Planet Hell by Emile 2017-04-28T15:03:53Z
A relatively in-depth simulation. However, you have very little in the way of interacting with what is there. I give it *5.1 Celestial Body Collisions*
Foon → Ludum Dare Explorer → Users → Aviland
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Caribbean Trains | jam | 733 | 3.31 | 3.20 | 3.59 | 3.59 | 3.86 | 2.72 | 3.15 | ||
| 2017 | 40 | The more you have, the worse it is | 👥 | Project Lucy | jam | 510 | 3.50 | 3.07 | 3.15 | 2.44 | 3.52 | 3.63 | 3.61 | 3.19 |
| 2017 | 38 | A Small World | Water Bear World | jam | 593 | 3.00 | 2.27 | 3.48 | 3.60 | 3.84 | 3.92 | 2.50 | 3.64 |
A relatively in-depth simulation. However, you have very little in the way of interacting with what is there. I give it *5.1 Celestial Body Collisions*
I'm a big fan of the simple yet polished art style. I thought the game was too simple at first, until I went back through the levels with a more careful eye. Then I noticed a lot of gameplay depth hinted at here and there. This game could be plenty of fun with those gameplay mechanics fully explored through level design.
Side Note: I happened upon a bug, if you hold down the buttons you'll glitch through the wall.
Execution is rough around the edges but it gets the job done. Positional audio, text audio cues, and better text formatting. Would do wonders for your game. All in all though a solid interactive story. With a plot twist that both ends the game and ties in the theme in one handcrafted story pane. Good stuff.
(postjam upload) A fantastic take on "Spleef". Main space for improvement is readability. Things like the camera drifting too far away from the player and no transition frame(s) between changing positions.
Since the text issue has been brought up enough. Lets talk about the main mechanic. Things quickly become chaos, and I usually solve the different puzzles by brute forcing the mechanic. This can be mitigated by setting a relevant cap for replicates based on what is needed for the level. Give the cap a visual indicator and then you will have puzzles that require finesse.
I'm also among the surprised. I was nowhere as disoriented as I thought the game mechanics would make me. Still, some more visual cues and a slightly different camera orientation would do wonders for the game.
SpeedRun WR: 0m3s :smile: SGDQ here i come!
The X rotation is at a different sensitivity then the Y rotation. That said, the peculiarity and oddness of the game was intriguing. So I was a tad disappointed when the game had little to offer in terms of game mechanics.
@firewill I just updated the itch.io page to have a more in depth explanation of how to control your character. Check it out and see if it solves your problems. :smile: thanks for playing
Well, while playing as astronaut Jesus... or Ralphie's younger brother all bundled up. I scoured the asteroid belt and tiny planets of varying climates for the wreckage of my once proud ship. Piece by piece I reassembled what was lost. When finally the last puzzle piece had been recovered from under the table. I blast full throttle home, contemplating what to say to the madman who designed my controls. Just barely holding in my lunch I arrive back at my ship. I gingerly step forward sliding the last part into place. To my horror I seemed to have only created a glorified music box in the shape of a spaceship. Doomed to spend the rest of my days alone, drifting in space. I make the hard choice that must be made, I reach for my space suits console. A sharp pained breath, a pause of momentary hesitation. I press the dreaded key stroke alt-F4 ending my life.
Delightful! :dog: :knife: :spider:
ZEN :innocent:
Fantastic Game! Great aesthetic. Music that gets you in the mood to smash skyscrapers. And a satisfying game loop. Only thing I felt was missing was a death animation. Deaths felt abrupt and jarring, completely taking me out of the experience.
A very satisfying game, with plenty of feedback for everything I did. Sonic design was a standout player. The visuals, albeit spartan were easy on the eyes. Only complaint I have, was that it was too easy for me. All in all a solid submission. Great Work :D
I had a little trouble starting out, but took my time and figured things out. Now I have enough gold to buy google.
CoffersAreFull.png
I though it was a well crafted and unique looking game. The main gripe I had, was that there was no way to undo what you had done.
With these sorts of "tug of war" multiplayer games, its important to have an acceleration of advantage. So that the game generally comes to a quick end once a solid lead has been established. I felt that was missing from your game. That being said, I love both the aesthetic and music.
The difficulty was perfect. It forced me to explore and learn all the game mechanics to be able to complete the game. I loved the cohesiveness of the game. From the sounds to aesthetic to gameplay, everything felt right at home together. All said, what a fantastic little game!
This game is great! I had a fantastic time figuring out how everything works. Selective Breeding without all the messy parts and time delay. Yes please.
Allow me to throw some ideas and opinions into the ring :D
-To solve the spin to win mechanic abuse, use two "stamina" bars that represent your left or right swing. When one goes down the other goes up, a simple balancing act that encourages creative play. (when not swinging they'll gradually return to equilibrium)
-Remove the delay of enemy death and/or add some knock-back.
