Foon → Ludum Dare Explorer → Users → aurel
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | LD57 - Spade Invaders | extra | |||||||||
| 2022 | 50 | Delay the inevitable | 👥 | Horrible Night For A Curse | unfinished | |||||||||
| 2021 | 48 | Deeper and deeper | 👥 | Plunder of Goblin's Grove | jam | 443 | 3.80 | 3.64 | 3.20 | 3.17 | 4.12 | 3.66 | 3.06 | 3.76 |
| 2020 | 47 | Stuck in a loop | 👥 | St. Exton's Night | jam | 385 | 3.80 | 3.37 | 3.52 | 3.06 | 4.24 | 3.68 | 3.15 | 3.94 |
| 2019 | 45 | Start with nothing | 👥 | Lost Temple of the Monkey God | jam | 299 | 3.70 | 3.57 | 3.10 | 2.98 | 4.15 | 4.07 | ||
| 2019 | 44 | Your life is currency | 👥 | Assault on Crown Archipelago | jam | 272 | 3.71 | 3.54 | 3.15 | 2.93 | 3.93 | 4.03 | 3.37 | 3.81 |
| 2018 | 43 | Sacrifices must be made | 👥 | Scapegoat | jam | 78 | 4.02 | 3.61 | 3.57 | 3.83 | 4.29 | 4.38 | 3.34 | 4.11 |
| 2017 | 40 | The more you have, the worse it is | 👥 | SCRAMBLED | jam | 347 | 3.65 | 3.34 | 2.91 | 3.06 | 4.05 | 3.91 | 2.92 | 3.63 |
| 2017 | 39 | Running out of Power | 👥 | Fallen | jam | 3.00 | 2.40 | 2.40 | 2.80 | 3.60 | 3.40 | 4.00 | ||
| 2017 | 39 | Running out of Power | 👥 | Fallen | jam | 3.00 | 2.40 | 2.40 | 2.80 | 3.60 | 3.40 | 4.00 |
Hey @spiffy - we were just wondering - what were some of the bugs you saw? We're thinking of making a POST-LD version where we polish up some of the bugs. Additionally - what areas were laggy? I think all of us have solid gaming PCs and might not have noticed any significant drops in Frame Rate.
Dang. That was pretty slick. I think my favorite part was the fact that punishment is not guaranteed - you have a chance for recovery and as such, can actually avoid the boss. That was pretty slick.
The sound effect of the boss getting angry was a nice touch, although the sounds of the pickup did get a bit tiresome after a while. The only other things I'd say is that I still have no idea what half of the pickups did. A bit of indication or a text flash that comes up when you pick up an item is a nice way to teach the player what those are.
Otherwise, a fine job, folks.
I am apparently not very good at this :\ either way, at some point I got around 70 after I finally figured out the mechanics.
It might've been nice to have instructions in the game or something to let people know what to do once the game starts, rather than just jumping straight in!
That was actually super fun. It was a bit hard to figure it out, but the fast pacing I finally got the hang of after a while. I kept trying to kill it, but I had no idea if I was actually damaging the demon or if it had avoided me! Some sort of indication would have been nice.
And damn, those swipes! The scratchy ones are so hard to avoid - I don't know if I've successfully avoided them so far!
That was way more fun than I expected. I wish however that I had a better idea of where the enemies were attacking from. It was a bit hard to tell - are they standing, are they gonna attack me? How did they get there?
I really liked the animation and the motion - it was nice and very smooth, the particle effects were also pretty nice :)
Other than the annoyance of the controls (My tendency to press Space vs. W to jump), I only found one game breaking bug. Once you've spent your gems for one type of unlockable, I can just extract those gems out and use them for the other unlockables. This meant that by the end of the game when Revolution came about, I had only collected 22 total gems and I had unlocked everything.
Otherwise, I had a blast. It was really fun, and the ending was quite funny.
Holy crap... that was enjoyable. This might be one of the most enjoyable games so far that I've played this LD. The puzzle was clever - my only gripe is that there wasn't enough game because it was super fun. I really enjoyed the mood of this and level design was so obnoxiously confusing that it took me forever to find my way around.
Wow, you definitely nailed mood. I'm a bit confused what the theme was, what was worse the more you had - nerves to talk to the girl?
The linear progression reminded me a little bit of Thirty Flights of Loving. Nice job!
Nice job with the pathfinding and the navmesh jumping - pretty cool. It would've been nice to know if there was a goal of some sort (like, destroy X number of balls).
My biggest gripe is that you didn't lock the cursor. It kept going off my other monitor.
(At some point have a script that just sets `Cursor.lockState` to `CursorMode.Locked` or something like that.)
An interesting take on the Tower Defense Genre! Had a lot of fun. Played through about 4 times until I finally got a bit too big to lose. I really loved the help at the beginning of the game - that was very nice. However, it was hard to remember what each tower icon represented the very first two times I played through it.
A few other potential points of improvement:
- It is possible to place towers underneath the money HUD in the top right and then it's unclear what you have there. - The game could use a bit of balancing, but from the comments above it's obvious that it's understood that balance is really hard to do during LD timeframe :) - Some form of Wave Counter would be nice to know how far I've gotten in the game :)
Once I figured out the main premise of the game, it became a bit too easy. I think a bit of balancing could go a long way to trying to get just the right level of difficulty - maybe have the enemies scale up over the course of the game?
That was very beautiful and a nice break in the reviews from all of the violence, to find something focusing more on beauty and rest.
tree.png
Ended up winning. It looks to me like the multiple item combo seems to be the best. My strategy was to side slash, throw things against the wall, then slash down to get multiple combos. Fun entry :)
I'll be perfectly honest. This is one of my favorite games I played this LD. For some reason it wasn't as glitchy for me as it seems to be for others, but the gameplay was just pure fun. I really loved the puzzle mechanic and just had a lot of fun with it, despite the lack of textures, etc.
I think the most fascinating the part of this was understanding how the AI for the repair bot worked and timing things well with its pace to make sure that I could proceed as fast as I could. Overall, really fun, but I wish it had a win condition or at least a way to determine how well I am doing. I hit 42 and I didn't see anything happen. :(
Nice job on the animations on the player and the baddies. I played the Post-Jam version, so I think a lot of the complaints people had above were resolved.
A few things I think I could see as points of improvement: - Add a timer. If one of the goals is survival, maybe a timer could help identify how long you've survived, otherwise there's no incentive to stay alive long. - Add walls around the edges so that you can't fall off. I got cornered once at low health and fell and there's no reset for falling off the world map. - Turn down the specularity on the material for the ground - it's very shiny, and grass isn't usually that shiny :P
Otherwise, nice job! For doing something during the Jam, this is a lot of work to get done - so I'm pretty impressed!
Feel free to check out our game, as we too are struggling to get the necessary votes in this last day.
The game was fun but could definitely use a bit of balance. The day 4 Mad Rush of Thieves either makes you lose, or gives you enough gold to finish all the towers, at which point you just sit back and there's nothing else you can do in the game other than wait to see if you win or not.
However, good job matching the theme!
I think this might be one of the most clever interpretations of the theme that I've seen to date. Really really, but it was annoying that I had to close the game and reopen it every time I wanted to try out a new track.
The first time through I tried it with 100 enemies. At first it was easy... but then... it become much tougher. I then tried again a few times with smaller numbers. I was able to clear out 30, but 50 was too much.
That was really, really fun, but I think I have to echo the sentiments of the others when they said that the game doesn't really feel like it's easier when you have less keys.
Got to about 400 coins once I figured out that there was a Slide option... Pretty fun - I think the game could use a bit of work in the procedural generation to prove if something is actually solvable or not. Right now, there are coins that are unreachable, and jumps that are impossible - there's gotta be some way to generate hard jumps that are still doable if timed correctly.
But that said, I had a lot of fun playing it
That was really funny. I had a blast playing it :D
I can only imagine how annoyed you guys must have been from hearing those YouTube videos for however long that took to develop. The game was pretty fun, but I felt like it would've been nice to use some sort of feedback for mouse over. There's a slight feedback for Mouse Down on the X's but, it's so subtle I hardly could see it.
Pretty fun game. My only gripe here was that it was not obvious that I had to collect things in groups of three. Some sort of countdown or UI indicator of how many I had collected out of the three would have been helpful to strategizing a little bit better.
Well, I've played through it twice and won the second time, but I'm not really sure how. I have no idea what I did and if I did it correctly, but I got the ending screen. It took me a long time to understand that you're supposed to turn the screen using Q and E, as there were no instructions pointing that out.
I suppose I could've read the instructions better, but yeah. I was trying to not spoil it for myself and trying to figure out the puzzle.
Played through this enough times to get to about 13 followers. It got a little bit chaotic at that point. Either way - it was fun. The sound effects were pretty funny, and the only thing I wished for, would be a timer for how long I have until I can throw the next fish, and how long until the next follower spawns. Otherwise, solid fun :)
Also, had a vibe that reminded me of this... "classic"
https://www.youtube.com/watch?v=mezjkfdWJS0
I really enjoyed the post processing effects - particularly the Chromatic Aberration as health goes down. That said, I didn't really understand how to get more ammo after you run out. At that point, the game just ends and you're screwed. Played through it a few times, but I never could get past about 4 rooms.
Man, the enemy that shows up at 1 minute is pretty tough. Once I got to about 5 minutes or so I just lost interest, however, as there was no obvious sense of scaling or progression. Maybe some form of reward, or more ways of increasing the difficulty?
Wasn't bad for a platformer but it wasn't immediately obvious what I was giving up when I was sacrificing. I lost the butterfly, but I have no idea what the butterfly did or why I gave it up and so I ended up keeping wall jump... but I never had a chance to USE wall jump.
