Foon → Ludum Dare Explorer → Users → batmanasb
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Literally | compo | 616 | 2.87 | 2.87 | 3.33 | 3.20 | 2.25 | 2.29 | 3.23 | 2.78 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | The Bonding of Isaac | compo | 588 | 2.94 | 2.67 | 2.65 | 3.27 | 2.87 | 3.35 | 2.70 | |||
| 2017 | 40 | The more you have, the worse it is | MOAR ENGINES | compo | 154 | 3.70 | 3.93 | 3.30 | 3.30 | 3.19 | 4.13 | 4.08 | 3.37 | ||
| 2017 | 38 | A Small World | Nuclear Treehouse | compo | 448 | 2.85 | 2.92 | 2.11 | 2.07 | 2.57 | 1.38 | 1.96 | 2.18 | ||
| 2016 | 37 | One room | Room & Gloom | compo | 122 | 3.67 | 3.88 | 2.79 | 3.67 | 3.00 | 2.17 | 3.21 | 66 | ||
| 2016 | 35 | Shapeshift | Mirror's Polygon | compo | 352 | 3.34 | 3.00 | 3.63 | 3.78 | 2.53 | 2.94 | 2.31 | 2.88 | 67 | |
| 2015 | 34 | Two Button Controls / Growing | Not Enough Space | compo | 871 | 2.69 | 2.28 | 3.05 | 2.23 | 3.08 | 2.04 | 2.50 | 72 |
The ending made me chuckle :)
Unexpectedly awesome, low the shotgun! Side note: resizing the window breaks the darkness effect a bit. It also works fine in WINE.
Congrats on making the first bug free Unity linux game! Although there's not much to do...
Use a camera to avoid having to scale down the world each time
High score 36 on 3rd try! I kinda had the advantage because my game has similar space controls, so I've been driving in space for a few days now. The game works fine in WINE btw.
Boost + Antigravity is the best. But yeah, the snow feels so good! Definitely a winner! Although I'm a little confused about how Immunity functions, doesn't see to work for extreme cases like boosting into a corner and flying far away. I died several times while still "immune"!
I found a game breaking bug and a a slightly less game breaking but. When you get too big, you can't fit between trees. Also, when you crash into a tree at a really high speed and bounce backwards, the level unloaded behind you. Here are some pics: http://imgur.com/a/a92jW
I can tell you're an artist so I'm going to go hard on you, the boxes are awful! Hideous texture. However the plant is orgasmic, although if it had a bud at the end I would get less long :P But good job overall.
The creatures dissolving in your belly was a nice touch! However there doesn't seem to be any challenge besides getting used to the controls. After eating a few creatures be basically become an unstoppable cloud flying through space dissolving everything in its path!
I love how I recognized that those things were bees...
WOW, those mechanics. Could you please zip up the source code so I don't have to use git to get it. Also, can you explain how you made it modular? Is each part an object? How do they attach? This can help me so much!
@dining, aww... I was hoping you wouldn't say that lol. The engine I'm using (Godot Engine) doesn't have a fixed/lock constraint (although it has one that doesn't lock rotation). Thanks anyways, nice job on the game.
I like the concept, but the fish don't seem to behave correctly. They often return to the center while in avoiding mode, and get themselves eaten.
Clever puzzles that can be solved in just a few steps, so if you're overthinking it and presses a bunch of tiles, that means you are doing it wrong. PS: I'm doing it wrong :( this game gets really hard!
I like how the controls are forgiving, unlike most rhythm games. You can turn back around and correct mistakes. Although these types of games need to be more synced up with a beat, or else the mood kind of falters.
Really fun, although I'd recommend reducing the max enemy objects on screen to about 4 (maybe 5), and spikes down to 1, because it literally gets impossible at times.
Nice simple game, too bad there's no one to play it with. Please consider trying your hand at netcode :P
doesn't run on linux
You're very good at making transitions! Silky smooth!
lol, nub :)
It's feels entirely like playing on an arcade machine! I wish I had a joystick, but this game is a rare gem either way. 5/5 and I hope you win!
You broke it! "There should be 'XtremeCropDuster_Data'
folder next to the executable"
Thanks for trying to get it to work on linux, but don't be too worried if you can't figure it out, cuz it's been running fine in WINE for me all this time.
Make the download public!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
It's a little hard to avoid the spikes, but the game is awesome! Although I can't believe you actually used Ogre...
Not really sure what hype and flow do...
All the dead plants make it hard to seed (pun intended). It's a nice little game, really grows on you.
Fly around in editor mode: the game
The controls are oddly intuitive, although the sounds are very obnoxious (in a bad way) and the enemies are annoyingly difficult (a bad kind of difficult). Although the level design is top notch.
Nothing against you, but I freaking hate Unity's exporting to linux, so many bugs... like for example: the mouse is about 100 pixels off in game.
