PATH, a game of life by Ekilibr 2019-04-30T11:57:46Z
Very cool ! Love the colors and the "tiles" effect, it realy adds something unique to the ambience !
Foon → Ludum Dare Explorer → Users → Argon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Harmony Forest | jam | 593 | 3.55 | 3.16 | 3.52 | 3.47 | 3.76 | 3.47 | ||
| 2022 | 51 | Every 10 seconds | 👥 | Tile Town | jam | |||||||||
| 2021 | 49 | Unstable | 👥 | Animals Island | jam | 591 | 3.63 | 3.38 | 3.40 | 3.84 | 3.79 | 3.63 | 3.45 | |
| 2021 | 48 | Deeper and deeper | 👥 | Dino Digging | jam | 481 | 3.78 | 3.54 | 3.41 | 4.05 | 3.79 | 3.48 | 3.32 | |
| 2020 | 47 | Stuck in a loop | 👥 | Monkeys on Fire | jam | 419 | 3.77 | 3.55 | 3.52 | 3.85 | 4.34 | 4.15 | 4.02 | |
| 2020 | 46 | Keep it alive | 👥 | Oaks & Pines | jam | 331 | 3.90 | 3.48 | 3.78 | 4.22 | 4.28 | 4.00 | 2.26 | 3.85 |
| 2019 | 44 | Your life is currency | 👥 | ☐☐☐☐☐ : an experimental narrative | jam | 683 | 3.31 | 2.84 | 3.64 | 3.10 | 2.85 | 2.61 | 2.54 | 3.57 |
Very cool ! Love the colors and the "tiles" effect, it realy adds something unique to the ambience !
Damn good vibe and idea, love how you integrated a Versus gameplay in this theme
Hi, simple but good ! Also I think it would have been better to put something like "you loose oxygen only when you move" because the text are quite fun but with the urge I was sometime quick to pass them, witch is too bad...
Nice graphics and gameplay !
Love the idea, potential great chaos generator !
Awsome ! The good music and the "stopped time controls" make my feel like every level was really about finding the good "pace" !
This game is so cool ! Nice job for packing up gameplay, audio and graphics at the same time !
Nice and fun game, but I found quite frustrating that you can only extinguish in the upward direction...
Nice color game, make it very moody !
Very fun and great potential ! I think the balance get you a bit overpowered after a few round and I wasn't really able to upgrade anything, but for a so short amount of time it feels realy amazing !
Nice game, even if I didnt't understood all the interactions, it's very cool to see that you just followed your idea !
Love the mood, waiting for the next episode !
Mood works well, but I think it need to be a little faster and and precise, well, good job anyway !
Works great, smart version of the theme !
Very fun, looks like a No man's sky creature editor ^^ Love the way it moves in every directions when you press wiggle !
Found pretty great how the tension increase with the gap between you and your fully valid ennemy !
Came for the DOOM artwork, stayed for the pixel ninja (I like his animation).
I like it, it's fun to play, but I found myself not using the dodge because it was too risky : whenever I used it I get one-shoted direct after. Maybe you could try making the dodge decrease the damage meter, it's a softer price. Also in one run there was just one type of ennemi spawning (the ghost nest thing) but maybe I wasn't lucky... Anyway, well done !
Hi, thank you everyone for the comments ! Just added the possibility to SPEEDUP the game in the version v4 with RIGHT.
Thanks @jestemstefan ! I added an option to speedup the game by pressing RIGHT in the new version (v4) and fixed this bug.
@bartman Thanks for the interest ! Just added the macOS version to the itch.io ;)
@pudding Thank you ! If you enjoyed that take on the theme you should check out this one, Autumn Papillon ( https://ldjam.com/events/ludum-dare/44/autumn-papillon ), it takes kidda the same base idea but in a completly differrent way ;)
@roman-grzegorzewski Hi thanks a lot for your enthusiasm, sorry but we can't say it directly to you in the comment, don't wanna spoil the others, let's just say that the most important part is what's in the middle, how your replay it to have a better perception of the end. Let's just say we're planning to change the title by "has left the city"...
