Friendship Snake by XMunkki 2011-12-20T02:24:00
This is pretty good. I got a score of 58 in the end. Not very connected to the theme, I think, but the game entertained me for a while. With a little polish, it could really turn into something.
Foon → Ludum Dare Explorer → Users → Ashkin
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 25 | You are the Villain | You Are The Virus | compo | 200 | 3.29 | 3.29 | 3.45 | 2.48 | 2.81 | 2.48 | 1.70 | 2.32 | 50 | ||
| 2011 | 22 | Alone | Luto Hominus | jam | 107 | 2.38 | 1.90 | 2.26 | 2.50 | 2.95 | 1.22 | 1.22 | 2.07 | 2.55 | 56 | |
| 2010 | 17 | Islands | Island of Bounty | compo | 195 | 1.62 | 1.52 | 2.15 | 2.36 | 2.61 | 1.13 | 1.45 | 2.56 | 5 |
This is pretty good. I got a score of 58 in the end. Not very connected to the theme, I think, but the game entertained me for a while. With a little polish, it could really turn into something.
johnmagicson: Hehe, yeah, it does suck a lot. I don't work well within a time constraint, and I'm not that good at making games in the first place anyway. Thanks for the constructive criticism! :)
Sanguine: The maps are pseudo-random: Basically, this is how I do generation:
Step 1- Make an array of 'cells'. Mark four as open, and the rest as closed. These four open cells are the player spawn point, the block spawn point, the kiln's square, and a 'dummy' square.
Step 2- Link the player cell to the block cell, the block cell to the dummy cell and kiln cell, and the kiln cell to the player cell, marking all cells on the way as open.
Step 3- For every cell that is open, count the exits. For each specific combination of exits (only north, south and west, south, west, and east, etc.), there are five possible rooms. It slots one of these chosen randomly into the cell. In total, there are 75 possible rooms.
Step 4- Output it all to a tilemap and place the objects at the corresponding points.
So it's not entirely random, but I am quite proud of what I did with it.
I guess it's just a tech demo at this point, heh. I wanted to add puzzles and stuff, and there was going to be enemies stalking you through the maze, but I ran out of time due to my busy weekend. Check out my post-mortem too, if you like. Thanks for the critique <3
Phen: Thank you very much for the compliments :3
Helloserve: I don't know, perhaps I'll come back to it someday and finish it up.
danbolt: Yeah, procedural generation is really interesting because of that. It makes testing the game a bit more fun, hehe. I did learn a bit which I'll be applying to my main game project.
I'm not sure if it's okay to post plugs here, but I'm currently working on this as my main project, which also has procedural generation:
http://forums.tigsource.com/index.php?topic=21469.0
Thanks for the feedback :>
Awesome game. I'm surprised you were able to do this much in so little time.
The graphics are interesting- the style should hurt my eyes, but something about its chaoticness just WORKS, I think. It's fun to run around and cut up enemies, and I really liked exploring. The theme of 'alone' only kicked in later, but you kept to that- apart from all of the enemies. THe sounds that you did put in worked well, though it really needs a nice soundtrack to go with it. All in all, a very good game. Bravo.
YES. Cat ending <3
A pretty good text adventure. I disliked how closed it seemed- whenever you made a wrong turn it just spat you back to the correct place, and sometimes there was only one option. But it was still a good adventure, and I think it was a nice touch how the background colour changed with the environments. You hardly touched on the 'alone' theme, though.
Well this is... interesting.
I don't feel you tried very hard with this. The collision is terrible, the jump sound is annoying, there's no challenge to the level design, it's short, and it's just not very fun. Also, did you do the graphics in mspaint or what?
Pretty good game. The graphics felt nice- I especially liked the bullet particles. I beat the game with all 25 relics, finding it pretty easy to blast through the hordes of zombies. Though you didn't really work with the theme, the mood was great, with the darkness around the player. However, the audio was really annoying- I can only guess that the player is some form of clown, judging by the squeaky sound of him walking around. Apart from that issue, the game is good.
Well that was... Interesting.
The mood was excellent- the way you used the limited range of vision and the sounds of robots really made the facility a creepy, lonely place. The simple graphics suit it, and the sparse audio serves to further improve the mood. Good job. Of course, one critique- the memes scattered everywhere really annoyed me. I'll give you points in humor for trying though.