A fellow Godot user! I installed the game on my phone but haven't played it yet, but I wanted to try and run the source code to see if it has keyboard controls, but the project has issues opening. Was this project made in Godot 2.0? I think that's probably the issue, cuz I'm using 1.1 (I like things stable)
Aww okay, 2.0 projects aren't backwards compatible, but that's fine. Anyways, I tried it and the controls are a little annoying, I'd highly recommend you implement pacman style controls where it remembers the last direction you pressed and turns there as soon as it can.
The controls don't work that well of this type of game, it needs something like a mouse or joystick for diagonal movement. But the art is nice!
Ohhhh, lightning and an ocean. But what about the temperature? I can't seem to stabilize it, also is it F, K, or C? I'll play some more tomorrow, but some more feature hints would be nice :P
Linux version doesn't work on :(
Nice mood and audio, although picking up multiple items at once didn't sound too good.
The aim is about 5 degrees to the right, but that's probably just a WINE issue which is common with Unity games. But the game is solid and simple.
"./game: error while loading shared libraries: libSDL2-2.0.so.0: cannot open shared object file: No such file or directory"
It won't launch :(
@MestreRothWP lol, I love the irony :P
Aww... you used the version of Unity3D that has broken key input on linux exports.
@Baecun, sorry but I don't use Unity3D so I have no idea. I just know that at one point in time they broke linux controls and didn't bother fixing them for several months. But that's all I know, but it's okay, I don't blame people for Unity3D's faults.
This game is being rude to me...
Doctor_N caught me, but yeah... as the splash screen mentioned, this is just a tech demo of the destruction mechanics. I built the race portion just as a means to give people something to do. The actual game is going to be like Agar.io but with spaceships, and the'll also be a rouge-like mode with AI and bosses, and maybe a story. But I'd appreciate any feedback, suggestions, or random comments about the mechanics. Also, I highly recommend you try building your own spaceship, the appdata file has 2 lists for attaching blocks to your spaceship, and a sample ship with each kind of block.
Specifics please? Which platform, when did it crash?
Windows? It might be because I exported it with a custom build on linux, I'll upload another windows build that might work better.
@smorely, yes you can! If you can find the ".ini" file in appdata. You can use a list of coordinates [0,0] is the bridge (cockpit) and a list of modules. I'll make a better way to build custom ships later on.
@Baecun, so arrow keys don't move the ship? Give the other files a try (dual_files might work), but I'm sorry it doesn't work for you :(
One more thing, the ship I took pictures of the most can be selected using the bottom left slider. Top slot is the custom ship slot (demo ship initially), second from the top is the screenshot ship (modeled after Voyager), and 3rd down is default, and etc. (they basically get smaller)
But you have to press restart to spawn a new ship!
Thanks! Damage is speed based, and if you go slow enough it won't occur at all. But yeah, the system isn't perfect yet... but it's just a small part of a soon to be awesome spaceship combat game. Think Agar.io but with spaceships and space combat instead of cells and eating.
sorry about sound, I really wanted sound queues and explosions... but the physics had so many bugs I ran out out time :(
@barkergames, omfg... cross-platform support is a nightmare! lol :P However it seems like only you this time, I've seem 2 streamers open it fine so far. So idk what's wrong this time! But I won't give up hope, but all I can do right now is suggest that you make sure it's the new version, that they are unzipped, check that there isn't another process running (in task manager), and maybe run as administrator. But I'm really sorry it didn't work :(
@KayZ, thanks for trying it. Also, I thought _fixed_process was slower than _process because it runs at a fixed interval (probably 60fps by default), and _process is unlocked. Also, higher FPS means you're running the game with ease, so I'm not sure why your CPU/GPU are heating up, if the game was barely reaching 30fps than that would indicate stress. So I'm a little confused. What are your specs and OS? I just now tried both the Linux64 and Windows64 (in WINE) builds on a 3rd gen i7 and nvidia 680, and the CPU only reached 50% on spikes but stayed at around 30%, and the GPU didn't even speed up past level 2 (out of 4). Although my FPS did cap at 144 (my refresh rate) for some reason.
wtf did I just play... what was the point of using 2 buttons when Z just repeats the same scene over and over again... why were they called Z and X if the keyboard keys don't work... why an I beating the shit out of this person... who is this girl... why did I play this game right before bed... but either way this game was amazing :P
I like the idea, but you needed to build on it. Actually bumping into the objects (rigid bodies) would have made it 100x better.
Lol... hard to comment on. Although I will suggest that you make the game easier to compensate for the chunky mechanics, that and it's really hard to see where you're standing (white snow legs on mostly white snow)
It's really hopeless to see, please move the character to the bottom of the screen
Oh and the camera is too shaky
A fun arcade game hampered by unforgiving hitboxes.
It's a bit unclear what's going on... but I won!
The concept is innovative and the mood is great. Although I feel like the crossbow aim tries to pull down, which is a little annoying and makes it hard to aim. (Which might just be a WINE bug :P) Also, I think this game would work a lot better if it was in first person all the time, instead of switching to isometric. So you could move and shoot like in an FPS.
