One Direction by KingRageXIII 2013-08-26T20:36:00
Looks like you may have had some inspiration from Mirrors Edge? :P
Foon → Ludum Dare Explorer → Users → Artylo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Filicide | compo | 316 | 3.64 | 3.09 | 3.27 | 3.71 | 4.16 | 3.83 | 4.02 | |||
| 2017 | 38 | A Small World | Alone Together | compo | 320 | 3.19 | 2.23 | 3.19 | 3.95 | 3.71 | 2.65 | 2.72 | 3.61 | ||
| 2016 | 37 | One room | Me, Myself And The Room | compo | 398 | 3.12 | 2.35 | 2.61 | 3.95 | 3.59 | 3.57 | 2.83 | 3.38 | 100 | |
| 2015 | 34 | Two Button Controls / Growing | I've Bean Stalking You | compo | 632 | 3.06 | 2.63 | 2.51 | 3.37 | 4.02 | 3.20 | 3.27 | 100 | ||
| 2015 | 33 | You are the Monster | The Congress of Monsterdom | compo | 114 | 3.72 | 3.86 | 2.93 | 3.91 | 4.26 | 3.50 | 3.40 | 3.72 | 82 | |
| 2015 | 32 | An Unconventional Weapon | Rare Drop | compo | 462 | 3.27 | 3.09 | 2.58 | 2.52 | 3.42 | 3.08 | 2.55 | 3.14 | 82 | |
| 2014 | 29 | Beneath the Surface | Beyond the Surface | jam | 491 | 3.00 | 2.59 | 2.89 | 2.53 | 3.22 | 3.27 | 2.44 | 3.06 | 68 | |
| 2013 | 27 | 10 Seconds | INATIME | jam | 484 | 2.67 | 2.67 | 2.61 | 3.09 | 3.26 | 2.59 | 2.33 | 2.41 | 52 |
Looks like you may have had some inspiration from Mirrors Edge? :P
Really cool game, reminds me of "Pokemon Snap". Music is rally relaxing.
Very nice game Local, needs some sounds and the controls somewhere, but anyway a nice concept for a proper game.
@eerongal : That tower is a "switch gate". It is supposed to switch your movement type back to your platforming one. Shift is supposed to work with both the left and the right shift.
I cannot recreate this bug.
@Jason Lay : The control scheme doesn't really look bad. It's your standard keys (or WASD) with Shift and LMB.
I tried to make it pretty simplified.
@Balloonsfor600 : The idea was for it to not be very challenging, it's my take on the causal type of game, it's not really finished, due to lack of time, otherwise it would look very differently.
@kyyrma:
Thanks, I wanted to make more levels but school took it's toll and I had about 6 hours to fix everything from the previous day.
It may be because you need a full mana(void) bar to use your power. Mana regenerates over time, while not shooting or using your power.
A very impressive game. Your team is really talented. The 2.5D gameplay is amazing in every way, but may be a bit boring. Enemies didn't seem to have effect on me in any way. Overall an amazing game.
Controls are kinda choppy at times, and it is kinda strange opening a chest with spikes.
Really cool feel to it. I really felt like a man on a mission.
Only one slight problem is that I start the level beneath the platform and die on the first spikes. That really isn't a big problem, because when I restart it's fine.
A very nice game, simple mechanics, beautiful art. For me, not really fulfilling the theme to much, and lacks some basic audio, maybe.
Really nice game, the music is a bit repetitive, but all in all a very nice piece of work.
Well man, you sure did something...I'm speechless O_O
Amazing game, really cool music. Sets the mood perfectly. Overall a very solid game.
A really atmospheric game. I love how the cold colors, the ambient music and the subtle sound effects added up. Really, a great job.
A fairly common mechanic, but you made it fun again, simple, yet challenging. The music is kinda repetitive but I couldn't ask for more from a 48 hour game. Overall, a fairly good game.
The concept is really nice. Animations and art are amazing. Gameplay is solid. The AI can be strange at times, but it works fairly good.
Overall, I think this is a very well made compo game and you'll probably get a really good score for it. Best of luck, Quill.
Seems really nice. Not really anything I can say. Maybe a bit better graphics. I don't really understand why you have separate camera modes.
Nice to see another MMF2 developer. Anyway, amazing game and I learned some stuff from your source code.