Another thing that could have made it better, is if you displayed a counter for the number of stars earned. I wanted to see how well I did, but by the end of the game there was no way to actually know if I did well by going out of my way to collect the stars or not.
Otherwise, it was actually fun. The platforming was forgiving, the enemies were learnable, and the variety was nice.
@skosnowich I suppose we just never got around to baking the navmesh for the top of the altar - we kind of assumed that you'd walk into the trigger volume around the altar holding the goat, not place him there. But goes to show that you can't anticipate how people will play your game differently!
Thanks for the feedback - we wish we could have done more level design. Considering how we only had a very brief amount of time to actually build the area, we ended up scrapping a lot of our design ideas and just made something quick and doable to showcase the technology.
@firesplash-entertainment Thanks for playing our game! It was enjoyable watching you play it on stream! Sorry that I couldn't be online on Wednesday (was busy with work!)!
We had a major bug when it came to going back to the main menu on the Game Over Screen and we didn't have time to make a proper game-over screen before we ran out of time for LD. In fact, we cut out about two entire areas a few hours before LD ended and scrambled to tweak our level design to make it work. Sorry that the ending situation was so abrupt!
That said, it was interesting watching you play and seeing areas where we could improve things. Visibility of certain objects, ways to show what certain levers are doing (there was one lever that you never figured out what it did).
You also missed about 4 keys that we had had hidden, and it makes us wonder how we can draw more attention to the things that are in the game but not immediately obvious.
Either way, thanks for playing! I think somebody asked in your stream about the art. It was all drawn by @angiekatneko, as well as the texturing for the goat and character reference sheet for the goat.
@quasar47 Yeah - the carrot throwing mechanic was just done with rigidbodies - originally I wanted to dislay a little arc but I ended up cutting it out because there was no way to make it accurate enough and have it properly collide with walls in the time constraints that we had.
Also, I'm not sure what you mean, by "taking the month to polish it" but we haven't touched this since the jam - we fixed a few major bugs, and then after watching some streamers play it, added a few keys and simplified a puzzle because people kept getting in situations where the game was unbeatable by skipping essential keys.
We clearly wanted to do a lot more; our original plan was to have three different distinct levels and scenes with different environments, but we ended up consolidating it all in one scene as we only started the level a few hours before the submission deadline and so the puzzles are necessarily simplified a bit. We had wanted to make some optional challenging puzzles, but well, prototyping and testing takes a while, and we took some ideas from our test scenes and just used them in the final scene.
@neon - thanks for the comments. Yeah, we kind of realized that there might be situations where you can't backtrack, so we have a goat teleport script that brings it to you because we realized that people might not be able to finish the game otherwise. Thanks for playing! We hope you enjoyed it!
@ryjcio - Can you tell us what you mean? What do you mean that you weren't able to play it? If you lower the resolution it runs fine even on my very slow tablet.
Hey ! That was really cool! It's nice to see other First-Person games where you can interact with things. We're a pretty rare bunch in these LDs! I was particularly impressed by the carrying mechanic for the note. It's nice to see objects not going through walls due to parenting.
I did run into a bug where the flower shot me high up into the air by looking at the ground while holding it, but alas, it was fine.
Honestly... I laughed pretty hard at some of the humor. Once I started putting things into the bowl that didn't belong, like the fire book, or throwing boring books into it... or the Not As Boring A Book.
You made a game with a solid interaction engine, a fully fledged inventory system, carrying, reading notes, complex interactions, portals, door animations, sound effects for things, and honestly, it's pretty impressive for a Compo submission for a single person!
This is honestly impressive.
That was... surprisingly relaxing.
I was a bit disappointed to see a chicken sacrifice (we were a goat-based team)! The controls were smooth once I got the hang of it and I found it to be really nice and enjoyable. Clearly, short of adding obstacles or more levels, this was a great first step to something and could turn out to be really fun if you kept at it and added more.
If I was disappointed when I won, it's because I wanted more :)
Nice and polished but as others have mentioned above I too had problems with firing the wrong employee periodically. I enjoyed the sounds, and I'll say this... firing somebody has probably never felt so good. It was very satisfying to get rid of those obnoxious grumblers!
It would have been nice to understand what was happening with the water level and how that affected the employees caught below it, or something like that. There was no way to save them.
My only gripe is that the hiring phone was so far away from the bottom and having to trek all the way up and then back down to the bottom to replace an employee got kind of annoying.
I got a little bit frustrated at the beginning and was getting ready to give up, but I'm actually glad I stayed and played through it. I loved it.
I wish the controls had been a bit different - it was a bit annoying having to press Q and R to rotate as I kept scrolling to rotate. It also took me FOREVER to learn how to get the tech tree up because it doesn't come up if you have the destroy mode selected or the build mode selected which was extremely confusing. It also took me a long time to understand how ash worked, so perhaps some better descriptions in the tech tree?
Otherwise, incredible job. Color me impressed.
Well that was far cooler than I expected it to be. To get that done in a compo time frame is nothing short of impressive, so congrats, man.
I did use the HTML5 version and found it to be a bit frustrating that the right click functionality just pulled up the page's context menu, and I lost my progress twice due to that. Either way, after about 3 play throughs I eventually gave up when I got really far and accidentally lost my progress due to clicking on something on the right click context menu mid fight.
Once I got the Bow, it was so much easier to go through fights, especially against the arrow goblins/demons whatever they were. Fun game!
You got a lot of stuff working, and working well, so congrats!
Man, this might have been one of the most polished and smooth games. I first played through the Jam version (So I could rate appropriately) then the Post-LD, and you guys did make it a bit harder in the Post-LD version.
Holy crap though - this was definitely a solid platformer with a lot of potential. I can say without a doubt that this really was a fun game that I enjoyed solidly. Having played a lot of games in this genre in the past, I might offer some feedback, and some things I enjoyed:
- Death was fast and smooth. Awesome. It allowed me to restart quickly and without the hassle of waiting for long animations. - Downside: the enemies animation timer keeps playing, so every time I start a level, the enemies/platforms/everything else has been moving - this makes it hard to learn timings as every time I start the level, the enemies are in different positions. I kept wanting to jump, but I ended up having to wait, and reset mentally after every death to ensure that I didn't let muscle memory kick in when it wasn't yet time. This was a little bit annoying. - The music was excellent and fit the mood perfectly. - The way you guys taught the mechanics simply at first, then raised the difficulty often was incredible. Excellent tutorial technique and beautiful level design. It's not often that people are able to do this effectively. We tried that in our own game, but didn't get around to it. - Lengthening checkpoints - I enjoyed how the game's checkpoints involved more and more micro-challenges as the game went on, and it was nice to feel the game getting more difficult as I played through.
I wish the mechanic of sacrificing colors had had a more noticeable effect, but all in all, this might have been one of the cleanest, fullest LD games I've played this year.
Man, honestly, your level design was incredible... the way you guys introduce simple ideas lightly.. oh, here's some water, but don't worry about it. Then you show it once or twice later, then it becomes part of the difficulty. You managed to teach some mechanics without any text or words, but with gameplay, and that, by itself is a laudable achievement.
My only other major gripe, is the controls: Z/X were getting annoying for my pinky and ring (later switched to ring/middle) and during some of the jumping/climbing puzzles, I kept messing up the order or pressing the dash when I meant to jump. I think having an alternate jump button, like space, might have been a bit more intuitive, but honestly, it's such a small thing.
I really enjoyed this. Thanks.
Took me a while to beat it, mostly because I didn't understand why the movement was so janky... only to later discover that literally was what have no arms did... lol. Great atmosphere and mode, the no legs mechanic is a little bit OP and I was able to just fly around the map madly with it. Interesting start on a game though!
I love escape rooms. I felt very defeated when I couldn't get the second cell. I tried everything. I was certain you missed something but the guy above seems to have finished... so I went back... eventually I found it and felt really stupid for not having seen it earlier! Very clever :)
Nice game, all in all!
Huh, that wasn't too bad. I got a little bit frustrated by one of the slimes - literally the very last pathway before the exit of the game. I don't know... the colliders were just... off. I kept hitting saws when I was sure I had dodged them, and sometimes when I was SURE I hit one, I ended up surviving.
Others have also mentioned that the death animation takes too long, and I think I'm partially inclined to agree with them.
I had a laugh at the ending, as that's the first time I've seen someone do something fun with their unfinished ending - which, let's be honest, we all have :)
Nice and short - although I was confused why the ending lasted so long! Interesting twist to the story - impressive that you even had that cutscene at the beginning! The puzzle elements were fun and interesting.
All in all, great job!
So I tried to play this a while back last week but I was alone and figured I wouldn't rate it by myself. This time I was able to get someone else to play with me and it was a lot more enjoyable than playing by myself :)
I didn't realize I had to have EXACTLY that number. I then finally understood what the sacrifice fish were for. All in all, it was a fun, relaxing game, and I particularly enjoyed that you guys had different modes Timing vs Points. I definitely enjoyed the screenshake when the two players collided, but sometimes they would go through each other or something like that. Points mode was a lot more fun than timing mode for us, as the timing made it stressful.
Something that would make it better is if there were a way to stop someone else from achieving the win condition - when I notice the other person about to win, there's nothing I can do, they are closer to the target and will get the final thing they need, and I have no choice but to watch them win. This kind of makes it partially a game of luck.
Really fun. I enjoyed the retro style with the TV filter and the distortion. It brought back good memories.
In particular, I enjoyed a lot trying to figure out the right approach to solving the level in question. It took me a few times backtracking to figure it out.
I was a bit confused by the parts of the map that weren't on the minimap - but it looks like they were just little hint zones. The only thing that would've made this better is if the gun had actually been used for fighting enemies or anything like that, but it was just a glorified door opener.