The mouse turning is a really clever idea, but sadly doesn't work well with low sensitivity... but still clever! On a side note, if anyone is wondering how to execute a .jar, type this in the terminal "java -jar GrowBigOrGoHome.jar"
Great game! The moving sound sounds amazing, but the lasers are a bit repetitive. I recommend adding multiple sounds or someone changing the sound (edit the pitch or something) for each shot. Also, level 7 is out of place lol. Seems like it should be swapped with one of the first levels...
I agree with @Hempuli , the 3rd level is crazy hard. Can't pass it :(
The game looks really nice, but the control layout is unbearable! Jump/Flap should not be between the 2 action keys! Please, rebind Jump/Flap to the UP arrow and/or Space and then reupload the game as v1.1 so I can play it. But until then, I just can't. I won't rate it yet, and I'll bookmark it and check up until you fix the bindings so I can give it a fair playthrough :)
Beat it in 8 min 31 sec! OMG that was intense! It's not often that platformers test your skill at flappy bird! The one part that felt just like the flappy bird pipes was especially brutal! But overall I loved it once you fixed the awful initial controls! Great patch!
This is one of the best games I played this jam, but here are a few suggestions anyways! Some noobs (not me) would get really pissed off if they ran out of coins near the end! So that might be a risky mechanic for a LDJAM if you want people to beat your game, but I liked it. Also, the attack launches you forward, which feels great, but gets you damaged by some of the enemies, usually because they are in a group but I think the ghost got me because there wasn't enough knockback. Which isn't necessarily a bad thing, just something to keep in mind. Then lastly, jump should probably morph you into a bird, it's more intuitive that way, as someone else here mentioned.
Aside from all the bugs/issues (improper jumping, slightly too flashy coins, no progression/replayability, no self damage (Red shooting down is OP), and no fullscreen/resizing), the core concept is legit! The core mechanic of losing life to shift, and higher risk/reward at higher stages can make a pretty fun game. In fact, a few small tweaks to this game would have easily boosted it up to my top 10. For example: scaling the enemy health points over time, this would have fixed most of the progression and balance issues and made the game last longer and be replayable. Then, things like jumping only when a raycast going down hits the ground (to fix jumping), would have made this game a 5/5 for me at least. So close! I'm looking forward to your next entry.
Very spooky indeed! But also very confusing. I'm assuming I have to collect all the shapes before being allowed downstairs? But there is no visual feedback to let me know what I need to do. Maybe add a HUD to know what shapes are missing?
Great visuals and concept, the audio gets too repetitive but it works, but the controls are VERY unintuitive and hard to understand. I'd prefer it if you can simply go up and down, and shapeshift, but I have no idea what the character is doing with these controls because I keep dying before I can figure them out!
But I still liked the game despite this, mostly due to the cool shader :P
This is my favorite game so far. It's not super innovative or creative with the theme, but the small innovation of using a bird form to help out an archer is the most fun idea so far! The arrow's feel real, and the impacts... have impact! You clearly have experience with 2D action platformers and it definitely shows by your use to 2 layers to make the combat for dynamic! I love this game, I love the art, and the intense mood it has, where one shot is the death of you! I also couldn't believe that this is a compo entry, how can one person be so good as both programming and art?! You really have the perfect 2D skill set! I'm definitely saving this game. I highly recommend that you expand this game and one day sell it on steam, it could be a great rougelike! Just add a death animation and more content variety.
PS: Could you please export to linux so that I can play this natively?
Doesn't work in WINE on Linux :(
Sadly this is one of those games that I can't play on linux because it doesn't work in WINE :( But from the stream it looked awesome!
Pretty but somewhat confusing...
idk if it's just me, but the web player isn't working in Chromium or Firefox... but I saw it on a stream earlier and have to give you mad props for the abs!
I love the gatling gun mechanic, and how you can upgrade it! I had fun and it was a nice start, but a little lacking on content. Also, I found an exploit where you can fly directly under them and they can't shoot you. Also, I don't think the mouse is the best thing to use for moving the ship around, a little too fast. But yeah, this was definitely an innovative spin (pun intended) on the shoot 'em up genre.
Ha, I learned the trick! You have to count all the "groups" in each room. (ex: 2, 2, 1 or 4, 2, 1, 1) And then after the first blackout, just walk by each room to find the disturbance in the pattern[force]!
Suggestions: Some objects stand out too much, like soda in the bathroom! GTFO soda, I know who you are! So maybe try to stick to bland items that fit the theme, like another sponge or something that belongs there. Also, and more importantly, the diagonal movement is broken, which makes scanning each room before the first blackout a little hard. In other words, pressing 2 directional keys at once does something different/unpredictable for each pair of keys.
But these issues are minor for an LDJAM, and the game and concept were really great!
Apparently Game Maker games are the least likely to run in WINE on Linux :(
Oh my gawd man, that review caught me off guard! I freaken love you! And sorry Gamemaker hates my OS :(
This was a fun little game, but I think the movement system is out of place. It feels like I'm a car racing through a pacman level. The pacman movement system would have felt more at home, also more levels would have been nice!
Nice game, a bit simple but making 3D games in 48 hours does that :P
PS:
Linux version worked for me on Mint without any extra work. But yeah, Unity's Linux Exporter isn't that great. But either way, thanks for adding a Linux build!
