Up & Away! by bytegrove 2015-08-27T06:25:00
A lot of what I was going to say has already been covered. I just wanted to say how much I like the main character's design.
Foon → Ludum Dare Explorer → Users → Andrew
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Fishing game LD57 | compo | 2.29 | 1.86 | 2.50 | 2.83 | 2.00 | 2.75 | 2.43 | ||||||
| 2015 | 34 | Two Button Controls / Growing | Avoid and Un-Avoid | compo | 612 | 3.09 | 3.12 | 3.21 | 3.61 | 2.61 | 2.23 | 51 | |||||
| 2015 | 33 | You are the Monster | Something Purple | compo | 398 | 3.20 | 2.73 | 3.75 | 3.54 | 3.60 | 3.11 | 3.54 | 66 | ||||
| 2013 | 27 | 10 Seconds | Fire, Ice, and Purple | jam | 403 | 2.86 | 2.38 | 3.04 | 2.29 | 3.00 | 2.23 | 1.95 | 2.46 | 51 | |||
| 2013 | 26 | Minimalism | Islands in a sea of blood | compo | 940 | 2.81 | 2.35 | 3.14 | 2.78 | 3.00 | 2.25 | 2.53 | 2.80 | 47 | |||
| 2012 | 25 | You are the Villain | Stomp goats and insult the princess | compo | |||||||||||||
| 2012 | 24 | Evolution | The evolution games / unnatural selection | compo | 577 | 2.59 | 2.37 | 1.98 | 2.18 | 2.88 | 2.34 | 2.93 | 2.60 | 85 | |||
| 2012 | 23 | Tiny World | I want to turn the heater on | compo | 308 | 3.18 | 2.82 | 3.58 | 3.74 | 2.96 | 2.08 | 2.98 | 3.09 | 100 | |||
| 2011 | 22 | Alone | A form of monotheism | compo | 367 | 2.65 | 2.20 | 2.95 | 1.56 | 2.89 | 2.50 | 2.54 | 2.08 | 2.91 | 54 | ||
| 2011 | 21 | Escape | Urth | compo | 53 | 3.58 | 3.33 | 4.33 | 3.35 | 2.65 | 2.76 | 2.34 | 3.07 | 27 |
| Year | MiniLD | Theme | Game | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 44 | 7DRTS | RTS - pewpew (for lack of a better name) | 18 | 3.39 | 3.33 | 3.24 | 4.06 | 4.06 | 1.83 | 2.00 | 3.69 | 38 | ||
| 2012 | 32 | Quantity vs Quality | Manygames | ||||||||||||
| 2011 | 30 | Adaptation | Gnet | ||||||||||||
| 2011 | 29 | Horror | Redeye |
Andrew leaves an average of 53.4 feedback comments each event.
A lot of what I was going to say has already been covered. I just wanted to say how much I like the main character's design.
All I do just makes her look worse. I would be the worst 17 year old girl ever.
THe chess-piece style of the creatures is very fitting considering you're a lich and everyone is/can be your pawn.
While the game looks very charming. The waiting times are a bit too big. Is there any chance of uploading a slightly faster version?
Would be cool if the guards would react to their dead buddies.
I went through a few waves. Does it go on forever or is there an end boss?
Falling though the ground still happens. There's also a spot near the beginning where you can get stuck in a corner of the caves. When you first jump up/right. Other than that it's a solid entry. A way to heal up would be nice
I hope you plan on finishing this up and posting a post-jam version. The art assets look awesome.
I could stare into that laser beam all day. Looks awesome.
That crunching sounds makes it all so rewarding.
This was a ton of fun to play through. One thing I didn't figure out is if the color of the squares at the top is relevant.
The bike felt a bit wonky to use. How do you speed up with it?
Took me a bit to figure out the masks for the boss. Once done it was fairly straightforward. Loved the retro-beatup feel of it
Extra points for mood. I felt there could have been more done with the scenery though.
I've been unsuccessfully trying to figure out if the people's twitching is synched to the music
It's not playable.It's missing the actual unity file.
A continuous beam poweroup/alternate weapon would alleviate some of the frequent clicking needed on pc.
Mad props to your visuals and music guy.
I wish there were some way to use that club.
The one thing I'm most curious about is who wrote the note telling you about the key and medicine.
Quite hectic and my reflexes are sadly no match. Consider this an official request for easy-mode.
