The Two of Us by scoopsy 2012-04-28T20:36:00
Sorry, can't play - on Windows!
Foon → Ludum Dare Explorer → Users → Attrition
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | For The Greater Good | compo | 317 | 3.24 | 3.24 | 3.09 | 3.33 | 2.98 | |||||
| 2017 | 39 | Running out of Power | ABANDON SHIP | compo | 194 | 3.54 | 3.58 | 3.37 | 2.62 | 3.45 | 3.30 | 2.09 | 3.50 | ||
| 2017 | 38 | A Small World | Small World Tycoon! | compo | 2.50 | 1.50 | 3.00 | 2.50 | 2.50 | ||||||
| 2016 | 37 | One room | hoplitelite | compo | 15 | 4.14 | 4.14 | 3.66 | 3.50 | 3.52 | 3.12 | 2.61 | 3.33 | 100 | |
| 2013 | 27 | 10 Seconds | Title Unknown | ||||||||||||
| 2013 | 26 | Minimalism | minsweeper | compo | 127 | 3.71 | 3.66 | 3.87 | 3.89 | 3.06 | 2.63 | 1.72 | 2.80 | 58 | |
| 2012 | 23 | Tiny World | Earth Is Dying! | compo | 571 | 2.75 | 2.90 | 3.77 | 3.21 | 3.25 | 1.30 | 2.00 | 2.96 | 71 |
Sorry, can't play - on Windows!
I finished this on my first go, and it was satisfying. Simple mechanics and more depth needed (but who has time for that in 48h!). Good job.
Yes this is really a bare bones prototype. I could have added sound and polished graphics but really what it needed was more mechanics. I didn't figure I'd pull that off without having sunday available. Thanks for commenting, perhaps in the future I'll add a send-to-sun option, for those citizens looking for a more dignified exit!
Thanks for the comments so far guys! I will probably do some work on it post competition. Balance, graphics, audio and UI mostly. Less work than it sounds like, I could have had this done on sunday I think :) Next time!
I'm really glad to see so many positive comments, considering I didn't get to finish. Thanks everyone!
To address some common criticisms, I did want the game to last about 5 minutes, but tweaking my formulas for growth/reduction was time consuming, I never got it where I wanted it, thus the game ends very quickly. If I do a post-compo version (pretty likely), I'll have much more time to tweak these numbers.
A (local) highscore was planned but never implemented, which is too bad as it was likely just a 5 minute addition. I should have forced that time.
Originally I thought colonies would never be able to send back resources, but now I think the game could be extended simply by throwing resources (but not people) back at Earth. It may give you a couple minutes extra even if I don't tweak the rates. I'll have to play around.
I'm not in favour of Earth gaining resources -- in testing it proved that if you sent enough people away, the Earth would never die. But a fixed timer on Earth-death doesn't seem as interesting. I suppose you could have an asteroid hit at the 5 minute mark, but it feels a bit cheap.
Thanks again :)
No one complained about it not existing, but I posted the web build of the game (no code/asset changes, just build target). I can do Mac too at some point.
As soon as I figured out what the game was about I laughed. So bonus points there. Needs to be balanced a bit, you don't build fame fast enough.
I liked it. A little too.. epileptic, but fun. Also a bit too easy, you can evade the bullets for what seems like forever. Still, good entry.
Thank you everyone for playing! The boss is definitely too hard, but it is beatable. I just did it again to make sure, but it did take a couple minutes. Sorry about that.
Great concept, fits the theme nicely. My strategy was one of sacrifice :) Nice work.
Cute idea, really enjoyed the vodka. Good work.
Unique concept. I never really felt like I knew what was going to happen on any given choice, maybe it would be nice to know ahead of time what stats will be rolled against, but it's okay to discover it yourself over time. Also liked the scenarios you wrote. Nice work!
Nice job on this one! Enjoyed my time.
Really neat, especially enjoyed how the different characters have different attacks. Nice job!
Apologies, I was doing some maintenance on my site.
This is a very impressive entry, especially the graphics and sound. The elasticity of everything felt really great.
I had some lighting bugs on the torches, running the webgl build on macOS chrome. Still, really liked how you bumpmapped the rocks, added to the scenery a lot. Good job!
I was a bit confused about how it fit with the theme until I actually looked at the background and figured out what you meant by diorama. Does the camera move? I couldn't find a way to rotate my view. Cute character.