The other thing I was confused about was the... beetle... things? They gave a hint about Lava being the last to drop off... but I couldn't make that happen, so I had to go about it a different way. Either way, solved it and had a good time playing through.
Great job with the aesthetic, the music, everything. The air control/platforming could probably be tightened up a little bit, but it was still fun, all in all!
I had a hard time moving the items. At times, the coins kept getting stuck UNDER the bribe mat, and I couldn't actually get them on top. I liked that objects that fell off the table would show up at the top though.
That was... a very weird and interesting experience. At first I didn't want to try to figure it out because it seemed too complicated but eventually I sat down and played through and read all the text at the intro. It would have been more fun if I could have practiced some of the things from the tutorial as part of the intro - bribing, stamping, ending the day, etc, rather than just text telling me about it.
All in all, that is an impressive underlying game here!
It's impressive that you got a networking game working within the time limits! That said - the latency between pressing a button and seeing a response was a bit frustrating. That said, a good initial start on something.
@N4tticus Well I went back to try it out to let you know but I keep getting this: Capture2.PNG
Took me a while to understand that the vision gets lower when I attack, not when I take damage. I suppose that's my fault for not reading the instructions well enough. Oops.
I suppose some form of health bar would have been nice as I could never really tell what was going on and when I was getting close to defeating the boss.
A good first start on the game, although I still after playing through a few times cannot, for the life of me, figure out how the shooting is supposed to work. It looks like it only shoots if my z key is down and I'm also moving at the same time?
I managed to get that working, but I'm still not certain if the enemies can be killed with bullets or not. Either way, I went through without killing any enemies at all.
Another suggestion I might offer is: the platforms are very blurry. This means that half the time I didn't know if they were actually part of the foreground or the background. I was scared half the time to land on the platforms simply because of how blurry they were (stretched to a 1080p resolution).
Anyway, congrats on making a complete entry with a start and a finish (something many games don't even have!)
Took me a little while to get the hang of the controls but eventually I got to the point that I killed nearly every creature... I just couldn't get to the highest one, even after like 6 playthroughs.
If I had a suggestion I would nerf the meteor - it's hitbox is too good and it should either have a longer cooldown or something, since it was too powerful to use and easy to kill 5 or even 6 creatures with it. Another thing that could've made this better is if killing the people were actually detrimental - at first I wasn't sure whether or not I was allowed to sacrifice the people!
Other than the bug where you get stuck in falling mode after you've landed and can't jump anymore, it was pretty fun. I was able to get out of that by finding a corner.
I liked the wall jump mechanics a lot. I also think that when you jump you shouldn't just follow the camera so completely - I could never see below me to know if I would land on a platform or not. Oftentimes games with huge jumps only half-follow the character through the jump so you can still see below you.
I ran the game and after pressing "Enter" post-warning screen. I got a screen with tons and tons of flashing gray lines. I pressed every conceivable button, clicked, keyboard keys and nothing happened except the flashing gray lines and the music. Forced to Alt-F4 to cancel, then tried again and everything was broken. After that, I tried a number of times to no avail. Redownloaded the game and then it seemed to work.
Then, once I got in... holy cow, this was a incredibly executed concept. The atmosphere - the mood, everything was perfect. I felt like a horrible, horrible person. Instead of taking the easy route, I decided to be the most evil that I could be... I left a father without a daughter, a mayor without a goat, a hermit without a forest. I tried to inflict as much evil as I could on this land.
I did then, of course try to rename files. And it kind of worked. I was able to turn the forest back into Rikka by renaming the file (which didn't lower the total byte count, by the way) and the system recognized the forest removal!
I play through twice now, and my goodness, this might have been one of the most clever executions of the theme, despite the initial bug that almost lead me to giving up. I love how sad it is, and how horrible the endings are :skull:
@pandanym - yes. That's exactly right. Windows automatically suggests that as the unzip directory. Glad you're fixing it!
Nice to see an XNA game, pretty rare for LD and a game featuring fellow adorable animals :)
I had to sacrifice my sheep once but it didn't feel like it did too much so I never did it after that. Nice art style by the way.
All in all, pretty fun :)
I love the speed of the game - the movement was nice and smooth and the velocity was excellent. The little notes and hints were nice and sometimes sneakily deceptive :)
I died to the lava the first time I played through but eventually I won on my second time through it.
Took me forever to even get past the first level, as it was ridiculously tough to get the timing. The second level I think I spent about 10 minutes on trying and trying again, but the one thing that kept bothering me is that if I screwed up one melon, I had to deal with the other two, even though the level is not solvable with two. There was no reset, so every time I messed up the first one, I had to keep suiciding the others because there was no reset button.
I think you guys might've made this a tad too difficult. Otherwise, the entry is actually pretty solid, and the movement, controls, graphics have nothing really to complain about
I tried to kill as much as I could. It was pretty fun. I had no idea if I would be rewarded or punished for killing? Am I a villain now?
I killed everyone except one puny human who was standing alone that I couldn't figure out how to get to and also kill everyone else. So 7 people killed, 17 chickens.
Great job, all things considered - would have been nice to have a speed meter to be able to speed up the game at times, or the ability to zoom out so I could plan out how to dole out my maximum carnage before the level starts. Otherwise, really fun.
I played through a few times until I finally got the hang of it. I found it to be very punishing because you can't tell what the AI is doing. It's nearly impossible to get the hang of anything as the AI sometimes behaves uncertainly and you just suddenly lose.
It was very annoying having to start from scratch every time, but all in all, a good initial execution.
A sick idea, but it was actually pretty fun. I had a pretty fun time... considering how I played through for like 15 minutes. I had a hard time with the second level, and the restarting back to the beginning of level 1 was a bit frustrating and got a bit annoying after some time. Would've liked to at least keep my progress for the level I was on.
The stealth mechanic was interesting, but I don't know if the visibility did anything.
Fun game :)
Wow, that was really fun! The more I played, the more I began to enjoy it. It took me a long while to figure out what to do with the snake.
I was honestly impressed by the unique stylized music you had for each one of the people you were controlling. That was pretty cool. Looks like I ended up with 22 deaths:
snip.PNG
All in all, a super cool take on that.
All in all, despite the lack of polish, the game is pretty unique from what I've seen so far. An interesting take on the theme, to say the least.
Very gorgeous. I played through three times before I managed to make it to an all-solar late game with x5 Harmony, (4533x5 = 22665) but I felt kind of bad for all of my other undeveloped tiles. I wonder if I could get a higher score with the multipliers if I focused on a higher social harmony with forest tiles rather than solar, but I don't know.
Really nifty game - really enjoyed the style, but as others have said, the pacing suffered a bit by being either too fast - degradation was nearly impossible to manage, or too sparse, by not offering enough to do at times - but for a LD this was incredible.
Got to the end; it took a bit of figuring out how to best maneuver those hallways, but eventually made it. Would've been nice to get some audio feedback from the enemies when they spot you, or something like that so that I know I should be panicking.
Otherwise, the animation was smooth, the mood was nice, the game was fun.
screen.png
Apparently I am not very good at this game. I lost all my dudes by the end... oops.
It would have been nice to figure out how the powerups worked on the dudes by some sort of visual aid. Otherwise, it was nice and polished and I had fun playing it!
Impressive job with the mood and atmosphere of the game! The only problem I had was the skull dropping constantly while being held. Otherwise, I really liked the text/poem you had going on.
The music also helped sell the atmosphere - really fun game! It nice to see a fellow 3D game here with some nice graphics and a first person controller!
I got pretty far in, and it was cute and quirky and fun, but when I scrolled on the page it selected a guy I didn't want to kill! :(
Ah well. A fun compo game with a great atmosphere!
At first, I thought - how is this related to the theme - but then the mechanic of sacrificing the minions in order to kill monsters was really clever.
All in all, pretty fun - the buttons were a little bit weird - X and R and Tab? I kept mixing up what I was supposed to do. The other problem I had was that the first time through in the first level, I couldn't see what the button was to recall the minions after I had already told him to wait somewhere else.
I suppose I missed a few instructions... but I figured it out eventually. All in all, fun application of the theme.
Pretty enjoyable but eventually figured it out. It looks like I got stuck at one point. I had a bunch of houses, and only one quarry left, but I didn't have enough wood to build any other buildings, so it was a rush against time to get to the 1000 stone.
It seems strange that the Food is only used for houses and not for other things and that the people can't collect resources without the processing plants, but it was fun, all in all!
I think the polish was extremely nice - I think the fact that the stars were based on the time meant that I was trying to just replay the levels faster, rather than more efficiently.
My only suggestion would be an efficiency mode - can you solve the level in the least number of moves possible - rather than trying to do this as fast as possible? I feel like that would force you to think through your decisions. I did enjoy it, a lot.
Also, the sound was REALLY loud and there was no way to turn it down, so I had to turn it down from the Windows system tray.
The music is pretty damn amazing but the game needs a little bit of work. I couldn't figure out how to change my direction for shooting, and I didn't really know what some of the items did until my second play through.
I died once because there was an enemy beneath the sprite oasis I didn't see!
I did get around to some of the sacrifice portions, but I couldn't figure out where to take the items and where to go. Some light pathways or some hints about what to do might've been nice!
My only major gripe was the fact that I couldn't attack UP and DOWN. When kiting the enemies around, I had to be to the left and right of them to attack.
Then, after I gave up my eyes, for the first wave, it blocked out the UI so I had no idea how much health I had. Eventually I think the data came back on subsequent waves, but was still a bit jarring.
Otherwise, fun game.
That... was very sad. I survived with two goblins the first time, but I never even had a chance to use two of my items.
In the opening, it would have been nice to have some indication that certain items were interactable so that I could know what to click on.