I collided with the shooting ship right at the end and lost my last swarm-ship. :(
Spamming a lot of smaller scares seems more effective than letting out a bigger one. Maybe some nonlinear scaling to the charge bar's effectiveness would fix that.
I was not expecting a narration. I got a narration. There was a bit of stuttering, but I understand time did not permit extensive edits.
It wasn't extremely easy figuring out when the knights are frightened, but it's a solid idea and that was really the only gripe I had with it.
A way to track down the creatures would be helpful. I flew around a bit and wasn't able to find anything.
The car stalled to a stop at he beginning (web player build) After a while it started moving forward again.
I'm not terribly musically inclined so I found copying the song somewhat frustrating. I do appreciate the idea and the squiggling tentacles though.
A few other kinds of attacks and a way to heal up would be nice, but those are usually luxuries for players not monsters.
Roaring seems to kill people, but doesn't seem to do it every time. Am I missing something?
I've had the same issue as cgmorton with enemies jumping off screen and having to wait for them to show up again, other than that it was pretty fun.
I found it a bit tricky catching things to eat as they seem to be moving as fast as Nessie. Eventually got the hang of intercepting them though.
The collision seems off, I would run and jump through walls. The deceleration on the character could be higher as well.
That's an interesting kind of fishing. I was also not aware that babies are born with clothes.
The graphics were awesome. I wish there were more things to do than hit the red button.
My first reaction to catching the circles was to avoid the circles :P
The collisions seem to be a bit off especially with the big white rectangles. At one point something purple came up to me and my health started dropping. We were overlapping(possibly?) but I moved slower and couldn't get away so I died.
It's as surreal as I expected it to be but I'm also stuck at the phone puzzle. I'll check back later for the solution and will give it another go.
Delightfully retro with pretty fun weapons. A selection of various arenas would have been nice.
Argh minesweeper! My nemesis!
I liked the keyboard controls, I eventually settled on just 4 buttons so I'm not sure if it was necessary.
Bonus points for relativity but everything felt so slow compared to how fast I was supposed to be going.
Nice idea, shame you didn't get to add more levels.
The sound got a bit repetitive and occasionally I'd get ping-ponged between two rooms, but otherwise it's a lot of fun.
I will probably have nightmares about goblins in berets tonight but at least it was worth it.
I expected bomb defusal games, but I didn't expect them to be so much fun. Or to have dynamic mazes. Good job.
It's rare that there are any games where mood is really applicable but this had plenty of it.
Sounds don't play on chrome and firefox nightly(latest). The octopus seems too hard to control as well.
The character was "teleporting" short distances back and forth whenever it would collide with something which made it hard to move around.
The thing in the basement, was that the potato?
The boss seems to get disturbed regardless of my interaction. Am I missing anything or is it timed?
Mmm..
mmm?
mmm!
The hitbox seems as big as the entire ship, which is itself larger than the space between the bullets. I think I'm missing something vital.
I stocked up on gunners early and then nothing much happened as I kept clicking through. Maybe some more types of events could be an idea to spice things up.
I agree that you should keep working on this, it has a ton of potential.
Awesome idea. I like how they all just sit there and stare at you as you gun them down/hug them.
It's a pretty relaxing experience. The movement speed feels a bit sluggish though.
The only thing really missing is a fast forward button.
The red level outsmarted me. Will come back after the post-ld fatigue wears off and try again.
Plot twist: there was no passenger, it was you all along!
I couldn't figure out what the ball(?) does.
The walking speed seems very slow, and I was never sure if I hit the enemies or if I narrowly missed. Either way fairly impressive achievement for 48 hours.
I managed to get to only 26 kills. I've found that the AOE tower seems slightly more effective.
It's a nice twist to tower defense, certainly preferable to having 50+ towers and more enemy types than you can count.
The cube sometimes becomes unpredictable to control, but other than that it was challenging without being complicated and simple without being too simple. Nailed it.
That was certainly intense. Has a ton of trippy-bullet-game potential.
The landscape reminds me of those old cartoons with fleas living on some animal or another. It's rather surreal. Adding idle animations as a nice touch, I wish there were some health indicators as well.
I like the use of colors and the concept, but the camera follows the character a bit too closely making it uncomfortable to play for too long.
I wish there would be some indicator showing score/life
The song is absolutely lovely. I don't quite understand how evolution plays in though.
Each level seemed a bit too long.
A wee bit random but a nice idea in an evil-ringmaster-lounging-in-his-chair way.
