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Bandersnatch

Games

YearLDThemeGameDivisionRankOvFuInThGrHuCo
201532An Unconventional WeaponPowermancompo7043.002.833.283.172.833.5032

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Comments by Bandersnatch

LD32 — An Unconventional Weapon

soundquake by anokta 2015-04-22T22:59:00

I love this haha, it's a really cool concept, I'd love to turn it into a full fledged system, with different frequencies having different abilities. I might see if I can pick apart the code myself if you don't mind!

A Knight and A Line by Squeka 2015-04-21T20:53:00

I liked the idea, it's a clever way to make a universal story which can be played by everyone. I did run into issues where it went one slide past the one it was supposed to alot though.

G.R.A.V.I by Sam Oates Games 2015-04-21T02:16:00

I really like the guy talking, but the controls feel pretty bad, as does the camera movement.

Other than that though, great concept! I was disappointed it ended so quickly, not something that happens often for LD games for me usually.

Just Another Day by Matt Tuttle 2015-04-21T03:15:00

I really, really like this game! It's really clever, I did horribly, but it's really clever.

Roll Initiative by Lynx 2015-04-23T02:17:00

The concepts neat, but it gets repetitive quickly, that and a super unlucky string can royally screw you over without anything you can do about it.

Powerman by Bandersnatch 2015-04-21T03:37:00

Thanks Phil! The main idea behind the game was to make the game harder as you gain powers, hence the magnet and jump powers. The other ones didn't really end up fulfilling this, as the original idea was to make it a full on platformer that I was going to enter in the jam. The Laser was going to burn bridges and supports making things harder to traverse, the speed was going to make it harder to get to the right spot to jump, and the ice was going to make objects slide everywhere. However, I lost my artist on the second day, and had to spend most of the day making the art completely, from scratch, since I couldn't replicate their style. So I had to cut the platforming.

The Laser-vision burns objects, most of them take a bit of time though, and because of the games final form, it's in no way applicable to the game. If a burnable objects in the laser, you'll see it slowly get darker, then turn reddish, before disappearing.

Lastly, how are you getting error messages? I didn't even know you could get them in non-debug compiled versions from Unity without setting an output folder, and it certainly shouldn't pop up a dev console. So unless you're running it in the Unity Editor itself (in which case, I'd recommend using a build to play), I'd like to know which build/OS you're using, and what the error message was. (It's probably the one I left in the game because it's harmless, and a pain to remove completely and I was running out of time).

Powerman by Bandersnatch 2015-04-22T22:44:00

Thanks for the feedback and kind words everyone! I think I'm going to make a non-compo compliant version with SFX and a few bug fixed soon.

Phil, that is so weird.... So Unity has a feature called Development build where you can export a build which will show you the logs as you play. The weird thing is that I know it's not exported like that.... On top of that, I just tested it with firefox on the web version and it's not in dev mode for me, so I have no idea what's causing it for you

Powerman by Bandersnatch 2015-04-22T22:48:00

(Apparently the comment system cut off my half page of text -_-. Long story short, I also said I couldn't repro your problem Matt, I agreed with everyone that the jump power's a bit overbearing, and said I'd probably tone it down in the non-compo compliant version, along with the bounciness, which seems to be where most of the complaints are. As for what you said dydx, Shhhh ^_^. In all seriousness though, I had initially planned for it to double the speed, but right now it only increases it by 20% because anything else was really, ridiculously strong.)

Powerman by Bandersnatch 2015-05-12T18:08:00

Thanks for the kind words and feedback from everyone. I'm pretty happy with how it turned out for my first LD, and with everything out of my control that went wrong during it!

OI by orco 2015-04-24T02:17:00

This is really unique gameplay, and it's really hard too!

I like how simple and elegant it is, I could easily see it rivaling flappy birds and temple run for those types of games!

Ex-Sword-Stential Crisis by Team Ex-Sword-Stential 2015-04-23T00:59:00

It was really tricky to maneuver, I know that was on purpose, but early on it was very, very frustrating.

Everything else about the game was excellent!

Amass Assault by StudiousGames 2015-04-21T03:42:00

When I downloaded it, the .app file is empty.
(Also, to all you windows users, this is what Mac and Linux people feel like on almost every game! There's converters that work on everything short of writing your own engine, and even then, WineBottler does wonders!)

Glyph by Dragan 2015-04-21T03:48:00

I'm going to start off on a sour note by saying, the gameplay was nigh impossible, unless I'm missing something. I brought in my friend, self-described expert at super meat boy, and he wasn't even able to get past the arrows. On top of that, the game was buggy, often without me spawning with the glyph, or with me dying for no reason.

That said, the idea is amazing! I love the idea of a weapon which is thrown, but then you're helpless until you retrieve it could really require a lot of forethought. I'd say keep working on your game design skills, and see what you can come up with in the future!

LD33 — You are the Monster

stacktrace by TheMorfeus 2015-08-27T01:56:00

I think the ending plays instantly =(

server INFLICTION by krasus 2015-08-27T01:41:00

Oh god, that made me feel like a horrible person.... Nicely done!