I just played through it again and I'm beginning to see which items are the most important, but there's still certain things that I have no idea what they did or why they were there... what was up with the hermit and the carrot? I don't know?
All in all that was super fun and very depressing. I loved it.
14/35 - I am not very good at this.
The game is fun, but the controls are little bit clunky and the camera movement is a bit rough. I had my balls flying around out of the level half the time, sometimes on top of the outer level walls, which was strange.
That said, it is a good entry for an LD - the music is good and helps set a good mood, but there's no other sound effects, which was a bit lacking.
The thing that was most frustrating was that there was no clear direction. Am I supposed to sacrifice a certain number of the ones I have? Or is it ok if I make it with only one? What did the countdown timer mean? If I made it in the last two seconds but the scrungus didn't eat the guy, did it count? There was no UI to indicate what was going on and that made it a bit frustrating... all I knew is that "scrungus was still hungry" or something along those lines.
Was a nice blast to the past. The narration was also stupidly funny. I died by not saving up my special attacks for the boss :( also, the food was too overpowered and fully healed you, which I feel like was too much.
All in all, nice job.
Nice to see a game made in pico! Managed to make it all the way to 2-3 without dying (on my like 5th playthrough.) was exploiting a bug where if you jump at JUST the right time before you hit the top of your jump arc, you can get a double jump in, which allows you to avoid most of the enemies.
Also, I was able to jump out of the end-scene level and fall infinitely... lol. I guess if I played it 5 or 6 times it must have been pretty fun :)
Well that was far cooler than I expected it to be. The puzzles got a lot more challenging and actually intrigued me. I particularly enjoyed the complexity of levels 7 and 8. Those were pretty fun to figure out how to solve. I wonder if there's more than one way to get through them!
That was really fun.
I tried being merciful to Dog, but it did not do well. The next time I decided to only hurt Dog. Turns out he is not Good Dog. He is not Crom Dog. :(
Was fun. Going to give it another play through or two as the game just... felt fluid and fun. I did desperately enjoy it.
Okay, a few more playthroughs through and, boy is it hard to get past that one room with no axe.
Very fun game.
A good initial prototype - although I was a bit confused by the way in which the walls were to be placed. All in all, impressive work on the engine set up, although it would have been nice to have a goal for the demo (a countdown of time, or try to get a certain number of villagers before the end).
Despite my initial impressions, this actually turned out to be pretty fun. I liked the weird art style and all, and I think the text and the way you guys handled sacrifice was pretty interesting!
A nice simple side-scrolling shooter - although the gameplay was a bit on the easier side. I basically just shot constantly and moved forward and never really had much trouble with any enemies once I figured out the main premise.
For a compo entry, this is nice. You actually created something with an ending, and even though the graphics are somewhat simple, they are at least coherent within the context of the game.
Just a tip - you can still shoot things and move around once you've hit the farmer people/kingdom citizens as the screen blackens. I'm not sure if that's problematic, but you should probably disable that :)
I didn't understand at first that any of my actions were actually doing anything at all... it took me until my second playthrough to realize that you don't have attack/use animations. Additionally, it was so dark that it was almost impossible to see the UI on the screen and tell what the individual items actually were. Additionally, it's really easy to throw your weapons outside of the level boundaries and then not have access to them anymore.
That said, the game is pretty tough on the non-easy mode. It would have been nice to get at least a bit of invulnerability during the bullet-hell portions.
All in all, good job.
A fun little game, but I found the controls a bit frustrating. I couldn't remember whether to press Space or F at each point in time. I feel like F is just a bit too far away from my finger to be easy to remember.
Additionally, one thing that could help you guys is to focus a bit more on maintaining pixel length. I know you were going for a pixel-style game, but the sizes of individual pixels were not consistent, and that ruins that graphical consistency of the game. For example, the little rune that speaks to you at the beginning is hyper-detailed, with teeny tiny pixels, whereas the player and the background are larger pixel sizes. Not a big detail, but in the future if you're going for graphical fidelity, try to maintain a constant pixel-size.
I know that others have said things about the gameplay, the difficulty, the fact that its hard to grab objects sometimes, etc, but I don't want to rehash what was already said. Fun game, good luck!
Took me a little while to finally get there but eventually solved it. The puzzles were definitely doable but like others I was very annoyed that restart forced you to go back to the beginning. On the very last level, I died because after you blow up your first pink slime, it automatically selects another pink slime and when I tried to click the human it ended up blowing up the human. I felt very cheated and had to play through all the way to the end.
That said, was fun. Could have used some music to give it more of an ambience, but it was pretty cleverly done.
For all your self criticism about the game (it being unpolished or whatever) it was actually super enjoyable. It's nice to see a fellow first-person puzzle game. The character changing mechanic was pretty solid and satisfying, but the death mechanic was a little bit weird.
There's an element in game design of trying to make things feel good to the player - and right now, death, because it lacked any sound at all, just felt... unsatisfying. I felt incomplete whenever the red capsule died. It's a small thing, but contributes a lot.
Some suggestions for other levels may involve making things interactable - levers that move blocks may block in a character so that he can't see out from that spot and then select another character. Perhaps you could use visibility as a mechanic and force the players to "change characters" to the red guy in order to kick off the simulation - this quite simply would force you to have to be in a position where you SEE the red guy which could add another layer of complexity to the puzzles.
Also, when you die, the camera tilts after the player - which is kind of cool, but sometimes goes below the ground!
All in all, it was a fun little game that has a lot of promise, and the puzzles weren't half bad either. A great entry for a solo entry!
That was surprisingly fun - although it took way too long for the information to show up. I also think I found a possible bug - I was in the middle of the "victory" screen, and then I shot a corpse and it seemed to think I lost.
Not sure if that was intentional or not, but it was pretty fun once I figured out what to do :)
The music wasn't too bad... but overall, this was challenging without any feedback on what was going on. Great first entry, but the whole game felt like an initial prototype for something rather than a finished game.
Very cool concept - I got to about 300 in score after a few play-throughs. The music was a bit repetitive but fine.
I got glitched out at one point where the main character would just move around in T-Pose and not actually animate any movement, but sometimes he would and he'd end up partially underground where I could move through and under obstacles... not sure how that happened.
It would have been nice if there was more to do than just killing enemies, like dodging really slow attacks, or something like that to up the challenge periodically or to add a bit of variety. I know you added the multi-health enemies, and that was nice, but it would have needed a goal of some sort - be it a leaderboard, a level progression, or picking up certain numbers of items across the course of the level so that you can have a satisfying conclusion to the game.
All things considered, if you got me to play multiple times, I think you made a fun game.
Took me a few playthroughs, but I didn't know what to do after I defeated the giant bird-demon thing. Nothing happened. Was there supposed to be an ending there?
That was fun. I didn't even notice the bomb at all until my second play through... would be nice if there was a key for it, as my fingers were so busy swiping I couldn't even hit it.
I think what would have made things better is some form of lives or powerups or things you could do - imagine little seagulls that you could swipe through for some powerups or something like that (keeping in theme).
Eventually finished the game after a bit of frustration and tons of bugs. The very first time I died because I jumped in the pit in the first room, then the portcullis wouldn't open. I then had to eventually restart the game because I was in a state where no matter what I put on the trigger, the door was stuck half-open.
Also hit another bug in the stair-step-down trigger area where one of the platforms just flew up to an unreachable height and I had to restart the game all over again.
Finally, after finishing the game, clicking on Settings pulled this up.
king.PNG
That said, bugs are bugs and this is LD! You guys created a solid 3D game, with a really cool premise, and with nice graphics. I enjoyed the aesthetic and the gameplay, even if it was a bit confusing how high the King could actually jump. I'd play the heck out of this if there were more :)
Lack of audio would've gone a long way to setting a great mood.
Aww man I felt really bad for the knight. But that was a super fun game... short but sweet. I was really getting into it when I got to the end. I suppose if my desire was for more game, you guys did an incredible job with the level mechanics and all that.
The music was nice, the puzzles were a bit easy, in my opinion, and I would've loved to have some function for the knight, maybe things that need sword slashes that the others can't break, etc.
Very relaxing, minimalist aesthetic. I suppose it was kind of funny? I didn't really understand why I lost my hand to pick up the knife, but it makes sense given the theme. Figured out around 5 tries how to get out of the idiot room - so I enjoyed the puzzles there :)
Very nice aesthetic.
The movement and feel of the game is pretty solid. Played both the prejam and the post-ld version, and I could see why you improved the things you improved. I was very disappointed when I got to the end because I wanted more level and more gameplay.
I love the aesthetic and the fluidity of the game as whole. Despite some of the bugs in the LD version, you still managed to deliver a compelling product with great promise. Excellent job!
Made it to the top of the first level's opening corridor. slimey1.png
Also, sacrifices will NOT BE MADE! slimey2.png
^ managed to skip the door and then fall out of the level! Oops!
The dash function is a bit overpowered and if you mash it while in the air, you can easily clip through walls. Either way, I actually had a lot of fun with this one... but I had no idea there were any abilities other than move shoot and jump until near the end of the game.
You should probably explain that pressing Escape tells you your abilities!
Either way, I had a lot of fun with this one. Good job!
I only got the bad ending. Was actually surprisingly fun, and a bit sad to lose my friends at the beginning.
@360 If you're interested in seeing how we did this in 3 days, I've got a timelapse from my side of things. I wasn't as involved with the level-making/art work side of things, but I did a large portion (~90% of the code), the UI, the map, some modeling, some texturing and audio integration.
