The Museum by RhythmLynx 2016-08-29T20:27:00
Loved the writing. It's refreshing to see a game like this every once in a while
Foon → Ludum Dare Explorer → Users → alexv
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Bubble Sort | compo | 115 | 3.77 | 3.62 | 4.05 | 4.25 | 3.80 | 3.73 | 3.52 | |
| 2016 | 36 | Ancient Technology | USADD | compo |
Loved the writing. It's refreshing to see a game like this every once in a while
I spent way too much time playing this, I feel like I know what every line does. You need more of them
Link is broken :/
Thanks for the overall positive feedback, really appriciated. The platforming is a mess, but I'm glad you enjoyed the combat.
@armas0000 I didn't have time to implement the contact thing, the deadline was near and I really needed some sleep. Forgot to remove the text
@burnedkirby Thanks for playing through the entire game! I know there are a lot of issues with the collisions :/ I'll be definitely working on that if I ever revisit this game
Level 4 is unbeatable, right? If so you could add a timer to add a "how long can you survive" kind of vibe, since now the level feels pointless
It looks and sounds really good.
IMO you should've went for an 'endless' mode instead of just locking it to 5 hits and then having it start over, would be fun to see how far you can go
Probably the most fun game I've played so far this LD.
You don't have to apologize for your source code being messy, it's supposed to be that way. If you have 48 hours and are wasting time trying to follow standarts you're doing something wrong
Fun as fuck. The God is kinda douchy though, I'm giving him a sheep every 10 seconds and he be like, "hello mate, enjoy your 25% speed boost"
And you should let people sacrifice the priest, that too
Still using the old Unity UI system. You're a rebel, I like you.
The H looks like the digits 2 and 3 sticked together, which was confusing when I was figuring out the first puzzle.
You really need to some hints/tutorials, but fuck it, it's 48 hours
Looks nice. Not sure how I feel about the whole multitasking thing, I found myself just leaving the cursor in the middle of the screen and working with that.
Maybe this could be a debuff, losing control over one of the two
It feels like it's going way too slow. It's generation 12 and there are still a considerable amount of members that don't hit the walls at all.
Those who do however are very satisfying to watch
Low key watched the stream, mostly tuned in for the music though.
Surprised you didn't try to simulate a DOS console with the Unity GUI, I would've done that
The dude is properly being rendered behind or in front of the houses and trees.
That's way too advanced of a behaviour for the Atari graphics, takes off the emersion.
I can't finsh the second level. I played it for way too long. I'm furstrated. The music is stuck in my head. Thanks.
Real talk though, from what I've seen it's a well rounded platformer. Looks good, sounds good and the levels (at least the first two) are interesting. It just so happens that I'm shit at it
5/5 for innovatiion
The graphics are cute. It can get a bit annoying looking for the lever and the exit on the bigger maze-like levels, i found myself pretty much intentionally suiciding my snowman dude a few times just to learn the level.
I honestly had no idea Mediafire did that, thanks for the info. I'm using adblocker and they used to be pretty reliable a while back. I'll drop a google docs link when I'm home.
Link is updated for anyone that cares. Sorry for notification spam.
I haven't tried compiling anything for Mac until now and I have no way to test it, but sure I'll give it a shot.
@diblow I actually got my best while recording the footage for the video, check it out it's 100-ish
@mattcane I'm actually considering writing it from the ground up and as a tablet game, I tried it on Android, a phone screen feels a bit too small, but I have another project I want to get done first.
@oliverlevay I got the mac build uploaded if you're still interested. Let me know how it goes if you try it out
@Carraka With hindsight I regret going for such a difficulty curve. I had 2 days to play the crap out of it, but when I gave it to a friend it took them 10 minutes to start doing well.
I knew nobody will play it for this long in LD, but rebalancing rhe whole thing after the deadline feels like too big a change for a gamejam game so I left it as is and posted the video for other enthusiasts like me who just feel like when they download a game they have to beat the dev's highscore.
Loved the artstyle and the general feel of the game, the map looks awesome.
This one is a nitpick but I have to complain about something. If you're going for the 1990 FPS controls you should probably let people use the arrows since that's how those games were played, it feels kinda clunky to rotate with A and D.
This game is actually awesome :D
I really like this game, you'll got a very solid shooter if you iron out a few things.
1. The bullets don't fire towards the cursor. If you're looking exactly to the left, right, up or down they will go towards your mouse. But if you're looking kind of diagonally they'll miss it. This, along with the fact that bullets don't come from your gun but rather from the center of your body can make it very annoying to line up shots.
2. Trying to land sick calculated bouncing shots is by far the best part of the game, but you don't get punished at all if you just sit behind a corner and spam LMB at random trajectories until everything is dead. I think limited ammo would do miracles for this game.
3. The bullet heaviness mechanic makes no sense. This isn't a fast paced game where you have stuff chasing you, so moving a bit slower is at best annoying. You can take your time and approach enemies at your own pace, so having a lot of bullets stacked up isn't punishing at all. It feels like it's only slapped on top for the sake of the theme.
Other than that I really liked the game. I think you can turn it into a great tactical shooter if you work on it for a bit longer.
A very visually pleasing game, one of the best looking I've seen so far. I love the attention to detail you've put in the level.
I got stuck for a while at the jump before the "Life is a series of choices" for a while because I didn't know there's a double jump mechanic.
I don't think you should've gone for the double jump since platforming isn't the focus of the game so it doesn't really add anything and you can argue it's unrealistic and breaks the immersion, but if it's going to be in the game then you should definitely state it, since it's required to actually finish the game.
A pretty fun mashup of the classic frogger and snake games, I was playing it for longer than I thought I would.
There's a few annoying things, like how if one duckling gets hit all of them get disconnected from you.
I think a few more car textures, even if just recolors of the same car would've spiced it up how the game looks a bit.
That's actually a really cool and unique idea, to try and cast big aoe spells but not hit anything. I've seen better looking games, but with a bit more work I think you can turn this into a great game.
Overall a very fun adventure, but PLEASE when you're making game that will run in browser don't use gameobjects/sprites as cursors. Even if the game runs at 60fps which isn't at all a given in a browser environment the cursor will still noticeably lag behind and be irresponsible.
Unity has a import option for sprites that lets you use them as cursors and it actually changes the hardware cursor instead of hiding it and drawing a sprite on top so that's a much better choice for static cursors.
I'm a sucker for a well crafted puzzle.
I'm not sure level 7 plays out the way you've meant it to, since you can drop the 3 right crates in the hole and then push the last one on the ground level left past the end point and finish without making use of the other crates and the underground area.
Levels 6 and 9 were awesome. My only complaint is that the game is too short, which I guess is the best complaint you can have.
There's a bug where when you once you hit the wall you can rapidly spam 'D' and you will damage it.
You have a nice groundwork, but the game is essentially decided at the moment you start the level, by whether you have more health than the wall or the wall has more health than you.
If you can do something to spice up the gameplay some more, maybe add some more mechanics or strategy elements, and add a bit more meaningful choice to the customizations (perhaps active effects?) you can turn this into a very solid game.
Pretty cool idea, but the fact that you can spam some buttons without even looking ruins it (for example the laser one and the one where the cube slides down towards the fire). If you make these ones a bit more interactive you'll have a great game