Bat Dose by Serval Games 2017-12-07T01:41:02Z
That is one fat bat. I enjoyed playing, but it ended pretty quickly and didn't get much harder as I got bigger. Good work on the art though!
Foon → Ludum Dare Explorer → Users → alottabit
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Cohesion | compo | 62 | 3.91 | 3.93 | 3.60 | 3.50 | 3.10 | 3.56 | 3.41 |
That is one fat bat. I enjoyed playing, but it ended pretty quickly and didn't get much harder as I got bigger. Good work on the art though!
Seems like a cool game, but I can't see the whole level because the window seems larger than my monitor. :(
Hits too close to home... nice work though! Definitely a good (and very relatable) interpretation of the theme.
Interesting twist on a classic genre! Really liked the sound design as well. The movement and collision could use some improvement - jumps were floaty and accelerated upwards about half-way through the jump, and moving felt a bit sluggish.
This was hilarious. I think it's a great sign when you so much enjoyment out of simple things like quacking a duck. Great visuals and music as well - all the pieces worked well together, and it's a really polished experience for a 48 jam.
Really cool puzzler! Music was great, graphics were simple but good. I really liked the concept and enjoyed the challenge in some of the later puzzles - the ice mechanic was pretty slick (see what I did there). Definitely had a few 'aha!' movements, which in my opinion is the sign of a good puzzle. I'll be honest I got stuck on level 11 - I think I had it figured out but just couldn't pull it off mechanically.
Personally, I have a hard time visualizing a puzzle's solution when I can't see everything at once. I know that to move and jump you can't be too zoomed out, but it would be nice if there was a way to see the whole level at once.
Overall, awesome idea & implementation!
Fun game! I liked the humor (those pesky parents), and the soundtrack was really enjoyable as well.
It was weird to me that upgrading one part of the ship raised the prices for all other upgrades - I definitely expected my first paycheck to go a bit further. It would also be nice if there more numbers on the upgrades - other than the cargo hold I didn't really know how helpful they would be.
As a side note, I had to jump through some hoops to make it run - Firefox was blocking Flash Player by default with no notifications. You may want to let people know so they don't just see a mostly empty web page and give up.
Pretty tough game, the difficulty really ramps up quickly after a score of 50. Loved the simplistic but clean graphics, but the audio left a little to be desired. Nice work overall, enjoyed playing!
Cool idea - I enjoyed playing. The music was very well done and was probably my favorite part. The levels left a bit to be desired - the difficulty ranged from trivial to almost impossible with no real order. I'm pretty sure they were randomly generated, but I would've loved to go through some hand-crafted ones.
Really well-polished for a jam! The mechanics were fun, but I don't quite see the connection to the theme... (maybe I just don't get it?). As others have said, thanks for the really smooth tutorial!
The game play is definitely on the simple side, but it sounds like you were more interested in the engine anyways. In that case, nice job! I tried my own c++ engine briefly, so I know how hard it can be - and I was only working in 2D!
You should probably clean out your build folders before zipping up the source code - the .obj files take up quite a bit of space and Visual Studio also generates some large files that aren't necessary. This would make it a lot easier to fetch from (what seems to be) a low-bandwidth server.
I didn't spend a ton of time in the source code, but it looks pretty clean for a weekend jam!
Wow, far and away one of the best games aesthetically. Music and graphics were great! Only got 4400 points :( but it was hilarious running around as a snowman while maniacally waving my burning stick arms in the air.
Cool combination of snake and an asteroids-like game. Music was clever, graphics were nice, and it played really smoothly (although for some reason the framerate was terrible on firefox - I had to use chrome for this one). While it definitely gets more challenging with 10 ducklings in tow, this is kinda offset by the fact that they slowly leave and the alligators don't seem to get any more abundant. I felt like I could've gone one forever...made it to a score of 600k before I just gave up.
Enjoyed playing!
I like your take on the theme and enjoyed playing the game. Solid graphics and music as well - it was cool how you cued the transition from the background track. The AI could've used a bit more variation, but overall nice job!