My time lapse of the process might not be as interesting as, say, our 2D artist or our 3D artist's time lapse, but I did only sleep for ~6 hours during the 3 days of the entire jam.
https://www.youtube.com/watch?v=tchUjr5F6-c
My footage starts from Saturday morning as I didn't take any video on Friday night, which I spent mostly coding the Player logic and integrating a data architecture system in place. I didn't think a timelapse of me writing and tweaking code would be particularly interesting.
We wanted to get around to building 7 levels, but we didn't get around to it and scrapped some of our earlier ideas and limited it to just a tutorial and 4 other areas, 2 of which were rather hastily done and we're not particularly happy with. That said, we're aspiring game developers and would really like any other feedback you might have to offer; did you enjoy the game? What was fun and what was frustrating?
@bitzawolf - Thanks! We thought about doing a save-based system, and I ALMOST could have written it in there. We already had level saving, so that we would synchronize the states of coins, chests, pickups, ammo, ambushes, etc, but I didn't have time to implement anything that would save the file, as we figured that most people who play LD games just run through and never touch them again, typically. We had too many other mechanics to code, and we decided to scrap file-based saving in order to try to polish up the other stuff.
@popdaddygames Thanks for the feedback! We took a lot of inspiration from the Serious Sam games - trying to see what it would be like to mix a collect-a-thon with a enemy-wave based game, and this is what we came up with. So hectic is what we were going for... we intentionally made the enemies weak, but decided that it was more about the fun of trying to make it out of the chaos.
Sorry about the monkeys! We had a few more enemies planned, but when it came down to the wire, all we had time for was that we adapted the existing monkey model (which we arguably could have textured better, but how often in your life have you had to paint a monkey's skin, lol) to work as different types of enemies (spears/knives/blue shaman/red shaman), since we were running low on time.
The music might have been a bit loud and needed some balancing, but we kind of got the final pieces of music near to the end of the project and we didn't really have time to balance out the audio levels.
@kimily Thanks for playing our game! Our original intention was to have all weapons that could be used as mechanics, and we gave the harpoon gun the "standing" mechanic. We wanted to have wooden barriers that you could break down with the anchor, and stone barriers that could be broken with the cannon, but we ran out of time and quickly threw together the little buttons.
Since I worked on the map, I am sorry about the grayed out islands. I spent a lot of time making the map, and I wanted the map to feel more alive, so I included extra islands just along the outskirts to try to make the world feel more living.
The fast travel button is a great idea. That's how we had it originally, but I guess I wanted to get people to explore and learn the areas a little bit. That's why we had the little rowboat or whatever. It got to the point where we had so many bugs where we could leave levels, that we eventually just removed the ability to fast-travel from the middle of levels and forced you to make it back and around.
I unfortunately don't have any timelapse of the level creation with our tool, which we're hoping to sell soon. It's a non-destructive boolean CSG system. The following is a video that describes how our "level creation tool" works:
https://youtu.be/QOM_HVP6kSk
Basically, this meant that we only had a few geometry pieces that we actually used to make everything, which made it quite easy to slice them together.
Yeah... we took a week break after the jam to relax and have only started reviewing other games this week. The jam left us a bit drained and burnt out.
@davidsheadgames Thanks for the feedback! The grog stuff was a very last minute addition I threw together on the last day - originally it was just supposed to heal you, but our musician liked the idea of adding a grog effector on the music so I threw in the drunken lens distortion effect. We still wanted players to mostly heal up using coins, but it made the battles either too easy or too hard - either the coins were worth too much, in which case the monkeys were easy-peasy or too little in which case you kept running out of health. So we added grog in order to give you a way to heal, but still be a bit punishing :)
Monkey Island was definitely an inspiration for this. You can think of this as some weird mix of Banjo Kazooie, Serious Sam, and Monkey Island.
As for the WASD thing... yeah, I know about that. It's just, my hint zones were coded for player entering them, and because the player started in that position, I didn't have time near the end of the jam to tweak the hint zone logic to handle a player that starts in the hints. I originally had the hint right where the player started, but I was really sleepy by that point and didn't have the patience to figure it out so I just moved it up a bit.
The 999 coins were there simply because we didn't have time to create the remaining two levels - there's only like 335 coins in the game.
I technically wrote an internal save system (you'll notice how you can go between islands and it'll remember which coins/pickups/ammo/ambushes and whatever you've done) but I didn't get around to turning into a file-based save system. We figured most people rating games during LD don't typically actually replay a game, they open it, play it, and then never touch it again, so we decided to just not spend time implementing the file-system based save mechanic. It only takes about 30-45 minutes to get all of the treasures and coins, and much less if you're just trying to make it to the ending screen.
If you get around to playing through it, let us know how well you did - the ending screen gives you a little page you can take a picture of and let us know how many you collected!
@lyrcaxis I mentioned this above, but I technically wrote a serialization/saving tool to save level states internally, I just never got around to writing one that would save to disk and reload from disk. We just decided to cut that feature since most people don't typically replay Ludum Dare during the rating section.
Lone Palm Island is pretty tough, but a lot easier once you get the Hand Cannon from Pyramid Island. I think we wanted to add a few more chests to make it less tough to get to the end, but as with most game jams, we ran out of time, so we made do with what we could.
Our original hope was to make an action heavy game based around combat and fighting, but we wanted to ease players into it - which is feedback we've gotten from our previous LD entries. I'm curious, which of the parts of the game you might consider "time-wastey" - as game developers we're really trying to go for "fun" but "fun" is such a tough concept to nail down, so it really helps us to know what you thought was definitely NOT fun about our game!
Yeah - we had three musical tracks - the ship track, the island track, and the battle track; and I do agree that we could have used more variety - we didn't know how many levels we'd be making at first and how long they'd be, so we worked with what our musician made for us. We mostly asked him to get us sound effects, and he focused more on the SFX and ambience side than the music side.
@aumbra We chose to interpret the theme both as story and mechanic - You're a pirate; your entire life is your treasures. When your treasures get stolen, you go on this rampage to retrieve your lost booty. Additionally, we mention this in the tutorial level - but all of the coins you pick up heal your health. So from a mechanics perspective, the currency you grab heals you a certain amount, which is useful during the ambushes to conserve the coins flying around the various arenas to stay alive.
@cheesepencil - if you click on the locked islands, they unlock if you have the requisite number of coins. It's interesting though - you're not the first person to have run into that problem. How would you have liked to see an island that's unlockable but is locked at the moment? I'm not a UI designer by any means and it really helps to know that you found it unclear how to unlock the other islands.
@theStartlestare This is our 8th LD - and we always get people who don't understand what we consider basic mechanics of crouching, or pressing Shift run faster, Space to Jump, etc, so we explicitly wanted to add a little tutorial - I wanted to add a way to skip it, but we didn't have time to code that in.
We also wanted something with a bit more of a gradual increase in difficulty so players aren't overwhelmed at the beginning of the game.
@microwerx - thanks for the feedback! We had planned to do multiple enemies, but when we barely got the monkeys animated and rigged by Sunday evening, it just made more sense to add varieties of monkeys rather than trying to add the other enemies we wanted to have.
@cheesepencil You just need to click on the red island to unlock it and make it accessible.
@flying-dog-fish, @firesplash-entertainment We've added in some brightness controls - turns out that some people's monitors have different gamma settings than mine, so I didn't notice how dark it was until I tried the game on my laptop!
@arkinrev - there are brightness controls in the settings. The game is already super ultra bright on my computer, so we added additional controls for people who have low gamma monitor settings. What did you think of the hand cannon, or the swinging anchor?
@omiya-games I hope you didn't play the WebGL version - it runs a lot slower, but people were asking for one, so we did it more for mac/linux support. Either way, that feedback is really great. The harpoon logic was coded very quickly, and we have a bit of magical "embedding" logic, as well as we do a bit of magic to raycast backwards when you first fire so that you can't fire through a wall, which meant that we had to just use the shot angle rather than the intersection normal for our collision logic.
The problem that we have is that, at least in the indoor levels, very few of the walls are straight vertical. We have a lot of strangely shaped geometry, and if you shoot horizontally at it, then it hits the wall and the normal of the wall could be pointing 45* up, which would be a very strange interaction.
That said, I really like the idea of making it glow or adding a larger collider on it to make it easier to stand on, because falling off it is pretty easy, however it's only really hard if you're doing some of the later climbs when you have to scale the pyramid with the harpoon or climb the tree with the harpoon.
The later levels use the harpoon climbing more, and you get two more weapons (Hand Cannon and Anchor).
@lodugh It might be a bit slower, but we built it out for WebGL - I don't know if that works on Linux or not, however. Please give it a try and let us know.
@omiya-games but did you adjust the brightness slider? There are two sliders that control the gamma and the gain properties on our post-processing.
@king-kujito - there's brightness settings if you press Escape and go to the settings menu to adjust them. We're using the Gamma Color space which means it varies for everyone's monitor settings, but I didn't have time to add a proper color calibration in there.
That was interesting and very depressing. I didn't get a chance to sign it at the end because my mouse was captured and I couldn't click it; when I hit escape to free the mouse it all went gray. That said, I did enjoy it. Very cool little game.
The idea and style was definitely interesting... however, I spent like 10 minutes trying level 2 over and over and over only to realize the ledge was to the right after you jump down. It wasn't very clear what was solid and what was in the background, so I kept trying various things until I finally found a solid platform. Other than that, it was short, and could have used some music in addition to the ambience of sirens and other things in the background, but it was a nice game overall.
I really liked this. The writing was really nice, considering how I played through about 4 or 5 of the endings. I did notice one bug, however:
If you choose to smash the spaceship as soon as you get it from your mom, the bad kid still wants your spaceship, which is supposedly non-existent.
Other than that, this was really cool and really interesting - I only wish there had been more to it, as all the endings felt really abrupt and sudden!