I don't think I've ever seen a level made out of entirely circles before. I like
I'd have liked to see a bit more done with the puzzles.
I keep killing everyone. Foreveralone :(
Not enough room to fiddle around with all the crap flying around. I did like the art style and presentation.
A bit stretching the theme, but at least it works with sounds and everything!
It would be nice getting some feedback on why some lived/died. I like how they have names though, makes me feel that much eviler for making them jump off.
One of the better implementations of genetics so far.
While I found the controls too much of a mess to deal with I did like the music a lot.
I didn't like that black kitties got a penalty. I also didn't like that my ctullhu kitty got a penalty. Otherwise it was more fun than I thought it would be.
Too much minecraft and too little anything else.
Was pretty fun overall, but the missiles seemed rather useless as they were often too slow to make any difference.
I would take a few steps then lose life and die horribly. Every time.
I walked beneath the second level platform for some reason and it still worked.
Seems I'm missing MSVCP110.dll
It seems a bit random, and I didn't feel I contributed significantly while playing. It could have been a random number generator.
What I did like was the control scheme. It's fairly unusual.
It froze after the first plant spat out its seeds, but it's an interesting concept.
The other pieces would clog the way much too often.
I am the king of bladders! As expected a nice bled of weird, inspiring and 'what on earth did I just play?' Is there any way of becoming a not-tree? Or is is a single ending?
I kept darLOSEing, mostly because the lose text made me chuckle every time I saw it. Nothing to do with me getting overrun by beavers. Nothing at all.
I'm not really noticing any difference in wheel size. The graphics were nice, more games should be drawn by 3 yearolds.
A really fun twin stick shooter but the controls seemed reversed. I could play cross handed just fine, but remember that the standard is to have movement on the left and shooting on the right, that or provide the option to switch.
I don't think I've ever had so much fun playing tetris. Ok I know it's not tetris but you know what I mean
It's incredibly frustrating that it's first person. Oddly enough I find that to be a very good thing for the game.
This is... why didn't I think of it first? Cool concept though one does not necessarily disproves the other. Except in the US.
Nicely polished but I just end up breeding a single pair over and over again.
Ran out of food while running for my life. Could potentially make for a nice multiplayer game.
Why the refresh? The music was nice if a bit repetitive.
The jumps at the beginning allow for too little margin of error. I guess that's fine for hardcore running game players.
A bit too many moving platforms for my taste but i liked the idea.
The controls were a bit too slippery to maneuver, and it was a bit difficult differentiating the types of cells, maybe a clearer distinction between good and bad powerups?
It seems a bit too random to be able to do much good. I either get slow creatures or creatures without any offense.
I liked the concept but it got repetitive too fast. I did like how the various features started appearing on the creatures.
I left it on attack and won. I'd have liked to see more player skill required but the concept is pretty good.
As far as I know brushes are ok to use cause they are essentially tools.
I disliked that I was essentially reduced to a postman while the minion auto-kill would do a fine job clearing the levels without any input from me.
Is there a reason for the super-meatboy-esque way to finish levels or did i just get unlucky with mine?
The character would often spaz out and rotate in one spot quickly. May just be an issue with the flash version though.
Reminds me of an old spectrum game I used to have.
Really liked the effects. The maps seems a wee bit small though.
The voices are cool, but I found the score mechanic to be a little too unforgiving.
This should be in more sim games.
I want to see this fleshed out more so I can play more of it.
I ran out of ammo and my soul got eaten :(
This was surprisingly captivating. The tutorial system is pretty good and non intrusive as well.
Seems to hang on the loading screen.
The music stopped looping for me but html5 would do that. I only got as far as the first evolution when I died but the repetitive combat got to me and I left it at that.
I tried my best to hotseat with myself but wasn't sure how I can attack something.
I would like to think that the various actions have different results based on the mentality of the people in each state, however I found it to be mostly random.
It wasn't immediately obvious what the evolutions are, but it had a nice bubble tanks feel to it.
Getting
load: class org.lwjgl.util.applet.AppletLoader not found.
java.lang.ClassNotFoundException: org.lwjgl.util.applet.AppletLoader
at sun.plugin2.applet.Applet2ClassLoader.findClass(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass0(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.plugin2.applet.Plugin2ClassLoader.loadCode(Unknown Source)
at sun.plugin2.applet.Plugin2Manager.createApplet(Unknown Source)
at sun.plugin2.applet.Plugin2Manager$AppletExecutionRunnable.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Exception: java.lang.ClassNotFoundException: org.lwjgl.util.applet.AppletLoader
Took me a while to realize the color was killing me.