Nat anything to complain about. Getting around 1200-1500 every level, but it's a bit repetitive.
Nice story, decent graphics, nice music, and solid gameplay!
Nice atmosphere. If you could get someone to do some unified graphics for this it would sell!
Really nice, interesting puzzle mechanic. The upgrades are cool!
I really liked. Story was kinda weird, but gameplay was solid!
Nice game, You could have made the drums from moving and shooting fit with the music, but good game overall.
Awesome. Reminds me a lot of Magika.
Score: 6226.
Awesome music, fluid controls and cool gameplay. Now you get a high score too!
This is awesome
Innovation is a billion out of 5!
Pretty complex to figure out, but nice presentation, cool game overall!
Looks great, plays great! Easy to learn but hard to master.
It's a good start, but it's not really a game. I like that you tried something new and tried to make it for the theme, but sadly I can't really give it a high score. It's more of a toy for playing around with, rather than a game.
[DEV] Thanks for your comments everyone!
Just wanted to say something about my take on the theme.
Unconventional has synonyms! Some of which are "rare" and "uncommon". I decided that that fit into a loot drop system.
Yes, I admit swords are a pretty mainstream weapon, but swords that summon cats, swing three times or heal you mace them distinctive and atypical.
Really clever for a twine game! I like how it shows you completed boy band at the end. Humorous overall!
You might have a bug. Menu is all good, but then it just shows a white screen with the music. (И май сте българи така че здрасти)
I can't run this game. The screenshots look appealing, but I can not score an unrunnable game.
I don't even...10/10 IGN
Sorry, but it doesn't work on my Win 7 64bit
Really cool and innovative! Gameplay and music were awesome, but controls were a bit finicky.
Simple, good difficulty curve, but lacks some graphics, and maybe some sound. Doesn't really fit with the theme for me, but as a standalone it is pretty fun. Has different enemy types and an innovative mechanic
I liked the humour of the game and it is really difficult. Music can do with a little more, since it loops quite fast, but looks promising overall
Actually a pretty good ending imo. Simple mechanic and fairly simple gameplay. Looks nice overall
Looks interesting, but web controls don't seem to work. Anyway. A nice combination of two classic games.
A good and simple game. Could go with some music to really TENACE UP THE ACTION. Couldn't really understand the bacon falling from the sky, but I went with it.
Didn't really see that I was dying, or that I was hitting anything. Kind of a mystery to figure out, but once I got it it was a fairly good experience with some cute graphics.
Cool graphics, innovative mechanics, nice sounds. Great and challenging game overall!
Good graphics, but really confusing as to what is what and how to play in general without written instructions.
Doesn't seem to work for me
I try playing games without looking at the instructions on the page, and yours is the first one that explains itself pretty quickly. I like the aesthetic, the sounds are nice. Could do with some music. Gameplay is great and difficult.
I don't understand it, but it's surreal as hell. Looks awesome.
Sorry, but my anti-virus marked it.
Has tutorial, decent graphics, nice sounds and interesting gameplay. Cool game overall!
Your game reminds me of a newspaper game by Lucas Pope, which had the same sort of gameplay. This one is fairly well executed, but there isn't much variation in the gameplay in my opinion, when posed next to some games of the similar style.
[PATCH 1] The game has been patched with some variable tweaks, including lower health, more damage from enemies and I pulled forward the introduction of new enemy types, for more variation in gameplay.
The game looks great. You've captured the spirit and mechanics of the old dungeon crawlers pretty well. Mo only complains are:
1. The interface is pretty cluttered. You could have removed the armour UI piece, since it was never put into the game.
2. Why does the game suddenly stop when you right click?
But, overall it's a pretty good game.
The first set of controls doesn't seem to work for me. I would prefer to use that, because using Q for shooting the disks, having to move my middle finger over my ring finger is not a comfortable control scheme in my opinion.
Otherwise, the mechanic is pretty clever and I'm giving you a fair score for innovation and theme execution.
Nice game overall, but still has it's flaws.
What the game lack in gameplay, it pays for in music. The score is more epic than the gameplay itself, which in my opinion is a weak point in your game.
I'm sorry, but this is a poor excuse of a glorified lego builder of a game. All the assets have been taken from somewhere, the gameplay is non-existent and so on...
