulation that you can only run your code once, a bit like chu chu rocket where you have to commit up front to the whole sequence. being able to just still type things on by one just makes it theoretically a very, very slow platformer, so being able to adjust on the fly past the point where it teaches you you can do multiple things in one run, kinda detracts from it. The patrols could've been more like.. you have to up front tell it to wait for x seconds e.g. because you've trial and error figured out how long they patrol for and whatnot
but overall, very innovative, not seen this before, it's nice, it's neat, it's a jezzamon classic
I really like the crt look once again. You managed to achieve a lot visually with relatively few assets. The sky portions reminded me of Hairy Barbary. The first time was terrible at aiming lol, might've helped to have had trajectories beams (and I also don't like how the bow aims at the mouse but when you switch lane the oncomers instantly switch lane too so you have to instantly switch your aim when you switch lane). Funny. As others have said, probably could've done with the stakes increasing as time goes on. But nonetheless, pretty fun and I really like the cutscenes and found the end screen and general idea pretty funny
good luck with the game launch is all there is to say haha
you have the makings of a good game here. it just needed more makings
My favourite game premise from you so far in LD. My only complaint though is the lack of difficulty. It starts off at like.. easy-medium mode but then the upgrades make it turn into super easy mode, especially the timer one and the "things don't hurt you" and the first shoot through walls gun. Likewise, it would've been nice for there to be a goal other than "okay yeah I got everything and broke the game I guess alt+f4 time because there's 10 minutes left on the clock"
Art, beautiful, game idea fresh and fun, nice use of the theme, catchy music. Nice level design. The only downside is the progression balance and ending. I think it would've been nicer if at the start you had smaller missions and as the game goes on you have to get further, which would create the difficulty curve, then the shop would likewise alleviate it but with less broken effects, more like "makes the clock 10% slower" or boots that make you resistant to wind, thermo suit etc. broken into bits so it isn't just like "i have the environment thing, now I am unkillable"
I would not be surprised to see this pick up a couple of medals including Overall
@100th-coin haha thankyou for the video, pity about the audio levels but I am glad you found the easter eggs. there is one more easter egg but I don't think anyone will ever find it haha
@krassenstein Aww thanks for playing, and thanks to Qrucials for recommending it. Some undeserved compliments in there too haha, in reality it was just sprite masks no fancy shaders, and pendulum physics no fancy cloth stuff. Thanks for playing and sorry about that one ledge haha, you got very close to the end, well done
Really enjoyed the vibes of this. The mechanic at first is super hard but after a few stages you get the hang of it, especially once you have the shotgun and smg. Beautiful graphics, the girl gives me Elden Ring vibes (maybe that's because I'm basic and there is a much better comparison than that haha)
The health system was cool, it was the right level of forgiving where I get my stuff back, I liked the reload mechanic, the level of health given out seemed appropriate too
All in all great entry
The twist was cool and unexpected, and @skyeward and I had fun becoming one
also your twitter link is broken
you know what, giving you 5s in mood and innovation, it deserves it
I already said what I said on stream, the only thing to add is "it's whither not whence". Promote your games!!!!!
wave of 5*s, expecting medals, definitely deserves at least SOMETHING for such a lovely implementation of the core mechanic, such a lovely thoughtful artstyle and such a great soundtrack, and tone. it's just all around a banger, what is left to say.
again, the only criticism I have is that it feels like the design on SOME parts (though not all parts) was "I just threw a bunch of slugs down and the level turned out like this and it feels kinda good so cool this is the level now" while others are specific puzzles that have a clear and usually cleverer solution than the ones where you're just throwing out balls until you randomly get a working path. but it's hard to call that a criticism when it isn't even like it's poorly designed, the levels did turn out pretty good and that is a valid design method, just those levels turned out marginally lower quality than the more thoughtful levels (but still better than 95% of the games this jam)
good luck is all there is to say, hope the voting roulette goes in your favour
Fun game, nice core mechanic, by the end once you get used to it it feels really fluid and fun. Good character controller and motion. My only criticism is that I think in the onboarding it should specifically say "THE BABY'S TRAJECTORY WILL FOLLOW THE STICK" and not assume you just know that, because it took me way too long to actually realise that, and after I did it kinda trivialised the rest. But not in a boring way, it's still fun to do all the ninja sky leaping flying around baby dodge fight stuff. Nice.