Not bad, but it has some odd slowdowns and I got stuck in a bush at one point so i gave up.
The only issue with this is the somewhat dull repetitive gameplay. Everything else was awesome.
I think there were too many colors to sucessfully be able to free balls given the inherent lack of control in pinball games.
Cool idea but explaining how my actions make the shapes evolve would help.
More zen than I would have thought. Would be cool if the colors changed after each roll.
A very solid entry, appeals to the Carcassonne player in me. Couldn't beat your level 1 highscore though.
While I appreciate the idea the needle seems uncontrollable. Maybe because I'm using a laptop pad?
Unfortunately a bit slow on my machine, but I loved the graphics style and music.
Couldn't move on Chrome on windows.
A bit simple and nowhere near as many bugs as I expected.
The visual style was nice but the game itself was a little bit barren.
Some text flashes by too fast for reading and the character doesn't show up.
Simple, clever, not at all bad. I like.
...Floating point division by 0 :(
Awesome music in this one. Sets the mood. Unfortunately I lack the fps to dodge out of the way of things properly.
A solid entry, only lacks a little polish
The approach to the theme is nice and original, but there are missing bits and pieces all around. I wish I could'v seen a slightly more polished version.
My biggest issue with the game is that wolf heads should be smaller than bear heads.
There is a bug with the ninja: I could see him.
I'm not sure what was happening. The brown.. things.. were moving but that's about it. Liked the music though.
More bullet hell games should come with teleportation!
Got 56, takes a while to get going but it does get interesting.
Unfortunately it was a bit too slow paced for me. Bonus points for mouth sounds though.
Bonus points for epic use of cheese!
Wasn't longer or more complex than it needed to be. :)
I liked the graphics a lot but the game itself seemed a bit too easy. Maybe it was just the path I took.
I for one think that the length is just right.
Great visuals and interesting mechanic, but unfortunately the sound got annoying really fast.
I couldn't figure out how to leave the house, thebed seemed to add/remove symbols from the diary and the tv area was the same all the time. (The static was blocking the second door).
Spoiler me so I can finish it :)
Baconilli always get out of hand. I guess the difficulty curve ran away from me and I couldn't cahtch up.
he puzzles were interesting though the teleportation was a bit sudden and confusing.
Awesome game, the voices are great, though people don't seem too fond of paying.
Navigating the world 'blind' is an interesting idea but either it's a tad too large or there aren't enough noticeable landmarks. I liked the music a lot but it didn't really seem to match the feel of the game.
A bit too flashy for my machine(far from 60 fps) but I think I pt up a decent fight regardless.
It gave of a nice sense of loneliness. The neighbor kept teleporting around so I assumed he was evil and did him in the first time.
My only issue was fiddling a bit with the keys before getting used to them. I kept missing the clicks.
For some odd reason the game was really laggy on my machine, but I assume that's my laptop's fault. It was a cute and clever little game.
"Unexpected error when playing the game" :(
Win/linux build?
Missing download link
My win console was a wee bit too narrow to play properly but I appreciate the idea.
I was surprised to find that I had a lot of fun with this. You could consider adding more bug types, maybe upgrades and the like.
I'd have liked to have the dialogue options hotkeyed to the number keys.
Great writing an odd but fitting graphics.
Getting on top of the other lemmings was really frustrating cause it took a while to get free again. I'm guessing that was the entire point.
I got "Unexpected error when running the game"
Unexpected error when running the game :(
The layered magnifying glasses are a great idea. The cowboy aiming his gun would'v been a nice touch as well.
Same here can't download :(
I got walled in and lost bigtime. An idea would be if your shots stop in the growing plants they could take some damage/ be destroyed.
Unexpected error when running the game :(
I failed horribly at it but the concept is interesting. Maybe you can finish it up in a post-compo version.
I wish more games would try to be funny.
I assumed the descent was building up to some huge runaway type thing or maybe a boss fight. I was left rather disappointed and irritated by the music. I did however like the graphics a lot.
It's deceptively simple, but getting the right tap-tap-erry is tricky.
Can you make a non hi def xna build for it?
Unexpected error when running the game.