Quite a nice little metroidvania, especially considering the time in which it was created. Though it didn't follow the theme very well, I had fun adventuring through the world and obliterating everything in my path (gotta love that Douse spell). The music, though good, did eventually get rather annoying. It would be nice if it changed whenever you entered a new area. The graphics were good- I really liked the tiled style of the landscape.
The game is too laggy to be enjoyable, I'm afraid. Also, the navigation in 3D space was difficult and I think the concept could've worked just as well in 2D. The abstract graphics were plain and made it hard to judge depth properly, but they worked. The game idea is fairly innovative, and I'd like to see what you could come up with if you worked a little harder on it.
The mood was quite good and the game fit the theme well- the bunker did feel pretty lonely. I liked the graphics, especially the walkcycle, although the rest seemed bland and lazy in comparision. The gameplay of navigating through a maze and avoiding spinners didn't hold me for very long, though- it swung easily between frustrating and boring.
Omigosh so cute eeeeee :>
The idea was pretty good- carrying stuff around and using it to propel yourself. The graphics were definitely my favourite- So adorable. The personalities of the characters were excellent- "Sorry nya!", etc. I felt sorry for the pigs when they died :c Good game!
That was pretty great. The theme and mood were excellent- tiny people among towering landscapes and ruins, the terror of seeing others from afar, the combination of sadness and relief at the end... Part of me really wanted to stay with the red girl, the only one who didn't hurt me when I was around here. I feel that message was powerful.
The graphics are fittingly simple, but I think some ambient music really would've brought the whole experience together into something beautiful.
The physics were kind of difficult for me to handle, so I didn't get very far in the game. However, you stuck with the theme and the graphics were good, so you get points for that.
Excellent, original concept. Audio and graphics fit with it well. SImple but brilliant.
Game crashes on startup for me. Windows 7, 32-bit.
Congratulations on creating your first game. The idea of shooting organs is kind of funny, so I'll give you points for that. However, the game isn't very fun- the level design is bland and without direction, the music is grating, and it barely fits with the theme. Excuse the harshness.
I hope you have better luck with your next game.
Mediocre game. The graphics are meh and the gameplay didn't hold my attention, but the core concept was interesting. Polish it up a little and you'll have a neat little game on your hands.
Not bad. The graphics and mood are very good, and the music is fitting. But the gameplay is rather lacking- holding down the right key is neither challenging nor interesting. When all of the followers had died, I figured there was nothing left to do and closed it.
Good game! The graphics are very cute, they're probably my favourite part. The interesting creatures kept me going, but it would be interesting if there was some more variety- I'm not sure in what form, but some threat would be interesting. The sea didn't feel very lonely because I was constantly creating new friends, though. But I get the idea of alleviating loneliness by creating friends. The audio was nice and relaxing, but I think the hitboxes on the dots should be bigger- it was sometimes frustrating eating them.
I failed my task :c
The game is pretty good. I'm pretty sure most of the graphics are from Oryx or Oddball, so I can't exactly rate you on that. Exploring the world was interesting, and it did feel quite lonely. I felt the procedural, chaotic music fit the world quite well.
Hm. Very good. The graphics, though simple, fit the style well. The lines of code in the background were a nice touch. I also really liked the way that you made otherwise mundane abilities interesting by wrapping them in a context of programming. I don't feel it focused on the 'alone' theme, though. The music was fitting.
It's quite good, I enjoyed chucking dice at people like a madman. The bullies were a nice touch that spiced things up. The graphics were suitable and the music fit well. Good job.
Very difficult! Or maybe I'm just bad at it. I liked the graphics quite a bit. The gameplay was pretty repetitive, though I liked the challenge of juggling the gun and the cart, making progress while keeping zombies at bay. The threat of being alone made it fit well with the theme.
Excellent game. Good mechanic, good art, good mood, good story.
Very cute game. I liked the graphics a lot, and the gameplay fit the theme + was fun. Would love to see this finished!
The game has good graphics- though it's been done to death, I think you pulled off the voxel feel pretty well. However, aside from that, there's not much to it- the game doesn't feel fast-paced or frantic, which would make sense in a shooter like this. There was no variety in the enemies, no threat. But I think that with more work done, this little shooter could go places.
Wheeeeeee.