Fun, enjoyable puzzles, I like the implementation of the core mechanic, it's well done. I think there's a parallel universe where you do this with a completely different graphic style and it comes across way better, "random objects hovering in void" seems a bit too "mobile game" to me for a puzzle game of this quality and it would be nice to have a style in some kind of world rather than just objects. However, the core mechanic is pulled off very well, the puzzles are designed well, it's nice
My only major gripe is that that instantly flipping hurtbox on the crate is dastardly, that's gotta go, or at least my character should slerp to the rotation instead of being instant so it feels somewhat fair. As it is just immediately flipping to death is too harsh for a game that's meant to be a puzzle game and not a twitch physics game
I actually really liked this entry but I think it just needs a bit more balance and to know what kind of game it's trying to be and balance around that rather than trying to be a bit of everything
classic ludum dare that there are people calling this game too hard
okay so.. this game is fucking amazing. in terms of the concept. the concept is genius. the execution is fine, but this is one of these games that is actually an incredible idea but will still score low in LD because it's LD and you had a weekend
if this had a final fantasy tactics style thing where you could like.. gain abilities based on roles and give yourselves different jobs and stuff.. this is actually a great solution to how turn based combat is boring in old games. undertale goes "well let's make it into a little bullet hell", the legendary rude bear rpg says let's make it entirely realtime and make you click like a moba, but this game is like.. okay let's slow it down, let's make the combat a puzzle game. it's an rpg after all, it's a game about exploration and stats and thought
and it is just perfect for that. the problem is, you made it in a weekend, it's just a random battle with random characters with no stakes with some abilities that are interesting but just OK, and the limited space while fitting the theme limits what is actually possible. I could imagine a big world where there's fixed features on the map like bodies of water you have to work around, mages who can teleport, AEO attacks like fireballs that might hit a whole section, and potentially exploring the able being able to move some tiles around too. I think what you have here is a completely unique and incredible game that's hampered by the jam time limit
with all that being said, I'm giving you 5s in innovation and fun. is this the most fun game I've ever had playing a jam games? no, but I think it deserves a 5 anyway because the concept is so fun that it's just fun to even think about what would be possible if you had a little more time. the concept itself is worthy of a 5 fun even if it wasn't fully realised. I think your graphic style complements funny games better than serious games and this is not a humour game but your mood is there and the audio is there. the sfx especially are good, the swipe sound especially is a good choice for something you hear that often
I just really wanted to say that I think this game idea is really, really compelling, I'm not sure the votes will reflect that, but I don't think that matters, you made something really unique here
Okay this is sick. For the first 50 floors I was like... eh, it's fine, it's my favourite game sequence of yours probably but it's too easy, then I hit level 50 and it stepped up. Nice stuff. yo, rate some games, you can't just idle at 6 votes!
@sheepolution yeah the reason I had to make you walk all the way back up is it's really hard to make it so you can get back up to the previous platform without making it also possible to jump up to the next platform unless I make the jumps really tight. maybe I should've added a conveyor belt to get you back faster haha
oh! ping me on this because I have my mister now, I am busy atm finally rating all the games I played but I will have another go on my fpga later
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my kingdom for a pond!