Seems to hang after prompting me to press any key
Floating point division by zero error. Can't play :(
I've seen similar games pop up in past compos. But this one has the advantage of having a lil guy going round and round rather than a turret spinning or something.
I'm just going to ask where the microscopic trees which have cellular sized fruit come from :)
I love the take on the classic 'eat smaller things' game. Adds a nice level of strategy and planning to your moves.
Most things were already said by others, but I'd also like to stress that the intuitiveness is important.
I'd have liked to also see some kind of reaction upon impact hammerfight-style, your electron slowing down or something.
A nice take on gravity based archery. Can definitely be expanded.
I like that I can take out 2 guards with properly thrown axes.
It took a while to figure out that some things are in fact obstacles, and that wasps can only hurt you if you're on flowers but once I got that sorted I made short work out of kiting the wasps and doing little drive by swoops of the flowers.
Nice reaction game, some of the things move a bit too fast too early but I guess that's the whole point of it :)
The game is actually larger than my screen, and I could be wrong but I think I started rubberbanding and bouncing off the sides of the map at ludicrous speeds.
A planet seemed to pop up after I already hit it and then I got stuck in it :) Not a bad idea though.
Jumping over obstacles somehow feels "sticky", otherwise I love the idea of air-frictioning the meteors away.
There's a lack of visual feedback regarding what it is I'm doing or what the other ants are doing.
The monsters seem a bit overpowered and I'm not sure if there's any way to heal up/improve weapons.
It took a while to get used to it but not bad. I liked that I could save myself from falling by shooting a web at the tree.
Cool concept, I would'v liked to see more done in terms of enemy shot patters to spice things up a bit. Maybe in a post compo version.
My system sounds are messed up right now so I didn't hear anything butwas definitely nice ramming things with the planet.
I should probably clean my keyboard as well now that I think of it.
I got too frustrated to finish but I loved the concept.
I thought I could use the nail clippers to cut the brush to paint yellow to use as a wig to get in the house but apparently it doesn't work. The inventory is rather buggy can't get always get what I click on and sometimes I click things in the background through the inventory.
Maybe a walk through or a hint?
The girl animated really well and the graphics style is just lovely.
I grabbed the boat right off the start and nothing seemed to happen after. A bug maybe?
Great art and music but jumping some gaps seems much more frustrating than it should be.
It has great scaling and so far it's the only game where the music was actually good.
People in other countries far too? no way!
I walked right through the wall on the building to the right and couldn't go back, I like the nonviolent weapon though I was half expecting to be able to crush them underfoot.
Awesome idea,the character pixel was a little hard to see though.
I'm not sure how jumping is supposed to help.
I really liked he creature design. I wish there was more of it really.
It needs more explosions I think.
Even though I couldn't stop thinking that gravity doesn't work that way in space it was still fun.
Nice literal take on the name. I was a bit lagging on some of the levels, I'll try to see if I can play it on another machine.
The mouse sensitivity seems rather off. Made it hard aimiing myself down corridors and jumping and the like.
Some castles are nearly impossible to crush without damaging the forests nearby.
The level is waaaaay to big. Levels progressively larger would be a good addition
A bit too short, and I'm not sure why the force field thing killed the bad guys or how, maybe that's the point.
The controls were a bit off and I'd get stuck while jumping but otherwise not bad, not bad at all.
There is a slight discrepancy between where the walls show up and where they actually are. The game eventually froze when I collided with a wall and I didn't want to redo all those levels but what I did play had potential.
I don't really see how that can be the answer when I have a pinksquare in tow. Unless that's precisely why that's the answer.
I was never really sure what I was doing. I eventually gave up on the slimes(?) But the graphics are great.
Moving felt a bit like walking on ice, most likely due to the fixed speed rotation. I'm not sure what the evaluation questions did but I seem to have unlocked the door with one to spare.
Also I nearly killed myself on the live battery wires :d
I love the way the map is hidden and particles reveal it, but there could'v been more done to help seeing it.
They're everywhere, and I can't see very far. I managed to get some relics but I wish I could also get a flashlight/torch as well.
There' are too many screens which are 'hold right to win'. Hence I seconds the observation that it's reminiscent of nightsky
I managed to get a 2 before giving up. This reminds me of oldschool arcade games, devilishly hard so you'd keep having to feed them coins.
Interesting idea. Been planning on doing something similar for a while as well.
Nothing like squishing spiders with a glowcat.
Just a wee bit too slow for a shmup.
