That Dangerous Bridge by Shackhal 2014-12-15T19:31:00
Would have been awesome if every successful crossing would have tricked out the castle a bit. I had fun.
Foon → Ludum Dare Explorer → Users → anikki
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Super LD42 | compo | 2.95 | 3.05 | 2.54 | 2.50 | 3.05 | 2.66 | |||||
| 2016 | 35 | Shapeshift | Shift;:. | compo | 71 | 3.86 | 3.81 | 4.12 | 4.00 | 3.98 | 3.60 | 3.75 | 57 | ||
| 2015 | 32 | An Unconventional Weapon | NOPAEW | compo | 137 | 3.70 | 3.53 | 2.78 | 2.78 | 4.40 | 2.49 | 3.64 | 71 | ||
| 2014 | 31 | Entire Game on One Screen | First of Many | compo | 124 | 3.71 | 3.44 | 3.29 | 3.81 | 3.81 | 2.69 | 2.31 | 3.27 | 69 |
Would have been awesome if every successful crossing would have tricked out the castle a bit. I had fun.
Nice mood.
Its a bit hard to figure out how to make a path to the doctor and to work out the room shifting pattern. Very nice idea though, controlling two characters... very challenging in a good way.
Such an ambitious project. I know because i tried something similar. I like the idea of confinement as a nod to the theme.
I like the idea. This could be expanded into something special thats not the Sims.
Well executed!
Nice.
Amazing. I love these types of games.
Not my kind of game, but beautiful in every aspect.
Simple, fun. I like it.
Great visuals.
Nice mood.
Time management game without cutesies is always welcome. I approve!
I feel there is a nice idea in there somewhere. Could be developed into a great text based game.
Very nice graphics. I tried something similar. I think you really made something of the theme beyond just taking it as a constraint. Would like to play an expanded version of this.
Fantastic idea. Could have used a bit more visual feedback (had to do a lot of random clicking to figure out what, if and where something happened). Would definitely like to spend some time with a more refined version of this.
Simple and good.
I like the graphics.
Great idea. Would have been nice if the job briefings would have received their own dedicated space in the interface. Needlessly clunky to have them as sheets in my opinion.
Nice visuals.
I fixed a few minor bugs that caused incorrect stats to be displayed.
Thanks for the nice comments so far. The game definitely needs balancing and a bit more of an mid/endgame, maybe more buildings and resources too. First time I really played the game was after some much needed sleep following the submit.
Great art and concept. I like how the idea makes something of the theme and doesn't just use it as constraint. I had a bit of an hard time figuring out how to move the game along.
Also couldn't quite figure out the interface. Nice idea and style though.
I don't see a cursor on OS X in Firefox, Chrome and Safari. Will try on PC once i find one.
Weird.
Feels very smooth, yet I had no idea what was going on for quite a while.
Simple and fun. As its supposed to be.
I get a donkey kong vibe there.
Great art and audio. Couldn't get used to the controls though.
Not enough.
Very nice mood.
I got a bit lost on what to do next after a while... but thats probably by design. Art & mood work well for me. Simple solid game. Nice scripted camera!
Nice
Love it. As always.
Was extremely frustrating for me. Didn't get any powerUps before I died. Very fun to play though. I mean, it was frustrating yet i kept trying for 15 minutes, thats a good thing.
Definately has a certain Commander Keen vibe to it.
Beautiful art style.
Clean idea, nicely realized.
Nice graphics.
On a Mac in Safari & Chrome I only get a black canvas.
@Mase thanks. Some terrain just takes more shots to destroy (10), this is mainly to prevent your second point, running out of keys. I tried to find as many situations where this still occurs yet due to the non-linear level design and destructible terrain it is still possible to block the path to more keys. Its maybe a flaw in the core game mechanic.
@RockhopperGames its fixed now, upload was corrupted.
Thanks a lot for the comments, appreciate them a lot. I'm after all still learning what makes a game fun.
A couple of Tips to succeed in the game:
Checkpoints save keys, terrain and ammo. If not, thats a bug. Doesn't happen for me, so if you have any ideas when and where it happens, any points would be much appreciated. Also: you can use them again after picking up ammo or keys you want to keep.
Enemies shoot too fast: The idea I was aiming for is to time your jumps. In some places you have to trigger a shot and pass the gun-block inbetween shots (tried it with a delay on first shot, takes out much of the fun). Also notice there is no variable jump height, so you can develop repeatable patterns in your jump sequences. Also, there should always be an alternate path to where you want to go.
Enemies are tough: shoot them from behind, they shoot only when you are in front of them.
Destructible terrain: Idea was that in some places you have only one chance to get somewhere, while other times it opens new paths.