Ether you made a really difficult game, or I'm really confused about how you're supposed to pass some levels.
You introduced one enemy at the start and that was all okay, but you then introduced there gun turrets, that shoot three random bullets at every input. I had no idea how to counter that, so I found myself dancing around bullets like I was in the Matrix. And some sounds are obnoxiously loud
The game plays good, and it's a good thing it has multiplayer, but the graphics are pretty downscaled or just pixelated overall, which makes it look like it was cobbled together from a lot of assets.
Playing it, I feel the only thing it lack most is some sort of readability. The mechanic is fairly good, and some of the effects (referring to the lightning one) are pretty spot on.
But overall, the size of the game's screen is pretty small in my opinion. You could have gone without the outdoors area, in order to have some more space for the actual gameplay rather than just filler for the screen.
The other thing is that it becomes disorientating at times, with all the sound bubbles, depicting your current position. I feel like I'm on both sides of a wall at times.
This game is a beautiful satire, minimalist and I simply love how the surprise in the end of the bad path crashed the game. Stunning!
I really can't understand the gimmick of this game. Probably not your fault, but due to my lack of knowledge in Japanese culture.
It's a really weird rouge clone in which I'm not really sure if I'm doing combat or just walking around a series of corridors.
I'm sorry, but I feel that I can not give a fair review of your game.
This feels more of a puzzle game than anything else and that's not necessarily a bad thing.
The thing is in my opinion is that your gameplay was mostly collision based, with no actual thought needed.
[DEV] Link is now fixed. Sorry about that. It appears that the LD link system doesn't like inverted commas in file names.
All should run fine now.
[DEV] Answering some questions...
@RockhopperGames: The enemies originally moved and fought back. The Code for the AI is still in their scripts, but it is disabled. I was thinking of making them attack the stalk and not you, but that would mean that you wouldn't be able to go to the higher levels, because your stalk would probably be dead by then.
But I do acknowledge that speedrun-worthy games require tighter controls. The thing is that I was constantly altering the collision code to try and remove the clipping through platforms. It all came down to GameMaker's strange collision functions. If I had more time I'd write collision from scratch. The post-jam version will probably feature the new collision code and will fix most of the clunkiness in the movement.
A reset button is easy to implement and will surely be in the post-jam version.
I'll write up some of the post-jam features I'm planning to fix in the game's description above. Thanks for the great feedback! Your time has also been added to the leaderboard.
You shouldn't have used the right mouse button to pan the screen, it serves no purpose gameplay wise, except making basic navigation unbearable. Otherwise it's a fine game.
I couldn't say anything about Linux or Mac OSX compatibility. It seems to be a hit or miss situation for both operating systems. Development time was a factor, and sadly I lack the tools to port efficiently.
There are some balancing issues when it comes to variables like speed, item cost and wave size, but otherwise it's a good twin-stick shooter. The turrets were a nice touch too.
A great little game. Just a little tip - when working on a full-screen game, always add a key to exit the game, otherwise, as it is right now, you have to Alt-F4 or use the Task Manager.The lack of sounds, outside of the amazing music is also a minus. You could add reeling sounds or water splashes to indicate that a fish is being caught. Otherwise it's a fantastic simple fishing game. It makes you feel like you could do that for hours.
A really interesting twist on the theme! My only complaint would be that most of the clicks feel like they don't register if at all. Some of the buttons made a sound after multiple clicks, but I couldn't say so for the grapple points. With a bit of polish, you'll have a fine game.
I'm terribly sorry, this game is good, it looks great, it sounds fine and it handles well, but this is Devil Daggers. From the hand, to the skulls, to the small map, through to to the slight dithering on the graphics. I can't give you a good rating for that. You apparently have the skills and the knowledge, just put them to good use in something else, not something that is already made and published.
The monochrome graphics and the game's mechanics are just wonderful. My only difficulty was hitting the ground units. Other than that the music and sounds seemed fine. You certainly get top marks on the mood scale, since it really gives you that Godzilla-esque experience. Great submission overall.
@stefanie-leitch @ironygames @polegar @rolly
Considering the feedback so far, I have decided to patch the bullets not despawning bug out. The original binary is still available, as to not ruin the spirit of the compo, but if you would like to give it another go, it is available.