@pudding @matthew-hrehirchuk @ayama @junt74 @hadesfury @huyta @voidfishing @pusheeneiro @tonho @manuel-rauber @alexfsmirnov @jestemstefan @bartman @saering @sillyman987 @ohfiddlediddle @gerardb @roman-grzegorzewski Thanks a lot, we're very touched by your positive comments ! Also for those who played had troubles with text collapsing, they must be fixed by now, and we also hadded the possibility of accelerating or going back while reading texts on the timeline, so feel free to gave it another try !
@jjjjason Hi, thanks for the comment, very glad you liked our game !
And basically yes, it’s made in a way you can easily modulate the story ( as long as you have a solid flowchart of the timeline ). So the system is like this : -When your player object (the orange ball) encounter a « balise » object (the little pink balls), the choice has instructions about generating two « choice » objects (the squares) and refer to another script to know witch objects to create depending on the « balise » « matricule » (for exemple if the « matricule » associated to the « balise » is 4, it will generate the choice objects choiceA4 and choiceB4 associated to it) -When you choose a « choice », the « choice » will have instructions depending on his « matricule » (so A something or B something) will check the script with all the instructions to know witch « balise » to generate next. Those instruction include the name of the « balise » the « age » when it appear on the timeline (witch gave you a x-coordinate in pixels when multiplied by 1500 (the number of pixels for one year) ). (for example if the player choose the choiceB4, it will check in the script with all the infos of all the « balises » and see that corresponding balise to generate is « balise 8 » at the « age » 21)
Sorry if my explanations are a bit confuse, English is not my first language so hopping it’s clear enough !
@samh @lubaka @togimaro @jk5000 @ attala thank you ! The confirmation sound was just a quick random "bib" in Bfxr, it's not mean to last. And we are working on the pace also. @samh have you seen that you can speed up with the left arrow ?
@corqi thanks a lot for your complete answer, we are working on post-jam version that correct most of the problems you pointed out, I'll be very glad to send it to you when it's complete.
Note : don't worry, noone feelings were hurt, it's always very enjoyable to have detailed criticism !
@quasar47 thank you, very glad you like our idea, we take inspirations from Reigns and One Family (a navigator game from the creator of out there) and tried something more narration driven than system driven. For the theme, in the beginning of the jam, we thought of something with more systemic gameplay : all your action where suppose to cost you years of you lifespan and by this way be your currency to progress in the game. But on the way, we had this idea of a more linear narration we really like and we steped out of the theme because it was making the gameplay heavier.
@4knights thank you, we're working on a post-jam version that adds some more "vivid" elements (like soundtrack or dynamic background colors). Thanks for the overlasping screenshots, those are kind of annoying too, I'll check them out.
Lovely art, and the gameplay works very well !
Two little bugs I stumble into : my first try I encountered an impossible map so I restarted with enter and noticed that the robots baterry didn't restart.
Awsome, reminds of my more intense games of Ricochet Robot !
Very cute and simple game, love the way it demands my constant attention while at the same time beeing king of chill ! I just find the beginning of the game a bit too slow when you're not at your first game and you know the rules
Amazing ! The gameplay feels so good, the feedbacks, especially the sound makes it incredibly satifying !
Good art and the power-ups feels great (phoenix wing is awsome). I think it may need a few tweaks like the camera height or the feedbacks, but with those fully fleshed I could shoot explosives into an ugly monsters hord for hours !
Great art and mood, love the visual feedbacks, especialy those of the gun. I didn't understood what was the use of the cube, also is there a way to play in fullscreen ?
Very good concept ! As a non english person it takes me a some time to understand and I struggle bit with getting my word accepted but I found the idea excellent ! Quick question : how does it work to know if a word will be understood or not ?
Love it ! It's interresting and a lovely way to learn about plants, plus the rythm with short gameplay sessions is really good !