I actually really liked this game. I love little puzzlers like this. I found the zombies to be quite dumb, and sometimes chose to run around instead of eating me, and I was confused because the attack seemed to actually kill the zombies in my case!
Either way - it was really nice. (I played the version without the game breaking bug?)
That took a little bit of time before I figured that you actually had to help people and bring them the items... that wasn't immediately obvious because I just exited every level as fast as possible on my first playthrough. Secondly... you should consider using a button other than Control for shooting, simply because if I'm on HTML 5 and I shoot and press up to jump... CTRL - W closes the tab. This happened to me 3 times...
Made it to Wave 7 - very fun. My favorite element was the fact that all projectiles are destructible and can be shot down. The sound effects are great, although when the levels first start, the clicking sounds of all the pieces moving is a bit annoying.
Another thing that might help is a second or two of frozen waiting before the next wave starts. Half the time I struggled to find my character after a wave started, having like a 3 second countdown before the wave begins would allow my eyes to refocus on the center of the screen and know which way to run so I don't immediately run into an enemy.
I think others have mentioned the issues that I had (Speed, UX) but I think something that would've been nice is some ambience of some sort and some form of camera indication for when events happened on the map. Perhaps a small flash to the top/left/right/bottom just to help us figure out where things were coming from.
This seems like an interesting game that, with a few more additions would begin to remind me of Sins of A Solar Empire!
Other than some of the difficulty - had to play a few times through, I did enjoy a lot of things, like the art style and the map! (I too made a map, and had it bound to M!)
Normally I hate this art style because it looks so... MS Paint-y, however, you integrated it all the way through and actually had it being cohesive with the rest of the project, which was cool. I might recommend choosing some different fonts, however, that mesh better with your art style...
That said, it needs a bit of balancing as it is a bit tough to get through.
Played this with my wife - pretty fun. Took us the first 5 playthroughs to understand why the guy couldn't hold more than 2 eggs. You should be a bit more explicit about what "handing off" the eggs means, lol.
The sound effects are nice and the meshes are pretty, but it would have been nice to have seen some animation rather than just forced poses for the robbers/peasant/falling eggs. All in all, great job. We
That was a really fun game. I really enjoyed the atmosphere and the mood of the game, and it was actually a bit challenging. I spent quite some time in Paestum before I realized there was a second health vial!
I never actually got the mechanic of using the slaves for cover, I mostly found them to be very frustrating and had to take long walks around especially in Neapolis to lose them so I could fight the soldiers well.
Either way, that was very challenging and well balanced, and the music was delightful.
Definitely a unique take on the theme. Played around for a little while - the first time my rabbit died because I didn't realize what clicking the buttons was doing. After a while I began to get an idea. Would have been nice with some sound effects to indicate when things were bad or when buttons were clicked, as this was a very button-clicking game.
A fun take on the keep-an-eye-on-all-the-things genre
WOW. That was really good.
I really enjoyed how it all came together, and the memories you picked up ended up helping/encouraging others, and the way it all tied together. The writing was excellent, if a little depressing at times, and I really enjoyed the overall ambience of the story.
Took me a while to figure out what to do in the original version, but after I went ahead and tried out the Post-LD it made a lot more sense. It could have used a bit of text or something in the LD version - but honestly, for a COMPO game, this is pretty impressive!
It was a bit funny but pretty buggy - that said, I'm sure you fixed most of them in the Post Version.
The one thing that was annoying was having to go through the installer to play the game itself - when doing things for LD I don't think most people want to install and then remember to uninstall their games - mostly it's a run, rate, remove.
All in all, an interesting albeit confusing compo entry, but I'm glad that you spent the time to improve it afterwards!
That was weird but surprisingly addictive. I ended up playing this for a lot longer than I originally intended to. I got a decent amount and was even up to 6 million at one point before losing it all to a fatal error! :(
Really fun game. Question though: If the audio wasn't composed during the jam, shouldn't you guys opt out of the audio category?
I think it had a lot of potential - the music was nice and began to set a nice atmosphere, but it would have been nice to see some animation, some combat, or some form of a goal or story. Who are those wolves? What are they doing? What am I doing in this forest?
Got to about 300. Nice game! I died once because I was trying to destroy one tile but another one spawned next to me right as I pressed SPACE and I gave up two hearts (oops). I feel like "Space" should cost one half heart, not necessarily how many tiles I destroy! Either way, it was fun!
Really fun! I made it through both levels after dying on my first playthrough. It would have been nice for there to be more enemies, but as I also made a game with enemies, we know the pain of working within the time limits ;)
The art is excellent, my only gripe is that the way you guys placed lights made me think you were luring me toward the books or the tables and since nothing was interactive, I was a bit disappointed. I kept expected there to be some form of healing or other mechanic other than "walk through the maze and don't die", but it was a bit sad that that's all there was, because the game was otherwise really beautiful.
I would also have really liked to have some better audio cues for 1) when the player is taking damage 2) when enemies see you, etc.
It also would be nice, if you had used a randomizer for the skeleton sounds so that when they die they play a random sound, rather than always playing the same grunt, lol.
All in all, I did really enjoy the game, and it's obvious it was made with a lot of love, but I wished there had been something more to it than "get to the goal and don't die along the way". In fact, as I was writing this I went back in and did a 3rd playthrough and just ran to the ending:
- Level 1: 15 seconds - Level 2: 33 seconds
So if I just run and shoot forward and more or less ignore the enemies chasing me I can make it out in very little time. One way to deal with this is with ambush rooms - where the gates lock until you defeat all enemies in a given space, forcing the player to deal with the threats.
Anyway, that said, it was really fun and I enjoyed the game a lot.
Not bad - a good start to a game, but could use a bit more tightening up when it comes to the actual player movement. It was really easy to just dodge all of the enemies and more or less ignore them until the final boss fight.
I enjoyed some of the effects - the raining cubes and the way you were able to do little regions with the colors and all, but the actual movement/controlling of the character felt very rigid and not fluid enough
All in all it seemed okay, but the controls were very frustrating. When you're playing with Mouse and WASD, picking up your hand to press Enter to proceed on cutscenes can get very annoying - "e" should have been good enough for that.
That said, a good initial start for a game, but it needs some camera smoothing for the mouse movement - you have to gradually move to that angle, because as it was, it was extremely jumpy and hard to play.
The art style was really pretty and looked very nice and cohesive, and the HUD was very nice - could have used some SFX for shooting or enemies or anything else other than music, however.
Made it all the way to level 22 - I was thinking that something was wrong because the player kept going faster and faster, but then I realized that was the main challenge mechanic.
An interesting little standalone, and props to you for writing your own engine for it - that's never easy! I think as others have mentioned that the diagonal movement needs to be balanced a bit.
In terms of sound - it could have used some music to set a better ambience - or a bit of story - who am I? Why am I collecting these coins?
We also had a coin collecting game and our sound guy had a hard time nailing down the coin sound - our initial coin sound sounded very much like yours (bicycle-bell-esque).
Pretty fun game - quite forgiving - a nice shooter, but I found that it was too easy to dodge the enemies and run away rather than trying to engage all of them. That said, I was pleasantly surprised when there was a second level with the additional laser mechanic, but I didn't really get the green/purple distinction, but it was pretty enjoyable all in all!
Having bosses also was a nice touch :D
The dialog was charming and all, but I was very frustrated by the ranged projectile throw (really cool idea!) because it was on Right Click, which in the WebGL build, pulls up the context menu...
Other than that, the lack of audio was a bit disappointing.
It took me until my second playthrough to even realize that you could fly/blink? I didn't really see what the point of those were as the enemies never really posed a challenge and were more or less unintrusive through my playthroughs.
That said, I think adding a bit of direction would help a lot. I didn't really understand what was going on and just went from door to door, getting points and doing things for other. I liked that there were different regions, but I didn't see how they affected anything.
That said, an interesting take on the theme, definitely, albeit a very depressing one, despite the chipper music :(
Yep - I think a coin counter would have been nice, or even having the enemies move around - I died when I tried to eat a pig I thought I was bigger than, but I guess I was wrong about it. On my 3rd play through I got really big but then there wasn't really much to challenge me any more. One of the things that makes for good game design is to challenge the player, and when you hit the top, it lacks that.
I played the game for about 20-25 minutes... don't know why, but I got to about wave 18 and I still had no idea what was going on. I had upgraded a lot of things and collected a lot of money, had tons of guards, and it still was unclear exactly how things were working. There was no audio which affected things.
Even after 20 minutes the controls were still frustrating, but even worse, the fact that you had a day night cycle was killing the shadows after a certain point which was actually very very infuriating for a platforming game, because I couldn't tell if I was landing on the platforms or not without shadows.
Very interesting - I made it all the way to wave 19 before I finally lost. I guess it kept my interest all the way there. Nice job - could have used some upgrades or ways to combine the snakes together because my map began to get clustered. Sneks.jpg
The art style is definitely very interesting and nice. I did see a very weird bug - you can definitely go OVER the number of souls. I hit 54/50 on level 3, and I couldn't progress the wave, as I didn't have exactly 50 - then eventually as I was trying to the next wave I lost almost all my souls by touching death. I got into this weird state then.
Either way, I think the one thing this needs is an indication that you're supposed to go back to the middle platform to advance to the next level. I wandered around for some time not knowing where to go!
Also... nice UI. I was impressed.
A really cool concept, but after two playthroughs I didn't see any terrorists. I also didn't really understand the point of building different buildings... they didn't seem to contribute in any way, except maybe, being more polluting. Was there any benefit to purchasing the more expensive buildings? Perhaps a way to automate the clicking, or a way to speed up tree growth, or something like that, would have been nice!