nice game concept. I would like if there was some game side prediction on what's physically feasible so I could feel more like I lost because I played badly and not because I was repeatedly forced to take pieces that require a lake and no lakes ever showed up. Really nice the art and the vibe and the core concept, I think it just needs a bit of balancing. or maybe I just need to get good
Really interesting concept and really beautiful game visually. Nice one
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whoops. I will come back to this game later. played on stream but then after getting the three towers technically done but not knowing how to position them to get them simultaneously I got stuck between rocks and I had to keep the stream going so now rating this for now, I will finish it in my own time
I really had fun with this one. Felt good to win a round too. I am really bad at being a seagull though haha
Maybe my favourite Pomo game
@vladimperator sorry, I fixed the bug like 2 hours after submission hour, the build is fine, it's completeable, a few people already beat it on stream
if you're stuck, you need to ask everyone to elaborate. if it helps, altmann is a complete red herring, he's gives you 2 clues and then that's it. so if you're at 5, sounds like you need to push Tamsin to elaborate until you get a dialogue where she's asking a question
I'll see if more people get stuck, if so I could just make the text that is pushable/presentable a different colour to make it clearer. we didn't get to do any playtesting before the game launched
@vladimperator you have to present the right clue at the right time. if someone is annoyed at you like "you're not listening to me", it means you didn't present the clue at the right time. I assume you're getting stuck where Tamsin asks where she was and you need to show Downtown
@yorsh did you see in the note you can just click the word and it will auto transfer to the board? the board letters use box colliders not meshes, but the reason they're not even distributed is there's some overlap. e.g. T overlaps with S and U, J and K overlap, Y and Z overlap, so boxes don't work. I drew polygon colliders around them. The letter 'i' though is pretty hard to click because it's the least wide character yeah.
there are some clues about the killer's scattered identity throughout. tamzin mentions that the man was about your height. aria mentions you have dizzy spells, that the person must have had access to the building because there was no break-in (you are a patient) and points out that one of her patients (you) had the truck and that you always talked about summoning (and you later find out the killer wants to summon baphomet). dylan keeps telling you to come down here below (since he is in the same building), then later there's the candle. It is scattered throughout, if I just told you up front though it would ruin the surprise
@pelmanable Rendell gives you 'Thief' in the same sequence that CCTV solves, you can't unlock 'CCTV' without 'Thief'. Sounds like you just didn't talk to Rendell. He says:
>I didn't catch them with my bare hands though. **I had another way.**
with a green highlight. when asked to elaborate he says:
>That's the power of technology.
when they say you aren't listening, it means you presented evidence that the character responds to in the wrong place. could be from a later sequence you didn't get to yet, or from the same sequence and you replied to the wrong word
@dragonayzer [rot13]va zl urnqpnaba, oncubzrg qbrfa'g rira rkvfg, lbh ner whfg qryhfvbany, nyy gur tubfgf ner lbhe zheqre ivpgvzf naq gur qrgrpgvir yvxrjvfr vf n qryhfvba bs lbhef (rkprcg jura lbh frr gur erny uvz nf lbhe cevfbare sbe n zbzrag)[/rot13]
and yeah the notepad was a typo lol, good catch. altmann and knife were accidentally swapped too, I've corrected them, cheers for the heads up
@le-slo yeah, it wasn't intentionally mean, but I wrote all the dialogue in one go and there was zero playtesting at all. by the time I realised it didn't have a clear clue, the game was already out haha. it is what it is. I'm just thankful I mostly made good design decisions
@ned-murry haha, you are correct - the reason the candles were like that is because I wrote all the dialogue before there were graphics. in my head the match you use to light the other candles was actually a long candle too (which would be the one you carried to the scene of the crime) but in the rush of the jam I poorly communicated that idea and it wasn't worth changing that late
@100th-coin you ARE the killer. the detective is your neighbour who came to investigate the Bang, it reveals that the killer is a patient of the therapist who does seances at the chapel (ypur location) and has candles, and has a truck, and is your height, and Dylan is under your building. You do indeed conclude that you are the killer but your brain doesn't want to allow the information in, so when your chained up neighbour (who you perceive as the detective) says "please, stop, let me go" you revisualise him as saying "I'm a liar, I deserved this and you shouldn't listen to me anymore", the implication being that you will then sew the sheep's head on him to make him the new vessel