It's not a good day when friends you make yourself turn on you. Fortunately a good bullet fixes it.
It certainly inspires alone-ness. I was eventually cut down by capitalism but that's life. Extra points for creepy guitar noises.
Having to press the arrow keys repeatedly to move kinda breaks the flow.
Needs a link to play it. You may have forgotten to add http:// before the link.
There weer some ledges next to the water I couldn't jump over, and it was a bit tricky seeing where the water started/stopped.
I keep hitting my had on platforms right above making jumps rather difficult
A speed-up button would have helped, especially after you realize you shot the last ship the wrong way.
Apparently I need to upgrade my videoboard as it doesn't support XNA HiDef :(
Not entirely the most original idea, but it makes up for it in execution and aesthetics.
The monsters were all dodge able and they would sometimes exit the screen by themselves, so I didn't really see the use for bombs other than clearing rocks to get more bombs. I eventually gave up trying to find an exit.
Apparently this is the post compo version (judging by your journal), would like to see the compo version
I always lose on the frog.. or the human... or the spaceship :D
The mazes were a bit too linear, so there was more a matter of making turns in time than making right turns. A less linear maze would have probably not have worked out with lava though.
All the different effects were very entertaining, but the actual game play got repetitive rather fast.
The only thing I can add which hasn't been mentioned is that the engine particle effects clash with the blocky retro-ness of everything else. If they were little squares it would have blended in better.
A shooter where you run away from the boss? I never saw it coming! :D
Dodging the obstacles is very hard though, the limited space doesn't leave much for manoeuvring.
The poor pink figure was waaay behind and had plenty of grey squares between it and me. I can only assume that I escaped without it :(
Great art, very colourful, very vibrant.
A bit long, but plenty of atmosphere.
The framerate seems very choppy in chrome.
While the motion capture is interesting, having no interaction at all doesn't really qualify this as a game. I would have much rather like to see this in the jam but playable.
Excellent concept. The only bad thing I can say about it is that the whole screen would sometimes flicker.
The dark areas were a bit of a strain on the eyes, but I suppose that if I could see them perfectly they wouldn't be dark anymore.
Sliding after landing combined with tiny platforms made this more difficult than it needed to be, but the swinging sword(?) mechanic was pretty cool.
My head feels exactly like that once in a while.
There are too many buttons to keep track of in the controls, otherwise it's pretty fun.
The graphics are good, the gameplay is solid, and there's plenty of room to expand.
There was no warning where blocks would fall and they fell too fast to be avoidable, and this was on normal. The difficulty of the jumps was a bit high as well but nothing outrageous :)
I kept jumping over barricades and straight into tar haha, a single jump button(direction controlled with movement keys) would have been slightly more manageable.
Cute and simple, not at all bad for a first.
I wasn't exactly sure what was going on, but once I figured out the things that kept killing me were the black walls it was easy enough.
I was never sure if I hit something or was hit by something, couldn't beat any of the bosses, and couldn't even reach the flying one. Nothing that a little tweaking couldn't fix.
The idea seemed interesting at first, but the floors were large and uneventful other than occasional 'fights'. This can be further explored to make a more complex game.
Things too a little too much shooting to kill than necessary, but nothing was more complicated than it needed to be.
The shark movement's been already mentioned, and I have to agree, that could do with some fine tuning.
There is room for more path related mechanics, this has some potential.
Rather impressive visuals and sounds but the puzzles seemed more trial and error-ish than than anything.
This reminds me of my very first game ever! :D
Not sure if it's a but but it would speed up randomly, also I went with w+d+UP+RIGHT for my tactic, did pretty well, but didn't take much strategy.
The zoomed in view was useful for escaping the red dots, but avoiding them was easy to begin with as they wander around the maze randomly. A little more polish could go a long way.
Other than things being stuck between blocks they would sometimes get stuck inside blocks when the intangible walls became solid again. With a little more work it would be quite a game.
Being able to shoot horizontally seemed like a rather big issue when the enemies have directional fire.
I eventually gave up, I'd see F9 or one of his friends, I'd think 'bad door, go away' but my hand would still press the wrong key cause it was so used to it. A simple yet challenging reaction game.
Last man on earth and plenty of women, now that is worth exploring.
Fun and hard, just the way I like them. Some turrets could have been placed better but I realize time didn't allow for fine tuning and balancing.
It was frustrating at first as there was no cue that you start moving, so I'd go right straight into a chasm.