**You have game with some great potential,** I'd love to play and/or work on it :p
Was/Is there a timeScaling issue when it was balanced? When I gave it a fang, it was impossible to survive for any reasonable length of time...
Got to level 6~ before quitting to save my keyboard from my wrath. The disappearing fruit is what did me in :grin:
Why move left though? Moving right seems like it'd be more intuitive...
A "slow mo" effect when you're plotting your next branch angle would be a nice way to give players control over the pace of their creation process.
Some "training wheels" to guide a new player into discovering different strategies would be great for crossing that gap of random chance and deep strategy.
gg
Shame about the controls (be sure to give whomever was responsible for them a hard time :smiling_imp: ), I do however love the mechanics of combining mushrooms and splitting mushrooms.
gg
ProjectLucy#HotFix with web player is up on itch.io!
@chillaxd I was working with two newbies on this project, turns out they brought more to the table than I was expecting lol.
@michaelsonbritt lol, ty the shaders turned out better than I was expecting given the time we gave 'em.
@scout Some deep thought provoking lore amiright?
@thrillho Good point, the cameraSpin can be disorienting but It needs something else to really encourage the player to manage their trip.
@artcat Sorry you got stuck :/ you gotta hold down to pull away from the interaction. I've got it fixed in the build I have in the works, good to know that it was worth the effort to fix.
An all around great submission! With some "Lord of the Flies" vibes from those kids D:
I understand why you made the pinata movement clunky. But by giving just a tad bit more control to the player you'll balance the scale between player/game responsibility for failure.
*Side Note: I am looking to make my first public leader board if you have any tips to throw my way that'd be grand.*
Consider having the fox's flipping point be at the body's midpoint instead of at the head. While I'm complaining, some leeway with the jumping would be nice. I've got 4 pairs of legs yet I fall to my death if the front two are close to a ledge (and/or glitch out). !Which makes sense for low velocity scenarios, but not while I'm running.
Other than that, **cute** and **impressive** in many ways.
*TLDR: I'm picky about platformers having played so many...*
Noticed a little bug, the player's diagonal movement is faster than it's straight. By normalizing your Input Vector when its magnitude is greater than 1 you will solve your problem :D Reference: https://answers.unity.com/answers/1183106/view.html
Loved it!
However I got stuck at what I can only assume was the end, I simply couldn't descend the stairs to the next area. I think I may of had 5 villagers + the one I got at that zone so maybe that possibility wasn't accounted for?
Loved the bee music!
Fell upside down at one point and thought I'd have to start over, but it turns out that I can drift upside down :grin:
Allow me to share my inner monologue while playing this game, **ahem**
*"Hey, either I'm suddenly good at tower defense games or this is too easy (several minutes later...) okay now I'm dying... wait! now I have ALL the grain! :D oh shit you know what that means :O welp game over and my score is 4294967295! pfft yeah this game was way too easy lol"*
All in all despite the "bugs" I'd say you have a good game on your hands, throw in some sfx a little music and don't forget to sprinkle in more visual feedback and you'll be on another level :smile:
looks sharp! i love the concept :0
*Ignore the rest if you are not looking for advice, I just like to run my keyboard mouth on the internet. - Movement needs sfx to help players get the timing right, ~maybe slow it down a bit too. - Make it clear to the player where you can place and where you can't, by using a visual element backed by a sfx indicating when you can't place somewhere. - Walling players off is pretty game breaking. However it could be cool if the bombs functioned as more of a basic player ability with it's own input and cooldown. - Being unable to place letter blocks on exploded tiles leads to too many dead end matches
I got to the end! ^-^ (i'd rather not talk about how many cards I threw tho :p) + I kept grabbing cards hoping that I'd be able to get a hole in one if my wrist stack was long enough to reach lol
>Dude, all you need to do is juice it up. + the ability to stick(embed) cards into things would be dope.
Love me some rhythm games, + this game has a lot going right for it. Bossman just needs to add a way for me to see where my button presses are landing in relation to the beat tho. Am I early or late?
I see, that totally explains why I wasn't able to find the "true beat". I found it pretty perplexing tbh. For when I found myself drifting off beat and subsequently corrected myself, the game had already shifted the beat from underneath me.
Raise the stakes, right now you can brute force the puzzles with no gameplay consequences. (which is probably fine for the first few levels)
\+ *Have you considered assigning color to the different tones there's a good reason why simon says does it. Maybe including a unique visual/gameplay element that also helps to differentiate them. (if you are building a memory based game, make things memorable)*
++ *The beam gun feels a little tacked on, something with more physicality could be more satisfying and I'd love to see what you could come up with* ^-^
dude! I made a thing in Scratch 8 years ago that involved a rocket making art with its smoke trail. Funny to see that concept used in a game mechanic. :p
\+ I'd consider rebinding the thrust to the up arrow, and brake to the down.
Beat in one try(just barely) the crickets at the end cracked me up ^-^
Great work! Easily the funniest game I've played so far this jam.