I wanted to execute that more clearly at the end but I didn't have time to write a shader to sell it better because.. 72 hours
timeline btw is: you, the killer, are the patient of aria. she doesn't believe in your baphomet obsession. you want to summon him so you go to rendell in your truck and steal a sheep and a pig, which you later fashion into a pig mask. you clock that there was cctv recording later, so you go back in your pig mask to delete the footage, you bash Rendell over the head and steal the altmann knives from Rendell, which you use to chop him up and mix him in with the meat. Then you go to Aria's office where you kill her in rage for not believing you. You enter the office as a patient, put the mask on and quietly strangle her to death without arousing attention, then as you're leaving you come across Dylan. You knock him out and throw him in your truck, but Tamsin witnesses this on her jog, so you take the knives from the truck and kill Tamsin. Then you take Dylan to the church and cut off the sheep's head, then go upstairs. When you do, he bursts the pipe, and the sound is loud enough that your neighbour knocks. you drown dylan so he won't be heard. then you kidnap the neighbour, who you delude yourself into thinking is a detective, then conduct the final seance. you have candles with you throughout
@simon-rahnasto yeah originally I was thinking of making it automatically just lock in a word once you have typed a valid word but I like there to be some agency to a submission. if you click the notepad entries it does just go through so it's more of an intro onboarding thing but yeah, I would love to do better onboarding
Soundtrack was absolutely fucking banging, game was fun. I only managed to find one secret though, didn't see the others. But I had a good time
I am now a devil in a suit. What more could I want from life? I like the artstyle a lot, good work
After getting the 10, i used double jump hold to hover to the right and then managed to get stuck in an area it was seemingly impossible to jump out of. Going to watch the rest on the video haha
The map I was given
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The map I gave
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ahh I meant to put the itch.io page on private until chaz makes the page look pretty but it doesn't look like there's a way to make i listable but not publicly findable. well, I just unlocked it, chaz can fix it later when he's back from work
oh damn, we actually have a camera reticule but when you do [camera].ScreenToWorldPos(Vector2 in) it actually returns (x,y, -10) so it was appearing behind the camera's near clip. that's annoying. just set it to cast to vector2 and reupped, should be fixed
@tiar it should be visible now? dunno what happened there, I think when fixing the page. it's not webgl yet. maybe I will do that later
Really enjoyable game. Very amusing, love the artwork, love the concept. I'm going to give constructive criticism too because I know you're an elite jammer so feedback is more useful to you, but just to be clear: I really like this game and I'm giving it 5s almost all down the board.
So, the good: very amusing, very novel, gorgeous to look at, fun to work out the solutions
Minor gripes:
1. I think having two arrows that just show left and right could be clearer because I kept mixing them up. I would make the top icons show an icon of the catalogue/newspaper/canvas respectively and the bottom ones show an arrow turning (like it is already) laid over a newspaper graphic. minor gripe as I say
2. Mixing up the locations of some of the items (like horse + wing, the two people in the showdown) would make the puzzles more compelling especially with only 5.
3. I would love some more complexity. The highlight of the game was mermaid girl + fish tail by far, the rest of the puzzles were pretty much "find a mushroom, ok there's a mushroom.
I would've liked to have seen more "I have to cut pieces off something" instead of just "entirely draw around something that's already there" because design wise it made the cutting out gimmick (which is cool itself as a mechanic) into more of a chore to draw around something clearly there, in most puzzles you're essentially just grabbing a sticker out of a book and putting it in another book but with an 8 second failable task of tracing around it Mario Party style first. forcing the player to do more through-cuts like cutting the fish in half would make it feel more like I am truly cutting things out instead of just inefficiently pulling stamps out of a book. seems to me like the real fun here is in solving the puzzles rather than the motions of drawing round things
but anyway the only reason I give that level of constructive criticism is because I know you are a very good developer who might appreciate the feedback, if it were a regular person I'd just be like "sick game, no notes". because it's great.