Great concept, playing as the underdog! A little rough but amazing for your game with the Godot Engine! Also, it might just be me, but I feel like it skipped some of my turns as a Dire Slime, like I'd press one of the movement keys and it just moves the humans while I stood still. Also, the map could be a little larger because once I got into the bottom right corner, there was never any chance of getting out! But I did put up one hell of a last stand! Damn humans!
I feel like the mechanics are there, and the concept of dodging cars like heat-seeking missiles is fun. But I don't feel that it's "fair", because it's too hard to see them. I'd recommend zooming out by at least half, to give the players more vision. And maybe having the camera follow where the car is looking, instead of controlled by the mouse.
Also, you should tell people the objective, because if I didn't hear the streamer explain it, I would have had no idea how to play! Or alternatively, you can add feedback into the game, such as a jet engine smoke and it slows down and fades when you run out of fuel, and also a out of fuel beep.. maybe.
@Red15, your welcome :) oh and that's because you are touching the ground. Gotta be in the air to shift into a larger shape.
@luquio I'm glad we overcame the language barrier. Thanks and good luck to you as well. Godot Engine has been my favorite engine by far! And I've tried using Unity and Unreal Engine 4 in the past. Oh and if you want to see more Godot game entries, we have a small list of them on the reddit page, Reddit.com/r/Godot
It took me a while to figure out that "q" was for going up stairs. But after that, it was a nice game. A little short, some more levels would have made to so much more awesome! But the stealth aspect reminds me of the game Party Hard, which I definitely recommend if you like this kind of game.
Also, dido on the shapeshifting animation! It's hilarious! And the first time I did it, I got spooked by how it killed the human... didn't intend to kill them when I tried copying their shape from behind.
Okay here's the thing, this had the potential to be one of the best LD35 games but several mistakes dropped it down 4 stars overall.
Pros: This is the start of a good rougelike. The low-poly graphics are close to top notch, killing enemies and watching them ragdoll feels great, impacts (while slightly hard to notice) look nice but could be improved. And lastly, the menu and config is amazing for LDJAM standards!
Cons: While the graphics are amazing, and mood and audio are just short of amazing, the gameplay is lacking. You made some critical mistakes that break the game for rougelike fans. First mistake is that combat, especially melee, is broken. The appeal to rougelikes(at least for me) is that skill is the #1 priority, and stats help a lot but someone very, very, very good at the game can win without a single item! That is not possible here because you cannot avoid taking damage from enemies no matter what. There does not seem to be any way to dodge up close melee attacks, or any attack pattern that lets you attack enemies without taking damage. Only ranged attacks can be dodged, except the OP rapid fire green men! This was my biggest issue with the game, any other issue can be ignored once this is fine... at least for a LDJAM game!
Other issues are things like downgrades, it shouldn't be possible to open a chest and get a lower tier weapon! Like why! Also, the start is next to impossible without a little luck, because mobs group up way to early on, so if your first item isn't useful, it's good game! And if your first few mobs are birds, then it's good game as well because you cannot avoid their damage when you melee them, (see the first mistake above). Then lastly, there are some pathfinding issues on the first map... but that's an easy fix and not worth complaining about.
So even with these issues, the game was still enjoyable once you get a little lucky in the start. Although I can't give too many points for theme and innovation as thing game didn't exactly bring anything new or follow the theme that well. But never the less, it excelled in graphics, and did great overall, in fun, in audio, and in mood! I'll definitely be looking forward to seeing these devs next LDJAM!
Oh and I forgot to mention the aiming, it's kind of wonky. It seems to be affected by the player movement as well, which shouldn't happen. It's always better to make aiming easy, and just ignore any animation related issues, than to have character animation perfectly in sync with the aiming/firing mechanic. I'm not saying that you shouldn't make the player animation point the way that he actually shoots, but I'd rather it not if that's going to break the crosshair's aim!
I tried running the game in WINE (on Linux) and all I see is the pit from the first screenshot, with a fire and weird particles on top, and some shadows moving slowly. But nothing is happening and I can't seem to move the camera...
This is what I imagined the ideal implementation of the theme to be!
Honestly bro, don't do this to peoples' eyes. It's seriously not cool and can hurt someone!
Huge thank you for the warning! It's a great game, just not for some of us who can't handle blinking lights :) But we can always play Grandma mode!
Awesome mechanics but the puzzles get a little too confusing in the later levels
This is a start, although please export to other platforms especially since the engine supports both Mac and Linux!
Maybe if the enemies moved a little further, then it would be a more challenging, because right now it's really easy.
But for an engine you learned less than a month ago, this is great!
Sadly I wasn't able to run the game in WINE on linux, but from what I saw in the streams, it's a clever concept, Definitely rare to see a game with 3D and 2D.
The game itself looked fun but a little artificially hard due to the vertical movement speed, and the fancy UE4 lighting effects worked wonders on the mood and look of the game, but also made the shots very hard to see.
Good game idea, but could use a bit more content/features.
