and just like that by bburbank 2011-08-25T02:13:00
Great graphical style and lovely music.
Loved the ending. :)
Foon → Ludum Dare Explorer → Users → Basilios
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | One Room: Five Routes | jam | |||||||||||
| 2011 | 21 | Escape | Gaol Break | compo | 163 | 3.14 | 3.05 | 3.10 | 3.90 | 2.76 | 2.25 | 2.07 | 2.40 | 3 |
Great graphical style and lovely music.
Loved the ending. :)
My laptop screen isn't big enough to play this in its default resolution, but I found that I was able to zoom out and make it playable. :)
I like the artwork and sound effects, but have to echo the other comments about it being a bit too easy. Enemies or some other way to lose (like spikes on the walls) would be a nice touch.
Just great. I actually played this for long enough that everything I look at is now moving sideways.
At first I found it a little odd that the only way to access the upgrade shop was by dying, but it grew on me.
The enemies became a lot tougher to avoid the more I played (often, enemies would spawn on the right hand side of the screen whilst I was trapped in a sort of tunnel) -- some way to avoid these, or to replenish lost health would have kept me playing this for much much longer.
I really like the sprites and the music.
I only really have two criticisms: firstly, that the "Extra Extra!" screen never seems to stay up long enough to read it; and secondly that I can't lead the paparazzi into the path of a car. ;)
Simple graphics, but used to great effect. The music and sound effects are good, too.
I really like the jump mechanic, but couldn't find any reason to actually use it (besides that I thought it was cool).
You might want to consider rendering the current distance/time at the top of the screen, so that the player can see exactly how close they are to beating their previous score.
The simplistic UI is great, and the first time I climbed the ladder to the outside I was pleasantly surprised -- I didn't expect more than the single dungeon level.
I found it quite difficult to aim with the Power Glove, and think that things could be improved with a target reticle.
I stopped playing shortly after getting the pistol due to a bug. I'd somehow managed to position a boulder at the base of a ladder, and got stuck inside it.
Good idea, and a neat interpretation of the theme. :)
It took me a little while to work out what each of the different icons on the map represented and how to use the buildings correctly.
Neat little point and click game with good music.
Got stuck on Level 2 for a long time, but after I got through it the rest of the levels were relatively quick to complete. I'm not quite sure I understand all of the solutions, though.
Bread and water would definitely be a boring meal, but a small explanation about what is/isn't boring might ease confusion.
Music and graphics were both good, and the boredom mechanic was interesting, but I thought it was over a bit too quickly.
Neat little game. I liked that the lava increased in speed between levels, as it helped to keep things challenging.
I agree with everybody elses' comments about the corners, though. I'm not sure that the current method of movement actually adds anything to the game (apart from frustration); you might want to consider making it tile-based instead.
It took me a while to actually get things working -- when I pressed the "Web" link, nothing seemed to happen, but eventually the white square started responding.
Some instructions or description of the game would be very useful as, having played it, I'm still not sure how it works. The "breath" counter seemed to be stuck at 40 almost permanently, and I couldn't work out what the water figure was supposed to represent.
The controls were too sensitive, and I kept getting stuck at corners. In my opinion, tile-based movement would be better.
I got stuck somewhere before the end, but I enjoyed what I played. Love the art style and soundtrack.
I also completely disagree with everybody else when it comes to the jumping -- I actually really liked the fact that the character had to recover before jumping again. Too often characters have springs for legs.
The graphics and audio were nice, but the whole game seemed slow. I found it difficult to know how fast I was going and the effect Up/Down had on my speed -- I wasn't sure whether I was supposed to hold or tap the buttons, nor when I had reached the maximum speed.
The gameplay also feels unbalanced when switching between mouse and keyboard. With the keyboard controls, the plane takes too long to turn; the mouse is much more responsive, but I found it harder to stop.
The wrap-around mechanic is awesome! :D
Brilliant. Very unique interpretation of the theme.
The "escape" room genuinely made me laugh out loud.
I didn't make it past the first level. Reloading the game (with a refresh) seemed to take a very long time, and nothing seemed to happen when I reached the end (since I had lost the gold skull), so I just gave up.
I wasn't quite sure I understood the purpose of forcing the player to carry the gold skull around, as in my experience it didn't seem to add very much.
I also thought that the character ran a bit too fast, and that placing spikes off-screen was a bad level design decision.
Top marks for graphics and audio, though!