@Tayaksha thanks a lot for the heads up, sorry yeah there was a bug in how text stays on the screen when you give a "normal" line (aka not a "great" or "bad" line). fixed that now thanks
@alexclay it can't remove the lines you used because both of them can be valid prefixes and suffixes, so it just removes an arbitrary line for rubber banding so people don't have to try 36 permutations. but yeah because it iterates the array that probably just removes the irrelevant lines top to bottom in effect. however the thing you said about the last "boss" is indeed a bug, a successful rizz should result in those lines being removed from the list of applicable lines. I will check the code tomorrow, already midnight here. thanks for that
@annie-owl yeah same as above haha I will have to patch that tomorrow, just in bed atm. thanks for letting me know
@marudziik I made a web build but I didn't set it on the ld page because it would hurt our audio ratings, on desktop all the VA gets loaded into RAM on scene boot so there's no delay to the voice lines, and there's no crackle on the mixer if you move around quickly across the centre of pan, but all of that is less smooth in webgl. was never designed to be a browser game
@thyoi LMAO
Was disappointed I couldn't eat the cat at first. Then I was really disappointed I couldn't eat the cat
lots of calories in an alien
love the fullscreen frames, very funny, especially love his lips. enjoyed the music and cohesiveness of the style musically, visually, writing wise. this is a quintessential LD game to me, it's the type of thing you would only ever get to play during LD haha, very cool game and I enjoyed it
Couple things I would suggest: 1. something went wrong with collision detection and I fell through the floor 2. Camera should pan ahead of you based on velocity so the enemies right in front of me aren't off screen
The Tinder idea was really cool, the intro text made me laugh and I enjoyed the tinder stereotypes, gameplay was decent.
the LD site showed me this as a new game instead of one from an older jam, whoops.
lol this posted twice for some reason
LOOOOOOOOOOOOOOOOOOOOOOOOOOOOL
@n-feofentov Yeah, I found the missing collider too but only after the jam already ended. Regardless, you can't get back in any other part so it's fine, just the joys of game jams.
There's an audio noise if an enemy gets punched, and an enemy instantly dies if it gets hit, other than the boss. When the boss gets hit, he loses one of his heads and his head form loses one of its eyes.
@foolmoron sounds like you were using keyboard? I think there is a glitch with keyboard where it accepts inputs without you having to unlock them.
@foolmoron OHH lol! Did you break the game and edge between the colliders of the two pits? :P . Interesting.
@Aviland The game resyncs based on your last 8 button presses, so even if you are a quaver early every time, it will sync so that becomes "on beat". If you only tap offbeats, the offbeat will become the beat. As long as you are self consistent for 2 bars it works.
@Linkwin The video kinda shows how it works. Tap every beat for 8 beats. Even if you tap the offbeat it'll sync after 8.
@ted
1. It is pretty standard throughout pretty much all 2D games that the left side of the controller is used for movement.
2. The game doesn't accept simultaenous input from the stick and the d-pad. If it was on the d-pad, people might try to simultaenously do both at once.
3. The point of the left stick movement is that you can move a large distance or a small distance, at any angle. The point of dashing is that it's only possible in cardinal directions. If you had to tap the stick every frame you would almost certainly end up tapping it at weird angles unless your controller is octo gridlocked like a gamecube controller, and people would expect to be able to dash at weird angles. It would essentially make "dash" become the default action instead of an ability that you use in specific scenarios.
4. It's a rhythm game. Tapping a stick is not very tactile. Tapping buttons gives feedback and is far easy to time rhythmically. You don't need to tap the stick but you have to tap the dash buttons.
5. It's a rhythm game, so you always tap on the beat. Sometimes you want to dash and attack at the same time. This would be near impossible if you had to tap the right stick in a direction and A at the exact same time. You would have to adopt a claw grip, which the vast majority of people don't do.
6. The primary mode of attack is to do normal stick movement to aim your attacks and press X on the beat. If primary movement was on the right stick, A. that would be completely bizarre and make people feel uncomfortable playing, but B. it wouldn't be possible to move and attack at the same time.
tl;dr it would break the game design and also I can't imagine anyone would find that a comfortable control scheme.