I can add very little which hasn't been said before. Staying in the middle of the screen is a must, too far back and you lose, too far forward and you run headfirst into obstacles.
It took me a while to figure out that all the gold spraying out when I hit boxes was my own. I was going to buy a new moat with it too.
I would collide with traps well before I reached them, but I liked that there was enough variety to be seen with only a single button.
Very reminiscent of dwarf fortress and minecraft 'escape the island' maps. I just found myself digging holes all the way down to sea level, it was a bit confusing.
Each level of fish mode takes a too long, otherwise it's an interesting take on a classic typing game.
I'm one of the people who suck at this by default, but I can appreciate the innovation and fun-factor. Well done.
The spider felt a bit low while the flies seemed to rip through the web at the power of ten suns, a little speed balancing can improve that.
Buttons are a bit hard to click and I never really understood the way boxes fall. The graphics and the music complement each other very well.
I liked the wires holding everything up, but the ship seemed a little slow to respond to commands.
The music really sets the mood but the plat forming itself could probably use some fine tuning.
The triangle doesn't centre on the screen and it's hard to judge depth. A good idea, but needs some touching up.
Had to take some shots in the dark to walls I couldn't see but that only added to the excitement.
43 seconds. I don't have much to add that hasn't been said already, maybe a yellow tint to the current flash light to differentiate the player from the previous shadows.
A room escape game with all the useless stuff ripped out. Good job!
One question: why does each wave end in a hoard of mini-prisoners?
The third boss fight was a bit harder than I expected and the physics could have been improved but overall there is no fault WHATSOEVER I can find with the core game play mechanic .
The mazes are a bit too complex for the size of the viewing area, but if the area would be bigger it would probably be all too easy :)
Jumping for green/to avoid red usually makes me swallow a bucket full of bullets, so jumping to dodge is rarely worth it.
Keeps you on your toes. I've seen a couple of games with this idea before, but your graphics are really nice, also the increased difficulty helps.
It gets a bit hit and miss since you don't really know what's out there. But I guess that's part of the point, one needs courage and luck to get away from the ministry of project management.
I played this before voting stated. It's really fun but paparazzi and cars seem to teleport around rather than move.
It starts up, then nothing really happens other than the interface screen.
Apparently my video board can't support xna hidef or somesuch, judging by the screenshots I doubt that error should be there
A surfing FBI agent dodging rocks! This not only looks retro but acts retro. I could totally see this as having been a game title over 20 years ago :D
A lovely game, but the difficulty curve remains rather constant throughout. One solution would have been using upgrades, but that has been done to death so it's probably better that you kept it simple, more obstacles with less predictable paths could have probably helped the most.
Games with wrap around mechanics tend to focus on them, this instead uses it to complement everything else, which is a plus.
Also I like that I don't have to push more buttons to read the helps signs.
I liked the breaking mechanic, gave it a real sense of strategy. But the lines.. oooh the lines.
I'm sure that may will disagree but this has captured the theme of escape better than anything I've seen so far. While most things have you running from something scary thins makes you face said something.
I can't but wonder, would Anthony have lived if I wouldn't have completed the game?
The vertical lifts clipped through me and I could jump back on them :)
The rendering would be the strong point of this entry, it gave the level a sterile and unforgiving appearance (in the good way)
Was rather frustrating before I found the rotate controls :)
The scale seemed completely off which made the rooms seem a lot bigger than they were.
There's something about a dragon picking up guards and saving them for later just to eat them and get their stuff that just makes me smile.
Never really managed to find the sphere and the terrain didn't offer much protection, though I was probably using it wrong
Simple and cute, and it's aaAAAaaall about the cheese.
It's an interesting concept but I somehow didn't feel motivated enough to really try to save the soldiers. The controls take some getting used to, and the white positioning like clashes unpleasantly with the smooth glow of everything else.
The grapple hook line was a wee bit too flexible reducing it's usefulness.
Scored 710 on my first go, not sure if it's good or bad.
I'll have to echo the complaints about basing one's head against the block above, but other than that it's a good game. Filling the cavern was a good idea, it gives players less time to loiter around the level and forces them to think quickly.
It's more fun than I would have thought, my greatest issue with it is that when you crash you're taken all the way back to the first level.
When I saw the screenshots and read the title I panicked a bit thinking we had the same thing going. In a way our games tell two sides of the same story.