Yeah, as @Vantaug was saying. The menu is pretty confusing because there isn't enough feedback. Next time I'd suggest switching to Jam if you run out of time, so you can get one more day to add in the animations you prepared, would have loved to see them in action :)
OMG, I hate who ever made all the overlapping levels where one mistake kills you, and you have to go all the way back! Also, the large levels with multiple keys got very confusing. But overall I loved this game! Great amount of content, clever concept, very fun!
Oh mama! Hello there cutey! What a cute game!
I love this game, it's like Pong 2! I'm going to keep it and find someone to play with, because the AI is a cheating PoS! It's cheating like mad! And even with it's cheating, I almost beat it (4 to 3 score) until it toggled it's rage hacks and finished me off with a score of 4 to 6 :(
Fun game mechanic and the 2D levels made of 3D blocks was a nice touch.
Nice animations and feel, but it quickly becomes unfair when they start surrounding you!
I umm, it is not bad but not too fun. I try to say it is lalalalalalalalalalalalalalalalallalalalalalalalalalalalalalalalalalalalalalalalal umm, my bad she do it not me. cat hat bat vet is eye for eye pop yum bum how is.
You should look into modulating the shooting sounds so the shots sound different each time
The gameplay is solid, but with these types of games progression is key.
I think the way I solved the last level might have been a glitch, but a win is a win in my book!
Great use of the theme, great concept, great all across the board (except humor)! However, I must admit that the audio sounds a little naughty and I wouldn't feel comfortable playing it through my speakers... but good thing I use headphones!
I ran into a runtime error once, probably should have taken a screenshot of it for you... woops :/
I'd say it's a solid roguelike with simple yet hard to master controls and mechanics. Although I never did understand how to properly use the staff, nor how exactly durability worked as it seemed to go down randomly sometimes.
The best use of the theme that I've seen thus far!
It's a little too hard, and this is coming from someone who only makes hard games. Enemies are too powerful and 1 hit kill doesn't suit this game well. But even after all that, I still liked it...
+1 for the 404 issue! Link needs to be fixed!
These mazes are rather large
Yet my body is tiny
I wish I was a little faster
Faster?
Brighter
-batmanasb
High score: 344... before I stopped playing.
I like the concept, but there could be more of a challenge!
Really cool idea, leads to community interactions! However, the objectives could be a little more interesting. Like for example, there could be a limited number of boxes and people could both be doing the same order and run out of boxes then yell at each other and grab the boxes off each other's tables!
How the hell does someone even think of something like this?! It's brilliant! One of the best games I've played all LDJAM 37!
Only issues I found were that turning controls are hard to reach while moving, they should be a little further away so you can use both hands to control the house! I recommend the left and right arrow keys. Also, I feel like people should cushion the houses landing... and yes I do feel a little bad suggesting that.
And on a side note: how the heck do you only have 3 comments down here so far? Seriously man, raise your coolness and show your game off a little more, people need to know about this one!
Aww, you got my hopes up that I would get to use the double vision trick to find stuff in the level and us it! Like one of those "magic 3D pictures"!
Nevertheless, this an interesting concept although controls don't feel smooth enough. Wall jumping is chunky, making the trickier levels harder than they needed to be. A little polish and larger levels can make this game very fun!
Another master piece from Rscar! I made it to day 14 and got wiped out in the first turn! I'm noticing a theme forming in your games, they are always unforgiving... and archers. Please come back for LDJAM 38, I need more of your games in my life!
Some recommendations I have are to have settings on the side of the screen to toggle "Disregard collision checks" and "Always show enemy paths" so that it would be a lot easier to plan our your moves! Also, you can already click on the character to wait (instead of the button), but there should be a icon that appears.
Played some more and got to day 21! And what I realized is that this game is like chess, except you have to move every piece during the same turn. So after day 10-ish, this game requires way to much thinking! Like maybe 20 minutes of processing per turn by day 17-ish! It hurts! Then one mistake doubles the amount of time you need to think during the next turn! Then the second mistake (in the same day) is brutal because you literally go through every play you can think up, over and over and over and over and over until you finally realize that at least one of your important units (no offence to farmers... but did you really have to give me 2 fucking farmers on day 18-ish?! Because they clearly have a use at that point in time... and then you spawn my archers adjacent to zombies so they have almost no chance of surviving, but don't worry, the farmers are safe and sound in the back along with the knights /rant) And then you start doing through scenarios in your head involving sacrificing your own men to save the rest of the squad! And that works for the day, but then that unit is gone and unlikely to be replaced because as I mentioned before, it's more important to replenish your dead farmers than the brave ninja you jumping into the undead archers taking out two at the price of his own life, saving the day. But then the next day... this is what really got me. From the start I could see the odds were against me. But I fought on as usual, but the hoard was to large to handle! My knights and farmers were in perfect positions to hold them back, but they could only hold them off for so long before they run out of health! Then the turn time went through the roof! I had come to the realization that maybe there wasn't a winning strategy after all! It wasn't just me not finding it, but that no possible combination of moves was going result in the safety of my entire crew! Someone's time had come! There was no surviving this day! Because even if I kill all the zombies in this hoard, there is another hoard of archers behind them! So any hole in the wall pressed against my knights would hurt even more than the wall itself! And that was when this game took away my sanity... RIP
Never thought I'd see a Scratch game in LDJAM, those where the days! The idea is fun but, obviously, the engine did it no favors :P
Just got done playing it myself and still don't get the ending. Also, no means no, but these downloads just keep spamming me!