As for "why is the game analogue and not grid based", although I didn't have time to polish the combat or implement randomness, the idea was to make a roguelite like binding of isaac. If I put it on a grid, it would've just been a Necrodancer clone. But also I don't like the feel of grid games for games like this, I like Zelda style movement.
@ted Yep, intially it was on the X button but the game idea kept changing over and over. Originally it was going to be that you reach an enemy, and then it starts a DDR battle sequence before you can fight them. Then I was thinking, okay maybe you can press a button to start an attack and then you have to do a little combo. Then it was like, okay what if you have complete control of combos all the time.
But the UI work of doing DDR and making it bpm sync, I didn't even bother starting it, especially when I knew it might end up mega confusing. So I kept the dash on X. But then I had two problems: now you wouldn't be able to do a physical attack and dash simultaneously. And secondly: I had systems but no actual game.
Also I had these chests, but all they had was hearts inside them, and I had no other items to give away. So then I was like, okay, if I separate the dashing into four separate pickups, that plans out the whole of level 1 and gives meaning to the chests.
I dunno that it was a good design choice eventually - definitely if I hypothetically were to flesh this out (0.01% chance of occuring) then I would definitely completely change the control system - but ultimately, I just had to go with a mechanic that I knew I could ship in time, and one that would look be conducive to level design. The whole jam was me compromising with myself pretty much. It came out extremely far from my original vision, however I also had a lot of fun playing it on turbo mode, so I'm pretty satisfied regardless, I guess.
My favourite things are the BPM sync system and the heart reward system. (Chests give heart values based on your current HP, so regardless of your skill level as long as you reach a chest, it's effectively a checkpoint that tops your health up long enough).
>interesting gameplay mechanics
lol
IT IS WHAT IT IS ATMOS, I'M GOING TO RATE YOU ON AUDIO, GRAPHICS AND MOOD ONLY.
I'm going to rate this objectively as if it wasn't me. it has a very high level of polish, graphics are lovely as usual. If this was the first game I ever saw from you I'd be like "Great Job Man!", I can even see it winning the jam because it has the traits of a jam winner. And you know I love your games
but my honest review: it just feels a bit.. empty. I renamed the first word at the start because I chose something completely arbitrary that didn't look like the symbol but after the rename I just typed all the words in to completion, my playthrough was like.. 2-3 minutes. it reminded me mechanically of MEMORO and Lost In Translation but it just wasn't as tight as either and doesn't really explore the mechanic. I dunno what it's missing but I feel like there could have been longer gaps with gameplay in between the words so I'd have some reason to forget them or be confused or utilise them in a way that isn't just "type these words as quickly as you can". the gameplay was essentially equivalent to doing an online typing test but without getting a wpm at the end. However, I saw someone else recorded a 15 minute video of this game so I'll take into account that the average person may not just choose clear words and blast through it immediately
objectively speaking it's max score on graphics, it's a good use of the theme, it's got mood, it's amusing, audio was fine, inno I find it derivative of your other games but it's better than 90% of entries and funwise - it's not bad like I won't downrate it but it was just fine
sorry I hadn't finished the description yet (and still hadn't) so it wasn't live, it should be live now, I will just fill out the game page tomorrow
@badpiggy haha I did the voice acting.
Yeah I basically agree, I spent the whole jam coding and had no time left to design. This was my first procgen game and there were systems upon systems, also before I did the procgen I did a tilegen system that then got rolled into the procgen so we even had cities and buildings but that had to get thrown out. I would've loved to have done a boss and proper ending but it would've taken a week. Shot for the moon and glad I at least finished a game that is playable start to end but yeah. I really like the mechanic and I don't think I did it anywhere near the justice it is capable of but overall it went fine.
Your magnum opus. It's a pity you can't really come out of the TV at the end. But yeah, just the right amount of friction and very enjoyable, presentation is incredible. Great job, hope you win the jam!