The character is a bit too float but it still was pretty fun (and I like the space background effect)! Maybe wall at the border of the screen might be useful so it don't come out of the camera view
So cute and sweet, I was just having trouble to read the text panels because of their speed and distance with the place when you ask questions
@jarmustard Thanks a lot ! It's true that it's quite hard to loose for the moment, thank you for your suggestions, I realy like the idea of the field evolving, I will try it as soon as possible !
Good idea ! The overall fells very nice, however the king sometimes get stuck into walls and I have to kill it (it's not a big deal because checkpoints are well placed)... A solution might be to redirect him in the opposite direction when he hits a wall.
This big building is scary, also the video projector not working makes me laugh a lot
Congratulations for finishing your game in time as a novice ! Maybe checkpoints between every screen might be good since it's a bit frustrating having to cross the first screen over and over.
Very good pixel art ! At the beginning I did not understood how to kill ennemies but it and works well, and pushing the ennemies down on the queen is a good idea !
Nice idea, I love how it requires you to be cautious, first run I was going full speed and just got destroyed... However it's sometime a bit difficult to read the actions like the changing rails direction, maybe some more visual clues and feedbacks would have helped.
Great job, all the aspects of the game are getting along very well, it just seemed a bit unbalenced with the hexes, for exemple "hex tiles" is hell !
Nice concept, reminds me of Mustach Army ! I found the puzzle a bit too tricky but congrats for the main mecanic !
Simple and efficient even tho the physics feels a bit odd sometime.
As other people have said, collision is a buggy but the mood and the atmosphere are just awsome ! Big up to the moment when you jump in your bed and loop in your room, nice visual ideas !
@cg-fred thank you :D I also noticed this strategie when I was doing the last gameplay tests but couldn't find a good way to counter it in time, I was hopping peoplen won't find out...
@thingus thank you, I also tested the game on trackpad so I know your pain ! This is a very nice idea with the cage, I might try to implement something like this if I go back to this game in the future.
@moski so happy you liked our game ! I'm actually pretty bad at rhythm game but Rhythm Heaven/Paradise just fascinate me so I really wanted to try something in that genre.
Also I didn't anticipated that the combination of keeping the rhythm and using the mouse would be so challengeful, if I go back to this game I might try to make a less hard difficulty curve...
One of the best games of this jam I played so far, feels realy polish and very original ! Maybe an indication of the effet of an instrument when you over it would have helped because some effects, like the tamborine one, are a bit tricky to discover.
Nice game, the overall mood was a succes, realy got me into the routine of the character !
Very solid game, I love how there is multiple how there is multiple ways to defeat your foes ! I think some changes in the environment as you go deeper could make the game less repetitive and prevent the player from using the "stay against the wall strategy".
So satisfying, very nice game ! Just wish there was some kind of challenge or some more upgrade to buy
Fun little game, the camera movement could use some smoothing, I think it's possible in with the Godot camera node.
@eharp Thank you for your nice feedbacks ! You are right about the double rocks, I slightly change their sprite so they are more noticeable. As for the fact that they can get cleared with an adjacent rock it is a feature to force player to make combo when they go deeper, but I agree it could be clearer. I am actually planning on releasing a more complete mobile version so you can follow me on my twitter or my itchio if that interests you !
@teh-thanos Thank you, I just made the double stones sprite a more readable, and I fixed the reward screen issue.
@lithia-studios haha thank you, guess where the idea came from !
@cakestorm Thank you ! And we're glad you liked the aesthetic !
@wuk Thank you for your feedback ! Clearly the game is more unbalenced than unstable for the moment so it didn't help with the difficulty...
This is such a cool mecanic, I could see it beeing a weapon mecanic in a fully fleshed game. Big up for putting WSAD and ZQSD at the same time : Génies !
Hicup is a mecanic that more games need.
@ausstein Hey, I watched the replay, thank you for your patience and taking the time to understand the mechanics. We were very short on time so we didn’t have to make a proper tutorial or ingame information, which would have definitely helped. This was very useful to see live feedbacks and thank you for your nice comments !
Nice and polished game !