I love the lighting so much, I just gotta say. It was also cool how the monsters were glowing eyes in the darkness before you turned to look at them. Blasting apart those monsters was a good time, and the darkness helped enhance the feeling of being alone in a cavern. Not sure I liked the choice of yellow for the cave walls, though.
A brilliant reimagining of the tale of the king Midas. Beautiful art, great puzzle mechanic.
This was interesting. I was unsure who the voice at the bottom was, but I found it interesting how the zombies (?) would mimic what you said. Very creepy, good atmosphere. It also felt kind of lonely, despite the others roaming about. I gave up after just trying to talk to the zombies and the disembodied voice- I don't know if there even was anything else to the game.
I tried to play, but the game was too laggy to actually do anything. Like, 2 frames a second. I'm on an average laptop, Windows 7, 32-bit.
Awesome game, amazing what you've done is such a small amount of time. It's fun, it has a good aesthetic- the music is a little repetitive though.
Quite a sad game- depicting the plague as a traveler with no home is rather depressing.
Interesting. The mood and theme were well done, but beyond the monologues it's basically a glorified fetch quest. Maybe some more difficult puzzles would help.
I like it! Nice moody, dystopia style setting. While I would've preferred if stealth was involved via line of sight on the robots or something, I did enjoy the innovative game play that the robots' all-encompassing awareness gave rise to.
While the music is enjoyable and the graphics are good, this game lacks challenge. Basically, all you have to do is find the unit with just the right amount of health to get past the obstacles and send as many of it as you need to win. This could be fixed by adding more decisions to make- maybe certain units could be good against certain towers, maybe you could pick multiple paths, or maybe you could strategically destroy/move towers around.
Interesting mechanic- it was nice that there was strategy in clicking rather than just chaos. The audio is fitting.
The graphics are great, but the music/sounds don't really fit- too lo-fi. As for the gameplay, I found it difficult, and sometimes difficult to understand. I wasn't able to win.
Nice little game you have here. I really like the villain's runcycle, as well as the rather humorous theme. Could be improved by some chase music, or perhaps changes in terrain that you need to jump over.
Good message to deliver. Audio is quite annoying, but so are bankers, so I guess it's fitting? Would be interesting if the workers had less linear paths to follow.
I got up to room U... And that's where it all went wrong D:
I guess the 'villain' part is where you accidentally create omeganauts by pressing the wrong key?
The gameplay is innovative and very challenging towards the later levels. The graphics were good, and the music was fitting. Well done!
I love it! Nifty interpretation of theme, cool graphics, and a fun and innovative mechanic. Kind of reminds me of spy party.
haha what
The graphics were... interesting, and the music was okay.
The game mechanics seem pretty simplistic, but they work.
I love the house's dance, though...
I really liked the music (was it made in the jam timeframe), but... Fart humor? Really? It's neither funny nor villainous :/
Great stuff! I found the hero's comments to be genuinely hurtful- it's MY dungeon, I'm sorry if you think it's a wreck ;n;
Interesting one-button game. However, it's not particularly difficult- it was easy to just continuously breathe fire with a little timing practice. The mechanic, however, is sound. With improvement and polish, it could make a really cool game- fitting for a mobile platform or the like.
Not your best work, but still good. The graphics were great, but the gameplay wasn't very innovative and didn't end up being very interesting. However, that suit makes me feel pretty villainous.
While the idea is interesting, the game lacks challenge. Really, all you're doing is clicking in the correct sequence so that you can amass enough forces to storm the next town. However, it would be interesting if the actual fight against the town could be played out, with the outcome changing based on how skillfully you command your troops.
The graphics were cute, but... I had no idea how to play. Clicking the buttons at the top did nothing, so I could only sit there and watch as the knights stormed the castle.
Awesome little zeldalike. While combat was rather drab (it was much easier to push enemies off the edge rather than bash them to death), it's supergood.
This game's mechanics are incredibly confusing- but perhaps that's only because of the innovation. Once you get the hang of it, the game is interesting and hides layers of complexity. I'd like to see the mechanic fleshed out more and perhaps explained better.
Great mood, but I wished there was more. I think it could make for an interesting story- uncovering something horrible that you had chosen to forget, and then having to make the choice- forget it again, or keep it in your memory so you don't make the same mistake?
Good social commentary. It would've been nice if there was a way to close up shop or something- can you, once you get enough money?