From playing it for a bit I figured that I should just ignore the women in green and go for the ones in blue - I don't know if that's always true, but since the ones in green always hit me, I figured might as well not waste time and life on them by using the power. Another thing I noticed is that the depth buffer is ignoring sprites behind anything that has alpha, so staying close to anyone, would make everything else invisible. The sprites also don't turn towards you relative to the camera, so most of them are invisible when you look at them from the side or the back, which made navigating the level without hitting the women in green a bit of an invisible maze. Thanks for making this!
Really reminds me of a Firelit Room, and other idle/incremental games like it. The active elements to it are a nice break from the norm. I can understand the intro not having music, but upon unlocking the overworld with it having music, the tent menu becomes weirdly static in comparison. Also starting off with storage upgrades is usually a bad idea, as a player will usually leave those for last - starting with the attack would have really changed the tempo of the game. The player is also really lightning fast in the overworld; going slower could have been interesting in a way limiting the reach they have before needing to go back. Overall a very impressive showing, considering the amount of content. Thanks for making this!
I think the beetles would have made for interesting enemies, considering that they move around and can be found by the sound they produce - my first instinct wasn't really to eat them. Outside of that, my only gripe is that the music has this one part where it sounds like a severely distorted guitar, which really grates on the ears. Other than that, a pretty solid effort! Thanks for making this.
Pretty good! My only complaint so far is having the mix of keyboard and mouse controls for the free look. I also instinctively wanted to jump on the button, instead of clicking on the button, which took some time to figure out. I think having to reposition the mouse after jumping is a nice dexterity element to the game's complexity, but I think having the character move slower would have felt a lot smoother. Thanks for making this!
I couldn't seem to effect the game in any way. I tried clicking like the instructions said, but the game seemed to be playing itself. The audio was all in my left headphone on the left channel, with only the odd sound effect coming in through the right. Honestly, it seemed to be playing itself - the slimes didn't really lose any health beyond the odd chip damage, which they would regenerate enyway, so there wasn't really any threat.
Here's some notes on my experience: * Clicking for menus is really at odds with everything else being almost entirely keyboard driven. * The music is kind of loud and very energetic for what is really a farming game where you wait for crops to grow. * Harvesting the crops before they matured would make the soil underneath them disappear * I sold all the wheat from my first harvest and bought eggs, but they didn't show up in my inventory, but the money was still spent, so now I had no seeds and no eggs, so I got soft-locked. Hope this helps! Thanks for making this.
Really well made! The only problem is that you can clip into walls a lot and you practically get damaged every frame at 60 frames per second, so hitting a wall at the hinge means you get slammed for all your health. I also got stuck in some walls, which also did the same. Maybe increasing the knockback or staggering the damage would be a more secure implementation.
Fairly simple TDF game, with a unique spin on it. I don't really see the enemies going anywhere but the first building and just going back to the start, so no point in really having any towers outside of the first few slots. The first tower doesn't really seem to do much, even when I had 5 of them, they could barely take an enemy down. Maybe also zoom the game in.
Here are some notes from my experience with the game: * Press right button, instead of right arrow key. (which you already adressed) * Really nice that it has a story * The get more seeds button almost felt like a part of the bone art, not as a UI element. Maybe make it more visible (different color or position). * Clicking multiple times with the bucket seems to reset the animation and possibly stop the shrooms from growing. * I like how the shrooms can spoil if left for too long. * Maybe start the game off with a full bar. Thanks for making this! Hope the feedback is helpful.
Frankly, not much going on. If this is your first outing in game development, it's a nice start, but I couldn't even exit the game without having to Alt+Return and exit manually. The graphics aren't really anything but simple shapes and colors with a filter on top and it's horribly silent with only the odd SFX in it.
Really good! The whole thing felt a bit futile, considering you get only 5 pollen per flower and the queen loses a lot more health than that in the time it takes to gather it, so the guitar music made it feel quite somber. Maybe put the controls in the instructions on the main menu rather than having them as you are flying. Thanks for making this!
Really nice! The screen scroll is very slow for a one-shot-one-kill shoot-em-up, so maybe either increase that as the player clears enemies, or have it locked onto them. It is also really easy to lose the baby in trees, as they have more depth the closer they are to the bottom of the screen, obscuring the baby.