Although I still think this could have done very well in humor if you didn't add that particular chat in the end :P
this game is adorable, although the font could be better
The idea is good, but the controls are too complicated so all the challenge comes from dealing with the controls.
You need to enable the fullscreen button on the web player. I think it's a setting in the entry page.
I don't understand what the barrier does. Also, there is a serious bug with the machine gun where the projectile comes out of the end of the gun, so small enemies that are directly touching you can't be shot!
I'm hoping you hotfix that so I can play it some more. But besides that, the game makes good use for various effects improve the feel.
Good work, oh and one more bug: if you hold shoot on the machine gun and move around, the camera doesn't follow you.
I really don't like it when games force you to spam a key as fast as you can. It hurts my keyboard :(
But on the positive side, I love the idea of making the first level look like a title screen!
I'm a little embarrassed, I tried the web version and kept clicking to shoot, but nothing happened. So naturally since my web version was buggy/weird I assumed that was the issue here too. So I downloaded it and still couldn't get it to shoot! So naturally (being another Godot user) I downloaded the source to make sure the shoot key was bound! It was, so then I looked through the code to try and debug why I couldn't shoot and everything seemed fine! Then for some reason I decided to hold the shoot button down... and it started shooting! lmao
Moving on from that... this is a good start for a beginner! Some advice from Godot user to Godot user: you should work on this a little longer (post-ldjam) to learn more about the engine! A good place to start would be to look into the Navigation node so you can add pathfinding to the zombies, to make them run into walls less.
Nice graphics and backstory, but the gameplay is uncomfortable. The angle you throw them at is awkward.
This game is a gem hidden within itself! Once you ignore the many flaws (the lack of polish, the lackluster objective, and the funky graphics) and learn the controls (range from cannon equals launch speed), then your focus becomes shooting the solders in the heads and watching them ragdoll! Which is super fun! I gave this game several 5 star ratings and don't even care what anything thinks about that. I had to pull myself away from this game just to leave this review! This is my little taste of what Killing Floor 2 will be like when it releases for Linux! Great work man!
You didn't get a rating :(
Next time around you need to rate other people's games if only to get your coolness up so that your game shows up near the front page so people find it and can rate it.
The controls flash by a little too quickly, had to restart the game to look at them again. Also, I like the idea but the battery mechanic made it a little to hard to fight, so I just ran around in circles most of the game :/
Well done! I love everything about this game, great music, hilarious intro, fun gameplay, and great cell placement as bait that distracts me and leads me into a trap! You really earned your top 5 fun rating!
Great concept but the movement system was lacking and makes the jumps unreasonably hard! Also, the start is really clever! Great job!
Mang, I'm not getting paid enough for this shit! I wish the user would get me something more useful, something with more firepower!
On a side note: left click should be "shoot" and right click should be "interact"
This could be a lot more fun with a few tweaks! Stuff like: smooth camera follow, different sounds for each bullet, more line of sight, etc. But it's a good start.
There's nothing like a good bar fight! The concept of throwing stuff at people is always fun, and the mood was on point as well (with the blur from drinking). My one complaint is that with all the beer bottles on the ground, it's a little hard to pickup actual weapons like the easy to aim pool cues or the powerful bar stools!
The controls seem more fit for a turn-based game, it's a little hard to control the players in realtime! Also, I won the game when the upload was only 97%, am I just that good?
I don't usually like puzzle games, but this is the kind I can get behind! It's kind of like programming :)
OMG man, I accidentally mentioned your game to a streamer (100% forgot it was your game! I swear! I just had it on my mind cuz I really wanted to play it!) and he ended up playing it for close to an hour! This game is definitely top 100 material!
WOW, JUST SHORT OF THE TOP 5!!!!! HAVEN'T CHECKED OUT THE TOP 5 YET BUT I CAN'T IMAGINE THEM BEING BETTER THAN THIS!
You... you... you beat @Rscar! That makes you royalty in my book! Now if you don't figure out how to export to web or linux by next LDJAM... things will happen!
Rounds are too slow, I recommend speeding up the difficulty ramp.
Can't say I understood a thing even after reading the description...
You say it's unoriginal, but in reality it's a clever cross between two awesome games. I found this to be a game about inventory management, aka dealing with different types of crates.
However the two things that bugged me were how YEP had a small chance to spawn kill you by spawning 1 block above you, and the boss being a dirty cheater! Sometimes the crates launched by the boss explode mid-air for some reason, and that's the only way that noob could kill me!
Oh and if the tip of your character is on a ledge, I think the on_ground check doesn't register and you can't jump!