It would be nice to be able to turn the ship in place, maybe add some more things to dodge.
I would have liked if the floor plan would expand as you explore rooms, but it was a lot of fun.
I can easily see this being expanded to include more complex challenges, maybe the exit point on different areas of the screen, maybe even a mobile exit point. I could finish plenty of levels by repeatedly clicking and 'drawing lines' of green dots, not sure if that was intent.
This is one of the more interesting ways to play with the theme. Well done.
I kept blocking my small blocks with the bigger blocks, I seem very prone to do that in these types of games.
The graphics are excellent, but the gameplay itself felt a little lacking as there isn't much to do. Definitely worth further work.
The lettering took a bit too long to get formed, and I couldn't find a way to skip it to get to the actual game.
At one point I got knocked outside the course and couldn't get back in.. had to restart it all.
A score counter could give more sense of accomplishment, as the game is rather repetitive. The sounds and graphics are very good though.
It has a lot of potential, but not everything works as it should, and often blocks slide around unexpectadly
I like the mix of 2D and 3D, and the way the knight jumps enthusiastically while being completely useless. You have to make sure you're on the edge of platforms when jumping sometimes, and that requires a bit of precision, but it's doable.
Everything is nice and peaceful until you squish one too many spiders, then it's all over before you can blink. And the noise OH the noise!
The controls weren't too responsive, but the concept is great. hitting derbies which fly upwards helps, but they're too tricky to aim for.
Scored 3936. I like that it's different and thinks outside the box of 2D platformers.
The wysiwyg music was very funny.
I press 'w' and a message shows up: you escaped! is it supposed to do that?
Amazing music, definitely one of the better soundtracks, the hover controls proved interesting, I got stuck somewhere but that's mostly my fault as I've never been great at dodging while falling.
There are some issues, but I've covered them in irc, other improvements could me types of different enemies, homing/dodging algorithms, different weapons and so on. Definitely not bad for a first.
Finishing the game is pretty straight forward, especially the last level where I just made a run for it, finishing it with a decent score is where the challenge is.
One of the more original ideas, it's harder than it looks, which is always a good thing.
I couldn't figure out how to win and got all my animals captured. I liked the graphics and the gameplay shows potential.
Could use some more obstacles or higher/lower terrain variations. I was surprised by how the sound makes those cubes so menacing.
I can imagine this being an escapist's nightmare, a box with neverending swords. Very original I must say.
They come from behind in front and above, you really feel like it's personal sometimes
I didn't see the reason for every jump needing to be a double jump, but other than that it was a fun play, and I loved the music.
I kept getting stuck in the air without touching anything to help propel myself with. Interesting concept but the learning curve is a bit of a cliff. Could be solved with some easier tutorial levels.
I have to agree that the music is great, and coupled with the limited field of vision provides immersion.
Must explore ALL the rooms. I did stop at around 220 though. It became too easy when I figured out you can stop in the door charge your weapons and kill a whole room, but otherwise It was fun.
There's something about games which play with light that I instantly like. It's a shame you didn't get to implement the things you mentioned in the blog post.
The controls were a bit frustrating, and I'm not entirely certain how it fits into escape seeing as how you capture rabbits, but I like the open ended solution to the levels.
Looking back is what kills me, every time. Got a score of nearly 700.
I like the twist of how the agents don't want to catch you but want to follow you on the train, however I would sometimes stay in front of a door and I couldn't go in.
I liked the part about escaping. But seriously now, it made me chuckle.
Because no matter what you do you still end up in the same place
Getting the ball out is a bit random, I was struggling with the controls a bit. But the idea is great.
I like the way it forces me to be stealthy.
As I've mentioned, it has a lot of potential
Awesome, I like how you're in control of the guardian and not the victim for a change. But the bullets only seem to reach the runner between lamp posts
Everything seems small and it's kinda hard to see, is there a way to rectify that?
I love the "doom dudu-du doom" music.
LD34 — Two Button Controls / Growing (3)
Can't Jump by x92rwzb 2015-12-14T23:02:00
A lot of fun. Difficulty was just right. You should add a bunch more levels and keep working on it for a post-compo version
Wild Growth by Leon Möhring 2015-12-14T22:53:00
It was very zen and chill. Up until the last level where it just became frustrating due to the narrow passages and my tendency to over/under steer.
Are you grown? by Rfdshir 2015-12-14T02:13:00
Is there any way to avoid the war scenario?