Solid game, great concept. Nice job!
I find it a bit hard to tell if I'm playing correctly, but the art style here is fantastic, great job.
Enjoyed the combo setups, was fun though I didn't really like the pause when blobs are impacting. Good job!
My favourite element here was the dynamic levels, nicely done and like the art style. Control was a bit finicky but overall I enjoyed this. Good job!
Very cute!
It was confusing at first but I sort of got the hang of it. It's definitely interesting but difficult to get everything going. Nice work.
Worked great on my phone, and I really appreciate the randomisation keeping things fresh. Feels like it's possible to get an impossible level but I may just not be good at the game :) nice work!
There are nice graphics here, but it's fun as well! Good job! I did get stuck on the terrain once but I think it was because I sat still too long and the ground got really messed up.
This was more fun than I anticipated, I need to come back when I'm not using a trackpad though. Good work.
Tried to follow the instructions and not use 3/5 too early but somehow always messed it up. Did enjoy the music quite a bit. Good work.
I failed to get through it, but this is a good effort and I'll come back later to try again!
I had some graphics issues, but I'm pretty sure that's just my old laptop causing the problem. This was still impressive, nice job!
Had some fun with this, good job!
Expected things I didn't get time for: * sound effects * music * animations.
Advertised in game but didn't get time for: * Transit types don't have maximum range like they should * You can't upgrade your lines/overtake a rival line
Some rule clarifications, at least in the current state of the game:
Only one route can go from one station to another, however they're one-way. So if you go from red-to-blue, that's blocked forever however you can go blue-to-red on a different route. I wanted to allow upgrading routes and upgrading-to-steal-rival-route but didn't get time.
So there's only 7 routes per station possible (one to each other station).
Passengers are generated with a method that is kind of like: +2 per station per turn always (random destinations) +1 per station for EACH ROUTE active, so basically you can benefit from building up individual stations at a time, as you'll get more passengers over time (but they still have random destinations, it's just to give a reason to build up a station over any other)
Really love the graphics here.
Really fantastic concept. Also quite complicated, but I think you explained it as well as could be given you also had limited time to make everything work ;) Good work!
Brilliantly done. My only feedback would be to increase the playback speed so there's less time spent waiting :) Good job!
@minimumentropy you are correct, actually! Amazing I made it this far without realizing it, too ;) I hope you enjoyed it anyway :)
@gnerkus I thought about allowing dropping the crew but it trivialized the rescue a bit, because you could move them to safety much much faster than to the escape route. Of course if I had that mechanic I could have designed the levels to account for that, I guess. Glad you enjoyed it!
@spetsdod actually I did originally plan on having different levels of injury so you'd have to triage them, but I decided to work more on the overall game which I hope paid off. Thanks for your review!
Interesting take on the theme, which I really appreciate.
Definitely fantastic use of sound and graphics here. I couldn't really feel the necessity of the energy jars though, didn't ever really get low. Great work though!
Probably my favourite game of the competition so far. Thanks for making this!
Enjoyed this one. Would like the build panel to go away if you click anywhere else though, instead of hunting for the little x. Good job!
Really enjoyed this take, very fun!
Good use of music, a simple sound effect for the torpedoes would have made this pretty cohesive. Cheers
Strong design on the puzzles, found them quite tricky. Great work!
Very creative at the least, I wasn't very good at it sadly :)
The WebGL build was very slow and the motion blur was overly strong there. However interesting idea and good job for finishing. Up the brightness if you pursue the idea further however :)
:scream_cat:
I sacrificed but I'm not sure it was worth it ;) Nice job.
Neat game with a very intuitive concept. Enjoyed this one
While more of a short story than a game, it is well written and the artwork hits the right tone for the work. It feels very appropriate. Nice job.
I've expanded on the unit behaviour a bit on the submission description now, I wasn't sure if anyone would care :)
I got a bit frustrated in the lantern section near the end but very nice idea, I enjoyed this.
Very beautiful. The mechanics take some getting used to.
Controls are a bit finicky but once I figured out he swapping mechanic it's quite cute. Cheers
I had a really difficult time after the fire starting coming down. Good job though.
Nice game, liked the background art as well. The movement was a bit fast and made timing the jumps very tricky, but good overall. Cheers
Very neat concept. It runs a bit too 'fast' for me making movement tricky. nice though!