It was fun to play for a bit, but it feels really cut short. There doesn't seem to be a win condition, and you can survive for a really long time by playing near the fulcrum and tilting the platform to roll everything towards you.
Super interesting concept though, nice job for only 8 hours!
Interesting concept, but the controls were too frustrating. Holding down keys to aim the cannon has a delay, and it's very hard to get the vertical component correct.
For these reasons it wasn't too much fun in the normal mode, but I did enjoy messing around in the immortal mode for a bit.
Big fan of the graphical style - overall a really good mood & aesthetic with the sound as well. I enjoyed fighting off the goblins for the loot, but it felt a little shallow. While definitely using the theme, slowing down as you collect loot made combat less enjoyable as the game progresses. I feel like it's just missing one more mechanic to really make it a great all around experience.
Really nice job on the character and bubble graphics! The collision was a bit buggy for me - I fell through the solid platforms from time to time, especially when moving quickly. Also, adding some sound/music would really improve help. Keep up the JS learning; I look forward to seeing the next iteration in LD41!
Nice game and chill vibes. Was a little tedious after I got the hang of it (could just walk back and forth without using spacebar) until the logs came.
I about lost my shit at the screaming logs, that was hilarious.
The difficulty ramp is relatively smooth for a while, and then seems to skyrocket all of a sudden after the logs come. I think making it a bit more even would improve the experience.
Very interesting idea. To me this is one of those games where I'm not quite sure what happened, and I'm totally ok with that. I enjoyed messing around with it for a few minutes, but it needs a few more mechanics or sounds or something to keep me interested for longer. Cool concept, very innovative!
This is a really cool interpretation of the theme! Unfortunately for people who don't play a lot of platformers, it's very punishing when your options are 1) go faster or 2) increase the difficulty. In addition, when you die it seems pointless to keep playing without a timer reset because you've reduced the time remaining to finish the level without dropping the difficulty.
I agree with the feedback above about jumping between 2 walls - it was pretty tough for me.
Overall, I think it's a great idea that could've used a little more polish.
Nice work! I thought the gameplay was pretty smooth. The enemies and power-ups are a bit too similar in color and style, especially for a fast-paced shooter with lots of things flying around the screen.
Enjoyed playing! Entertaining but didn't take itself too seriously. The camera was a little wonky - probably would've benefited from being more zoomed out. A couple times I somehow jumped in the air and lost track of my character. Also, I was really hoping the BOOM would be more effective. Overall nice work though!
Solid retro aesthetic and a quick but fun game. I expected the big Kill-All seems a little underwhelming - I thought it was going to be a big reset button. Anyways, great job on using the color palette to make it easy to distinguish jewels from enemies even while tons of things are moving around the screen. It's super important for games like these but I've seen several submissions not do it very well.
This was short and sweet. I thought the humor was on point, and everything worked pretty well for me. It would be nice if there was some feedback when you hover or click on an object to help figure out if it's non-interactive, usable, or not yet usable. Nice work!
Nice work learning Unity so quickly! The game started off pretty slowly for the first 2-3 minutes - I never found any spacepoints and there weren't many asteroids. It was fun once it picked up though!
@niterich Thanks for playing! You can actually skip levels with the 'n' key - I've updated the description above to reflect this. I didn't make note of it initially because I didn't want people to give up on challenging levels, but I'd rather have people see the rest of it than give up!
@qzqxq Hm...that's about what shows up for me (including the audio error messages). It's been working fine for me even when they show up, so I'm not really sure what else to do. Might work on Firefox or Safari? The WebAssembly tech is pretty new, so I figured there would be a few issues, but I don't know how else to get a game in C on the web. Regardless, thanks for trying!
Really interesting concept! I enjoyed playing for a while until I collect too many orbs to see anything and ran out of flashes. It was cool the first few times trying to find the exit by following the bullets and their 'sight aura', but it quickly became frustrating walking in circles. It would be great if there was a way to make this part less tedious.
Enjoyed the graphics and sound design, great work!