My tactic of shooting for light didn't work this time around :(
Also, I wish enemies made sounds before they attack you, so you could find them, and that bullets actually impact enemies so you could know you shot someone!
Bortman was years ahead of its time, I'll never make something as good ever again. (Until I go back in time)
Sadly the music is the only part I didn't make. Check the readme in the source for who made it.
I really hate it when games make you spam a key to shoot. It should let you hold it down instead and fire on a timer! Also, pitch forks are a little too hard to dodge because of the player's speed.
Still a good entry though :) Just wish it has a little more polish.
The controls are a little weird. I'd recommend going the pacman route of memory controls, like where you press one key and it turns in that direction as soon as it can. Right now it's just going all over the place for me :P
A really complicated simple game! Clever and fun mechanics, but a little frustrating, especially corners!
Am I a little girl or an auto-turret? lmao
As everyone else mentioned, lovely art! I was actually browsing the Godot showcase for some odd reason and happened to find cat-o-pult, which was adorable btw, so I looked into your LD page to find this!
The animations and art are great, but the actual gameplay, while fun, is the weak point.
@Sun-Wukong, ending animation? IIRC it was the girl doing to bed right? I played it a while ago, and remember the art being great. But it was too easy because I just held down the attack key and became an auto-turret and the walls/lights helped too.
The car looks wonky but the level graphics are top notch. However, the driving mechanics need a lot of work, in fact I think you used the wrong kind of physics body to handle movement. The car feels more like a player (kinematic body) than a rigid body, but with very slow turning. Real toy cars have more characteristics, such as momentum (keeps moving after letting go of the gas), friction (drifting/slipping), and bounce (colliding into stuff and reacting correctly).
Also, the level design is overcrowded, forcing slow and careful driving, over the more satisfying high speed driving and drifting action.
Okay so, first I have to say, that tutorial was super long and boring, so I only understood half of what it was saying. And then after an hour of playing, still had no idea how combat works, lol. Then I came here to complain and noticed the bottom screenshot! That one screenshot made me realize that combat consists of connecting nodes together! I didn't realize you get to use all three (at the cost of extra power of course) at first. But then naturally (being the brutal and violent person that I am), I beat the shit out of the peaceful Zorr IV's spaceships simply for my own amusement, until he was no more.
@huvaakoodia I too didn't realize that I was dying and restarting the level, at first! Combat works in lanes, you have to connect one of your nodes to a defense lane to match the enemy's attack, and to the attack nodes to mount an attack (preferably in a lane without defense).
@stevenjmiller first game? lolwat? but yeah, our games kinda flopped this time around (mine mostly), but oh well... we can't win them all. I realized the error of my ways, and will hopefully do much better next time around. See you in three months!
edit: we only have 2 months! wtf! panic!!!!!
I almost cried at the end of the violent ending, and naturally assumed that was it. But then I decided to call you out on your bullshit, thinking, "Oh look at this wise guy advocating non-violence, I bet they didn't even give you a real alternative!" Then I was like, "Oh shit... they actually don't attack you first!" And when the dialog started changing, I fell in love with the game. 5/5, awesome experience!
Side note, I found the third ending too! Or as I like to call it, "The real first ending." It happened when I went the violent path seeing if you also implemented forgiveness (if the guys forgive you for killing one of them if you stop killing them for some time). Which didn't turn out to be the case, sadly. But if it was, I would become your biggest fan. Anyways... so I pretty much replayed the violent playthough again. But this time, when I killed the boss, I also fell into the water after her. So I triggered the winning dialog and all, but it was slowly sinking (aka scaling down) and the game respawned me but no one else spawned since the boss already died. So this time it really was just me... all alone on my island... oh gawd what have I done!!!! :cry:
I see you are using PyGame! I hope you enjoy it for now and make great things, but eventually you'll want to move onto a move featured game framework or game engine, then things will get a whole lot easier! Good luck and I hope to see you back again!
This isn't my type of game, nor do I have the patience... but even I recognized how amazing this game was! I'd imagine someone who loves puzzles would love it, so therefore I give it :rabbit: :rabbit: :rabbit: :rabbit: :rabbit:
PS: I love looking at different implementations of fake 3D!
Innovative concept! However it became a little easy once I figured out I could just jump off the first planet and fly all the way to the end. The issue is that the level is too linear, and I can't quite think of a suggestion to fix it...
I won the game in like a minute, the noob AI can't comprehend a zerg rush!
I'm a big fan of the progression from child to scientist
Love the concept and use of the theme. Also, the way the buildings are drawn is pretty charming, but you removed the graphics rating so idk if you guys drew them. However, I feel like this game fell just short of perfect (for a LDJAM entry). The driving mechanics are nice but could use a more functional handbrake and better collision physics. If the driving mechanics were juiced up a bit more (as they are the main gameplay aspect of this game), this would have been the perfect entry! But as of now, the car feels good, but can barely make turns, can't drift, and I have a feeling the little rails on the sides of the road are a lie, the collision feels more like crashing into a large wall that's very non-bouncey.