I'm not sure what it is, but my computer also said this contained a virus. I did a scan using VirusTotal and here are the results.
https://www.virustotal.com/#/file/1d920e87c4c1af4e22fd16119b3bb8c5edc62a7d1c2e23d1d9cf43a3d4707c7e/detection
I won't give a rating as I didn't play it, but it might be worth figuring out what is going on here.
Pretty fun, but once I got to level 71 I stopped as the game stopped increasing in item quality.
Capture.PNG
All in all, it was really fun, and I really enjoyed it. It felt polished and clean, but could have used some more balancing in the RNG. Getting to a level 60 shop and getting all rags and low level gear... :sweat_smile:
The premise is definitely interesting, but it would have been nice to have had more enemies to fight. My only complaint was about the mouse sensitivity - it felt like it was flying around the screen - I had to reconfigure my mouse to be able to control this.
Other than that, I might have a few suggestions: 1) Add either a Killzone below the arenas, or invisible walls around the edge, because it's easy to fall off of the level and then get stuck falling forever. 2) The camera easily clips through walls when you get close to them. I'd highly recommend lower the near plane of the camera to something smaller, like 0.01, rather than the default .3 that Unity comes with. 3) Keep up the good work! It's nice to see other 3D FPS entries here at LD! I only wish there were more of us!
Suggested acronyms:
Least Impressive Ferrous Enemy Liberal Ice and Fire Emitter Lustrous Incredible Flame Expeller
The art style was nice but I struggled for the first fifteen minutes trying to figure out what to do in the underworld with the slimes. It wasn't clear that there was a separate ghost form where pressing space sometimes killed you, and sometimes made you a fighter. I couldn't really make sense of that until after going through the game.
This was surprisingly beautiful and relaxing. I played through a few times to make sense of what was going on. I wish there was more to it, but what there was was really nice.
@heyycap Ah, yes... that bug. Yeah, I think we fixed that, but the build we have up doesn't have that fix. Thanks for letting us know - I'll make sure we get a build up soon that has that bug fixed in it.
How long did the game take you? We spent a bunch of time coding the minimap and implementing the other mechanics that our level design was a bit hurried and we had to scrape a lot of content, so we're curious how long you felt the game took you. Were there any really frustrating parts? What can we do to make something like this more fun?
@heyycap The ball technically isn't necessary to get to the water chamber down below, and the owl is right at the beginning behind the door in the room with the snake statues. If you push the snakes off the platform, the platform rises, and the door opens to the owl blessing :)
We intentionally put the blessing there so that players would get the owl right away to be able to have a map showing them the layout of the temple, but I guess there's nothing stopping players from skipping that entire puzzle. Hmm..
Thanks for the feedback! That really helps.
@scsc Yes... asynchronous loading is the way to go. In fact, it is one of the only major items still left on our original cards from the project. I quickly prototyped out the level loading with a Hard load, planning on moving to an async model... but... well, we ended up not having time to finalize it into a nicer async workflow. The code supported it, but there was a bug where the player could technically walk backward out of the async loading area and possibly screw everything up, so I just didn't have the necessary time to do it right and kept it as a hard load.
I had wanted to have some UI pop up during the Hard Load, but alas, time.
As I did the UI this time, I also am sorry that I didn't add the slider for Mouse Sensitivity. I kind of just forgot. Oops.
Yeah, this time we didn't have the time to work on a Tutorial Area, mostly because I spent almost an entire half day working on getting a dynamic map to work, and writing custom shaders for that was not my strong suit. As a result, we ended up cutting any tutorial-like experience.
That said, thanks for the feedback. It's really helpful to see how we can improve. Can we ask what you found to be the most "fun" part of the experience? We're really doing these LDs to learn about what makes a game fun.
WebGL worked fine for me - that was, if anything, pretty fun. I think it took me far too long to make sense of how to actually play the game. I played for about 10 minutes, but I still feel like I'm missing a core element of the game: "Actually detecting when I'm about to get a bomb"
The 5x5 levels are pretty tough - trying to get the flips to work without accidentally flipping a potential bomb, but it was still really enjoyable.
Additionally - if you click a bomb on the first click, you should probably just regenerate the map until the first click simply doesn't have a bomb underneath it. Either that, or shift the randomized representation over by one.
That was very cool - it's incredible how rich the world is that you created in 48 hours! I did have to look at the walkthrough at one point, because I didn't realize you could combine objects together. The game was cute, funny, and very enjoyable.
All right,
So I played through a number of times and I wasn't actually able to finish the level in the Post-LD version, but I was in the LD version. In the post-LD I cannot, get anything other than "Less Cats" - but there's not really a way to have "Less Cats" other than to run and keep trying over and over to reach it with less cats. It's not really very clear what having "less cats" actually means.
That said, the movement is fluid, the sound effects are okay, but it would have been nice for the cats to actually give the player a bit of knockback, indicating that the player was hit by the cat. I know in the post-version you added the light-reduction on hit, but it's still not intuitive that the cats are "bad" necessarily.
Nice little puzzler. I think you guys did a really nice job of taking a simple concept - "fill all the spaces" and added a lot of nice touches to it! The aesthetic was cool, the atmosphere was great, and the game added enough challenge that some of the later puzzles really had me scratching my head a few times until I figured them out. Well done.
Took me forever to realize there was a speed meter. I finished the game on Normal Difficulty until the very last 10 seconds when I realized I could just speed this up.
Was a fun little game, trying to figure out how they work, how they eat, etc. I felt very relaxed playing this.
Not bad! I think the foxes were pretty easy to dodge, but I did get hit once or twice. I think my biggest frustration was that the area felt... empty. And it was very much like doing work, rather than playing a game. The collection of items just didn't feel satisfying enough without certain feedback queues. Mostly it felt like I was wandering about an empty space hoping I would stumble upon a fruit, and keeping an eye out for a fox to dodge.
That said, a lot of the choices were spot on. You spent some time making the HUD look halfway decent, with proper menus and everything, and the graphics were pretty nice! The puns were also pretty eggselent!
I think the run animation of the main Hen could've used a third frame somewhere in there, because only having two frames for moving felt a bit choppy!
Great job and good luck going further if you choose to take it further!
MY EYES
MY EYES
THEY HURT
Seriously though, funny game - the ending had me chuckling. Although my poor eyes kept trying to focus on the nightmarish mess and trying to spot specific objects while I was flying around at high speeds. It's like Where's Waldo while you're flipping through the pages of one of those books :eyes:
Oh my god... this might be the best level design in any LD game I've played over the many years of doing Ludum Dare. I have spent 2.5 solid hours on this, and it is absolutely brilliant. The way the game evolves, the way that you literally don't tell the player anything, and yet, by the end, the player feels like a badass, figuring out how to solve it, is absolutely incredible.
It finally clicked when I was doing 3's what I was supposed to do. The 4s were really fun. During the 5s I felt like my mind exploded with possibilities. The 6s are really tough. I've nailed down how to get the bottom 4, but the upper 2 are incredibly tough and I might just call it a night, as I've spent more time on this one jam game than any that I've ever played.
I loved the exploration aspect of this. Feeling like I was uncovering a treasure trove of new possibilities and places to explore. I think it's interesting that a lot of the later rounds involve this dual-phase approach, first explore, then solve. The use of the traps is incredible, and the fact that there's no way to ever truly get stuck is a stroke of GENIUS in the actual design of the mechanics.
It's such a simple game, with such an easy premise, but the way it slowly evolves, and the way the player slowly feels more and more empowered is absolutely brilliant. You really struck upon a genius concept and executed it flawlessly with the level design.
My complaints about the game are few - clicking a lot can get kind of annoying - I would have liked some keyboard shortcuts for abilities 2 & 3, and even for controlling the direction of 4. (WASD might've been nice). I also screwed up a few times because of counting reasons. A very light grid, maybe with a toggle would be nice to help players know how far to expand/retract dots for some of the levels.
Either way, I've gotten all the money, and am still trying to solve 6 right now, so I might solve it after I finish this message, but I just wanted to get this out of the way and voice my absolute LOVE for this masterpiece of design.
@zuf Went ahead after waking up this morning and finally finished Level 6. I had been very close, I just didn't have the insight to notice the + all the way on the left. (Seeing the one expanding + on the map gave me all the hint I needed to be able to finally click together how in the world I could get that uppermost 6 grabbed.)
Another thing that might help isn't necessarily making the faint ?'s fainter, but making the active ones pulse between gray and blue - movement/animation of color can draw the eye to an activated element.
Absolutely genius. I really loved this.
Played through it, and while the animation and things seemed nice, and it had a nice aesthetic, the gameplay was a bit frustrating - the hitboxes on everything are ridiculously unforgiving, which makes it pretty tough to do basic jumps. I think it's a fine game, and the core mechanics are working well, but it's lacking any additional mechanics besides jump and avoid things.
I think the level design for the first two levels is really good for some tutorial style levels, but when there wasn't more I was disappointed (Which I guess is a good thing, because I wanted to play more).
That said, the game is extremely frustrating not due to the skill of the player, but because the hitboxes are just very unforgiving.
Great job, either way!
This. This is incredible.
My wife thought I was legit dealing with a customer service call and wondered why I was laughing my head off. I can definitely say it was very infuriating, but every time I got a bit of a clue it felt really great.
Might be one of most interesting takes on the jam theme!
Hey all; sorry for not responding. We were really burnt out after the jam and figured we'd just handle voting/rating in the last week, not realizing our link wasn't working for you guys. :\ The download link seems to work fine for me from my personal website so I am not sure why it wasnt working for yall. Either way we were planning on setting up an itch.io page eventually, so we just moved the content there. (@jk5000 you saw this literally while I was in the middle of updating the text on the page)
@jesus-gonzalez The jam rules allow us to make certain bug fixes but not adding new features. The only new "feature" we truly added post-jam was the title screen because we wanted to add some instructions/give credit to everyone who worked hard on the game. I've clarified the changes a bit better in the description but we left the gameplay as is. I can downgrade the project back and get you the original build if you want though
There's lots of janky camera movement with occlusion culling / bad animation logic / issues of balance that I'd love to see fixed, but maybe in a post-jam game. We had to cut a lot of our original plans of waves and spawners (which were partially implemented but not ready in time), and random placement of villagers/enemies, ghost attracting arrows, etc. We might tackle these in a proper post-jam version!
@ava-skoog There's a mac build on our itch.io page; I just hadn't updated the actual LD page with that submission.
I played through a few times, and every time I keep getting stuck in a set of 3 rooms that don't go anywhere (in the cave-like area). I'm not sure why, but I can't get out and eventually have to kill the app and start over.
Also... changing resolution seems to have lots of issues.
Very beautiful - the game was really fun and felt... good the whole time. I wish it were longer, which is a compliment, as I really wanted to play more of this.
Definitely props for having a tchou button. It was very satisfying to use every time :D
An interesting take, for sure, that was well executed. I think like other commenters have mentioned, the addition of a restart button could be really helpful if you're trying to grind for a high score.
This was one of the more fun puzzles I've seen. I got stuck on level 8 and had to give up after struggling for a bit. Really well done - this was incredibly cool.
Definitely a very unique take on the theme! That said... it is not easy at all. I had a pretty hard time with it, but I guess that goes to show how complicated real politics is. After this review I think I'll give it another go as it was pretty dang fun
That was fun! It got harder and harder! Played through two times - it would be nice if it weren't bound to Alt as alt+space invokes your browser's selection window selection in windows and I kept having to furiously click back into the window!
Very cute! The sound effects were satisfying and it so was the movement. I had a bit of a harder time with the grapple but eventually figured it out! The level was really hard to navigate, and could've used a bit of a tutorial to get to this point!
That was a very cute interpretation of the theme! I died trying to make sense of the code though!
The ending screen was a beautiful touch and I had a fun time looking through it :D
Ended up being more fun than I initially expected. I enjoyed the struggle of trying to get up some of the hills - balancing clicking furiously with jumping furiously! I was wondering how it would end and was pleasantly surprised
I think my favorite thing was not knowing which kind of weapon I'd get next. I like that there was variance in both weapon speed and shooting type. The music felt like it fit really well into the game.
Hey all - I've been on vacation the past few weeks, but it turns out my partners were also too busy to even check the jam page lol and let me know that that link wasn't working. I'm arriving back from vacation soon and I'll find tonight out why my personal server link isn't working. If I can't fix it I'll get y'all a build up on itch or something. The game is a bit incomplete, but that's ok.
EDIT: Got back from my vacation to my dev machine and have replaced the build. Looks like my personal server is yelling about the large file size and refused to serve the zip - my bad!
@lorwon @caladrius - since my server wasn't serving the right zip, I've put it up on itch. Thanks!
@skosnowich - there are 48 goblets in there for exactly that reason. I threw in the last three at the end just to get it to 48 so it'd match the jam number :)
Thanks for the kind words about the music - I'm no musician, but I can play a few instruments rather poorly. I have no idea how our music usually does this lol
As for the weapons... the spears are technically supposed to be limited in number. You can TECHNICALLY pick up spears after they fall on the ground, but were running into issues with them flying through geometry and didn't have time to fix the collision interpolation, so we just decided to make spears infinite at the last second. We also didn't have time to make pickups for spears.
Technically, the goblins are SUPPOSED to drop Sacks of Spears, which were supposed to be pickups...
Basically, the whip was supposed to be the "You don't have any more ammo, so you need a basic attack"
That was surprisingly fun! I still don't understand what the mana was for. On my first play-through I tried to upgrade my mana and never found any use for it.
I just ignored it on subsequent playthroughs and that worked out really well for me :P
Needs a bit of polish to the UI, but it was a really cool idea and really well executed.
Woah! Trippy - this was super weird. I have no idea what's going on, but I love it.
This has a lot of ways this can be expanded - I think using light would be an interesting mechanic, something like torches or lantern oil or something to add an additional depleting mechanic. If only food disappears, it would be nice to add other "things" going on at the same time.
A few suggestions: 1. A loading screen would be great for the procedural generation 2. The mining sound is rather painful to my ears when using headphones. I had to turn off the audio as I was in actual pain from the mining sfx.
The atmosphere was very cool - but I didn't really understand what the enemies were. On my second play through I figured out the controls better, but I was "discovered" which I wasn't sure exactly what that meant. I just figured out that you can "gain" air by rising to the surface again, but I'm not sure what that does for me.
The darkening effect was very cool, but... it was nearly impossible to see anything down there. I really like the idea of the insanity meter... but I wasn't sure if there's any way to regain sanity.
Either way, the idea of piloting a submarine is super cool. Gonna go in for a 3rd attempt now.
A very cute game ;)
I think adding a Canvas Scaler would be nice since I had to change my window resolution to get it to load. The minimap was very nice, and the way that the neuron stretched was cool. I found myself mostly just staring at the minimap more than at the level itself, which was weird.
I ran into a problem where one of the neurons seemed to give me an "empty" task and I had no idea what to do with it, as the thing was counting down but I had no idea what to get it to return.
Either way, it was cool discovering and learning the map, so it was a lot easier on my second play through, once I had already seen where some things were.
Wow, this was surprisingly fun. It went from "how in the heck is anything supposed to work" to "these puzzles are actually pretty difficult to figure out."
I wish there were more levels :) just as I felt I was getting into it, I ran out of levels.
Really nifty concept.
Took like 10 minutes to extract the Zip (5.7k files in there lol), but once I got started I was surprised to see it running as part of Blender! You don't see those every day :grin:
The boss fight was interesting. I thought it was broken - I kept fighting the first phase for like 4 minutes before I realized how to actually get up and attack it.
A few notes: - Flying backwards is... er, trippy. - The brown sheep in the first phase seem to match your speed. If you slow down, they do too. - You can basically just press W and hold Space to get through the game without doing anything. Perhaps some pickups or things to incentivize the player to actually move around the environment might've been great!
A very different take on the theme!
Had a bit of a hard time figuring out how to actually progress and gain followers as it wasn't clear what combinations of thoughts actually made a difference! I guess that's kind of the point about philosophy, huh?
Congrats on a fun game - especially made by a husband-wife team! That seems like a fun collaboration. My wife tends to just laugh at me recording SFX and animal sounds during our jams :yum:
The old style of the game was really fun. I loved the artwork for the avatar and it sent me a nostalgia factor for the past.
Also... you guys BUILT THE ENGINE DURING THE JAM? IN HASKELL!?
I ended up playing this for far more than I'd like to admit, but even after playing for a long period of time, I still felt that the number one most frustrating thing was the controls feeling inverted. It was rather difficult to actually maneuver the vessel where I wanted.
That said, I still ended up having a lot of fun, and really enjoyed the way that, as you actually got deeper, the environment changed to reflect what was happening. Getting the speed boost and magnet were game changers!
I spent a bunch of time confused about how to get back up to get the drill, but it was through comments here that I discovered that X places ladders! Would've been nice if I could have gotten some feedback when the fish were damaging me, as I didn't know they were enemies until I died and respawned on top!
THAT WAS AWESOME.
I absolutely LOVED this. The vibe, the mood, everything was great. The music made me feel like I was running through/away from something. The hints, etc.
Mostly, I've never seen this bizarre control scheme where a projectile FLOATS to your cursor. It was super cool and well done.
Also, I love seeing another 3D game that values a Hint system ;)
I'm a big fan of the original song (16 Tons), so when I saw this I was genuinely surprised when this seemed to be a parody of that.
The writing was quite hilarious. My favorite was the 100 dollar fee when you try to purchase something you can't afford :laughing:
At one point I seem to have gotten stuck in a bit of a loop when I went back to a lower level and got the same story about it being my first day and kept getting a "TimeClockLast" option here and there. I'm not sure if that bugged out my game, but I didn't seem to see anything about poison gasses when I was past Level 5.
The ending with the Canary was quite hilarious.
The look and feel was really great. I had a lot of fun. Dying kind of killed the game, but I was able to just restart the page.
Throwing the bombs was a fun mechanic, but was a bit weird to get used to using my num-pad to angle/aim the bombs while enemies were coming at me. I feel like maybe using WASD and a mouse to aim might have made it a bit easier.
The mechanics are pretty solid. Every item I picked up really made me feel powerful. The wall climbing, the void dashing, the hooks. I hit a really bad glitch a few on my third play through where I found myself unable to jump after holding space in a one-tile gap, which kind of kept killing my run.
I think I kept pressing "W" to jump, or wished I could've used arrow keys for something like this, but once we had the Pickaxe/Hook on the right side, it made more sense why you used WASD - but it really started to hurt my hand to constantly be spamming SPACE A D SHIFT to jump around corners and such.
A bit of fluidity in the motion would go a long way, but it was overall really fun!
I too hit the bug where the dash would fly me backwards to the nearest "checkpoint".
Once I got the HOOK grabber, I couldn't remember the hotkey for it, so I pressed escape to check it out, only to find that I lost all my progress :(
Either way, I played through it a number of times, it was really fun.
I'm a sucker for a fun idle game. The idea was cute and simple. I maxed out everything once I reached the sea floor, so I guess you can say I finished it.
Left it running for a bit while I rated some other games to see how much I get before I turn it off.
I'm not sure why some of the top level ones go "invisible" once you max them out. It might be a slight bug.
Sorry; we tried setting that up as a URL redirect with our domain provider -- it apparently only worked if you did HTTP but if you type it straight in your browser, most browsers automatically prepend https.