The game is unfair: Yes, i can see that in places... definately needs some polishing. Your comments help a lot towards that end.
Thanks again for playing.
@Tuism what i aimed for in terms of feel is "sandbox, open world, exploration platformer". A space where you can have fun without being forced to complete a challenge in a predefined way. You can sneak around, backstab, or attack head on. In between you have to do some acrobatics to get upgrades.
A tad too difficult for my taste.
One of the interesting entries i've seen so far.
I like the idea. Potential is there.
Graphics are great, very clean. And I like the CGA feel. Gameplay/controls are snappy. Maybe lacking a bit in feedback for the new player... but thats what the instructions are for ;-).
I like the idea.
As always. Respect!
Interesting idea, but very frustrating to play.
So far the LD35 game I've enjoyed the longest.
Amazing. The music puts it in a whole different level. Was kinda missing a story that goes with the mood of the music. Could use a bit more on-screen direction (goals).
I'd like to have a standalone beetle generator!
I like it. Nice graphics for just using Paint. The concept sounds very interesting, would like to play a full game around that idea. Sadly very tough to play on non-English keyboard layouts (Z/Y issue).
Sorry, my bad, key-bindings are working for me now.
I like it. Quite cleverly made.
Made me smile each time i had to shapeshift into a flower pot... the guards seem to have quite a character in their movement and reaction, very well done.
I never felt I had adequate control. The instadeath was no fun... could use some juice. Physics felt unnatural/arbitrary and made it hard to get into any form of "flow".
Good job.
Nice work.
I like it. Just too hard for me.
Nice idea. I like the visual style. Wish there were a mouse control scheme though.
Very nice.
Nice music and mood. The keybindings make it frustrating to play on non-QWERTY keyboard layouts though.
Simple but enjoyable.
Good job. Loosing sight of the ground felt scary.
I like it.
Will be trying this when I get home today. Looks very nice.
Solid work. Tough a little bit more direction would have been nice, too much trying to activate everything to see what might happen.
Just too difficult for me.
Too difficult to really play both games at the same time. Overall nice work though.
@tinamil: Thanks for the feedback, thats a strange issue, seemingly limited to Windows. The HTML5 and macOS versions appear to be running fine, at least for me. Will investigate further.
The idea has a lot of potential. More variation could be introduced like more complicated floor patterns, powerups, different enemies, temporary rule-changes etc. Actually this makes me think of Missile Command. Its a bit too slow paced for my taste and while i like simple graphics, I think this game could use some more juice. :thumbsup:
The enemy movement feels unfair in many rooms (maybe its punishing nature needs some motivation on the story-side). The design of the crystal mechanic seems pointless. It adds no obvious fun or meaning to the game. Maybe I didn't understand them before getting frustrated by them. Aside from the gameplay design decisions, solid work!
I didn't expect much, but this was actually fun (thats the important thing). The shrinking play area didn't really add much to the game or made sense story-wise but it also didn't hurt. Maybe that needs some weird storytelling to make the connection ;-). Multiple weapons and enemies and zones... all very nicely done. Solid work. Add some juice and nice sprites and this is a winner! :thumbsup:
The idea has potential. As you said: better interface, a bit more feedback and this is a great little diversion. You should polish this up, add progression, more buildings, a tech tree and what-not and release it! :thumbsup:
I love weird stuff. :thumbsup:
I like the story setup. Builds much expectation on what funny things are to come. A virus chasing a file. Nice... Lots of potential: Maybe the file has to find bits of itself in each level to unlock the next. The characterization of the virus could be great storytelling... :thumbsup:
While there is positively some fun in the idea of defragmentation and there is a game hidden in it somewhere, this didn't capture it for me. Sorry.
Your figured out how to put fun into gravedigging. Great achievement. :thumbsup:
The character controller is too sluggish for a game like that. Fine control creates fun here, not random chance. Also there seems to be no level progression, just a bunch of platforms and effects. Didn't get a positive 'yes, I made it/got it' event in any of my retries. Seems any success immediately turns into a failure because of too much inertia or twitchy mouse controls. Overall it kinda misses some balance between pacing, control, difficulty and reward.
Good old snake, always works and fits the theme perfectly, very solidly made. Graphics are perfect in creating that 8bit mood. And PICO-8 :heart: .
A proper character controller (instead of a direct mouse mapping) would offer some more feel and "connection" to the game. The insta-death, in its presentation, feels harsh, although its probably fair or neccessary that way. Graphics are effective. Overal it has a 70s vibe with its superficial limitation to "one moving sprite (bullet)"... i think that limits the enjoyment of the brick-breaking where maybe a more "loose" firing could have been more fun. The systems (hitpoints and shots doing damage) are in place from what i figure. Overall a respectable effort! :thumbsup: