10.00s...10.00s...10.00s... by kirbytails7 2013-08-27T08:32:00
Nice little character animations.
Foon → Ludum Dare Explorer → Users → avh4
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | Unstable Ground | compo | 929 | 2.65 | 2.29 | 3.23 | 2.92 | 2.38 | 2.37 | 2.15 | 2.89 | 88 |
| Year | MiniLD | Theme | Game | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 44 | 7DRTS | Interstellar | 43 | 2.90 | 2.10 | 3.62 | 3.43 | 3.24 | 3.11 | 2.00 | 3.67 | 49 |
avh4 leaves an average of 26.0 feedback comments each event.
Nice little character animations.
Annoying footsteps, but quite amusing :)
Great details--especially the reset animation, and the fact the velocity stretches out the circles.
There are certainly worse games out there :) This was entertaining.
Sadly, didn't work on my Mac.
Dyld Error Message:
Library not loaded: @rpath/SDL2.framework/Versions/A/SDL2
Referenced from: /Users/USER/Downloads/StuntJumper (Hume LD27).app/Contents/MacOS/StuntJumper
Reason: image not found
I love games with tiny things running around :) I managed to save 4 of the civs. "At least pretend to try" :)
Nice (and very smooth) physics effects with the train cars bumping into each other and the particles.
Man, that little (gender-neutral) dude is hungry!
Just awesome! (And worked great on my Mac)
Ah, I guess form reading the other comments, orange blocks give you powerups, but I didn't know that and finally managed to beat it without using any :) It was a fun play--remind be of old NES games--simple concept, but takes persistence to master.
Sweet simplicity! The controls felt really nice. I especially liked the simplicity of the menu system--your thrown right into the game, and it restarts automatically (after a nicely-timed pause in the action). I'd love to see harder enemies appear over time.
Nice story. Playing it again, there don't seem to be that many different paths to take, but when I played the first time, it felt like a huge world. Nice job with that :)
Am I missing something? When the red dots go under the pink (10) square or under the white dots with numbers, they get stuck there and I can't move them anymore.
Nice puzzle game with the 10-second theme.
Nice, clean graphics. All the levels seem pretty similar, and I was getting some frame drops, which seemed to affect how the balls moved. Fun idea, though.
Hey, this is not very realistic--the a real fish would refill his breath when he goes back in the fishbowl :) Fun game, though! I laughed several times while playing :)
Nice work-- I didn't really understand what I was searching for hearts until the "THE END" screen--maybe include a bit more backstory about the sentrys. But very fun to play!
Nice work with the theme. I played three or four times and didn't find a way to lose, though.
Cool! I liked the idea of the 10-second quest rounds. The UI for explaining what's going on could use some work. Suggestions: 1) Make it more obvious when the quest changes. 2) Format the quest description better (for me the icon showing what to kill was offset a lot and I didn't realize it was related to the text at first. 3) I think it was playing a different sound at the end of each round telling whether I was successful or not? but it was really subtle. The success/failure indication should be a lot more obvious.
Overall, nice work! It'd be fun to see more levels.
Mac version didn't work for me:
Aug 26 02:17:56 ... com.apple.launchd.peruser.505[157] ([0x0-0xc68c68].LD27_NaturaTime[16375]): Job failed to exec(3) for weird reason: 13
This is awesome!! I was overwhelmed at first--there's so much going on that I sometimes can't even tell where my robot is. But sticking with it, this has a great frantic feel, and I can play taking in the whole screen at once. And I'm actually excited to reply the levels when I fail--this is incredibly fun! (And I also like the attention to detail with the countdown timer.)
The controls were not clear to figure out, but after that, it was fun (though I only got about twice as high as the sun)
Great work! I'm not a big fan of trading games, but if I were I'd play this through to the end (and it looks like there's plenty of gameplay time available).
Awesome particle effects and simulation. I felt like I didn't quite get the balance of the air bubbles... I seemed to run out of air too quickly to make use of the air from the plants (it took most of my air just to get to the ceiling), and if I used Space to push off, it seemed like I would bounce off the top. So I ended up just swimming to the ceiling and breathing from my own exhaled bubbles, which can't be healthy!
Cool take on a defend-your-base game. And great explosions. It took me a long time to figure out where it showed the cost of new buildings. And it's too hard (or I didn't understand something)! I had all the first 4 upgrades, and I still couldn't find a way to defend the first level for more than a couple waves.
I was trying to pick up the spawners, thinking they were powerups or something--that way lies futility.
Brilliant title screen with the floating perspective text!
Sometimes there was a bug where the keyboard controls would get rotated.
It takes so long to accelerate! And the music is so chill for a suicide running mission.
Great graphics and style, though. I'm not sure why missiles sometimes seem to hit my head when I'm hiding behind cover.
I guess I'm a slow reader--I didn't have enough time :)
I'd like to see something like more visual feedback about what happened after each choice. Nice job working within the theme, though. And great graphics! Plus I really liked the distribution of the 10 character choices.
I didn't realize at first how to control movement, but it was just because there weren't any planets on the screen so I couldn't tell that I was moving. After that, I did beat the first level. Not bad! It'd be nice to maybe have some stars in the background so I can tell how fast I'm moving easier. And I felt like I didn't have much control over whether or not the pirates would find me. But if was fun to play.
Great concept! I especially loved how the different choices played into the results of the other characters. However, I had a hard time keeping everyone straight in my head. It'd be nice to have another animated scenario with the conclusions, maybe, so that I could remember what the choice was about. It'd be cool to maybe see the conclusions woven together more too, instead of shown one-by-one. Also it seemed a bit odd to be making choices without context for people who would have the context if they had to make the choice. I was expecting maybe to be acting more as an arbiter.
Nice work! It was fun to play once I understood how the controls works (the help text in the beginning disappears before I could understand it, and it wasn't clear at first that I had to _hold_ the button to pick things up (so why not just hold it all the time?)
The physics in this kid's room are pretty weird. I was wondering if there's some interesting story in the game world about why that is.
Pretty classic idea, but well-executed, and a devious twist with the rooms that you have to visit twice.
I won on my second try with 43.86 left.
I'd be curious to know what Java libs you used. And I'm wondering about the backstory of the blue circle :)
Cool idea, and it has a fun, sneaky feel to it. I got stuck on level two, and was frustrated by a couple things: 1) it'd be great to have a keyboard key to zoom in/out the map so I can switch. 2) I wasn't sure how to use the radio less (I'm guessing that giving commands while zoomed in vs zoomed out would help? 3) It seems I can give a series of waypoints, but then he would always get confused, and there was no way to remove an accidental waypoint. From comments, I guess this affects the radio use somehow. 4) Sometimes the guard would change to walk right toward me when I issued a command (or so it seemed).
It's a fun idea. I especially loved how the phrasing of the music indicated when the mode was changing (and the music is pretty good, too).
The ball was a bit tough to maneuver, but in particular it was a bit frustrating because I couldn't find a good strategy for where to position myself when the action mode started. It felt very random as to whether or not a bullet or a blue thing would fly straight at me or not.
The keymapping was a little odd for a Mac, I'd like to use right cmd/alt instead of click or left alt.
Overall fun! There seems to be a bug where I can't fall off and restart the level if I run out of light. Level five seems to be a big jump in difficulty.
LD30 — Connected Worlds (14)
Agricombo by ItsFulmy 2014-09-14T20:16:00
This started out way too hard--I couldn't avoid the ground monsters. I like the idea of the ship + ground characters, though.
Universe Zen by BJCK 2014-09-14T20:03:00
Sometimes I got stuck with a set of planets where some planets required something that none of the others had. But this is a fun idea.
A Game of Worlds Colliding by Dx724 2014-09-04T04:29:00
Congrats on your first LD, I hope you enjoyed it! The original version was way too hard, but the 1.01 version didn't seem to spawn any planets for me. The circular playing field is unusual to see in a game but you implemented it well, and I thought the fast/slow movement when protected/unprotected was a cool idea.
Starving Symbiosis by Lasty 2014-08-27T03:51:00
That was a lot of fun! I loved the differing natures of the two worlds and how you had to share between them. (This was actually even cooler having recently played the submission "Taupe".)
AlienScape by Kerdelos 2014-08-26T06:39:00
This is great, and fun to play. The early levels seem too short, though.
WE MUST EXPLORE by goosetickler 2014-08-26T05:51:00
Web version says: "unity: Failed to download data file"
Shadow of a Thought by Docjekyll 2014-08-26T05:40:00
Having the unicorn move around randomly made this an interesting little shooter. Really nice-looking shadow sprites, too.
FLIP! by SetArray 2014-08-26T04:12:00
Didn't run for me on OS/X. Clicking the app just did nothing.
schizm by KittyMac 2014-08-26T03:10:00
This is a great concept. I'd love to see a multiplayer version! Though I didn't see a lot of strategy.. after playing a while, it started to feel a bit futile, like the card game "War", but it as fun nonetheless.
Murder Between Worlds by ChronusZ 2014-08-26T02:42:00
The jar file won't open on my Mac: Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1857)
Crystal Keeper by 3CGames 2014-08-26T02:34:00
This is great! The puzzles are fun, and immersive, and the graphics are excellent, and the sound completes the environment. I especially liked the animation as the rivers fill in new pathways.
The window size is too large for my macbook air... as a result, I wasn't able click the button to play the green world, and I couldn't see the medalions that appear to be timers in the screenshot that I'm guessing would tell me when I need to tend to each world.
Death Connected by 01rafael 2014-08-26T02:24:00
Excellent graphics and animation! I don't generally like these match-the-tiles games, but this one had a great aesthetic and was fun to play. I wish there was sound. I didn't understand exactly what the numbers on the top meant.
Connected Cultures by Mapboy 2014-08-26T02:22:00
The screenshot looks cool, but the download speed for the zip file is really slow.. it's going to take over an hour to download :(
Fragments by ix 2014-08-26T02:00:00
Brilliant! (full-disclosure: I am one of the co-developers)