Awesome game. After about an hour of playing I still barely understand the combat mechanics, but I did finally manage to beat a level... but idk what that even did as the only two level choices remained the same. But yeah, great job!
Pretty good writing and lovely pixel art... and then it ends too soon :frowning:
Very awesome graphics, love the mix of 2D and 3D. The audio is also top notch. But I kind of don't understand the game all too well. Pushing spiders back doesn't do much, and what happens when the creatures reach the bottom? Also, was I supposed to be breaking mushrooms... because the more that arise, the harder it seems to get!
Very, very, very good looking and funny, but the combat mechanics are lacking. The enemy's sword seems to hurt me on contact, even when it's idle, but I can't get mine to hurt the enemy no matter what I do. Every time I land a hit, it feels like random luck. But besides that, the game is pretty darn great! Good job on the art and story!
@drury the inner zip is the OSX export, and I just decided to package every version (Windows, OSX, and Linux) into one zip to make it easier. Also, I use windows 10 now, and it ran on both my computers and another one with win10 when one of my friends played it. Maybe you need a 32 bit version? I'll upload one of those. Also, make sure to extract the first (outer) zip!
@stevenjmiller I can't believe you'd slander me like this! If you check the Mob.gd file and/or the mobs folder, every mob has a unique name! (admittedly that was dumb on my part and wasted so much time, but gawd damn it, it's there and you better believe it!)
@drury who the heck do you think you are beating my game before me?! Also, I haven't fully playtested the latest balance update so maybe I made it too easy... idk, I'll have to check.
@drury ah ha! there is also a bug where if multiple bullets last hit a mob, it counts every bullet as a kill! And yeah, what you said is true, but it's also very slow because machine gun bullets do so little damage!
edit: hotfix2 fixed the bug!
@erkberg Thanks for taking the time to figure out the game! I've gotten so much flack from people who don't understand the weapon mechanics. I too prefer the instagib (or as I call it, the sniper). I took the time to balance all 3.5 (+0.5 because some shotguns are also single shot sluggers) weapon types but due to the bullet collision and probably just overwhelming nature of bullet hell, most people assume that machine guns are the only viable option. Oh and there is a small chance I nerfed shotguns a little too much...
@stevenjmiller I must have misread the first part of their comment... welp, guess I've gone full circle! (beginner => top 200's => top 100's => beginner) Honestly, I blame starting a full-time job and the long wait for Godot 3.0 for making me lazy. Sorry folks, I promise to have my priorities in order by LD39, and in 3D this time around!
I can't stand clickers, so regretfully, I'm going to opt-out of playing your game this time around :(
How do you delete accidental double posts?
Amazing... great art, great humor, great bosses, great audio. I loved it, at first I was going to play my hate on you for using mouse pointer for movement, but you used it well! Congrats on being my highest rated game so far!
The way I went back into the cabin after a walk in the snow, so lovely.
lmao
Well... I got big enough to take in the big blue planet, and my game crashed a second later!
As the first comment said, this game is way to hard for one person and seems like a 2 to 4 player coop game. Maybe bind shooting and moving to different keys so we can do both at once.
A bit weird, but I ended up completing it anyways...
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I got stuck in an enemy and now he's tag bagging me, this game is very NSFW
Wow, so damn creative! Although I feel a little cheated that you predetermined the amount and rhythm of the asteroids. I mean it's still very cool and I made some nice tunes with it, but had you instead let us piece our tunes one asteroid at a time, we'd be able to do so much more. Something like hold to keep spawning and a launch rate dial is what I had in mind. Then idk if this would work, but maybe other things could impact the audio such as speed or distance from the star. But still, great work! Way to innovate the field of music generation!
You forgot to mention the controls (WASD/Arrow Keys and Space btw). Nice art and it's a pretty good first game, however it's a bit unfairly hard, especially with the mix of overheating, enemy HP, and how hard it is to aim!
Mouse sensitivity is a little insane. But yeah, thanks for being honest on the ad! This game could use a lot of work, but that's understandable as you are new to game dev, and things take time. But the creativity is admirable. Most beginners just make bad versions of other games with no creativity in sight, but I can tell you aren't one on those. You took the time to come up with a clever idea and challenged yourself to build it. Good on you, and I hope to see you back again and again as your skills develop until I see you in the top 100. PS: you should go out and rate more games. It's typically about a 2:1 ratio of how many games you rated to how many ratings you get due to the sorting algorithm.
"I'm just going to play one last game before I go" *3 hours later* "I won!"
OMG man, this is the most fun game I've played all LD38! My only complaint is that you can downgrade parts (beetle thingies to shooters), which artificially doubled the difficulty of this game because I'd lose my top tier gear out of nowhere because the bug I just killed dropped it's head right onto mine! Or I'd accidentally run over a shooter head. Also, the only way I could win was to exploit the lack of despawning loot, and stockpile heads so that if (read: when) I lose mine in battle, I could (in most cases) run back for a new one.
I'm betting on this to hit top 5 in at least 1 category! But you'd better get some more reviews!
I just read your bio, "I’m flyingbear AKA George Fan. I once made a game called Plants vs. Zombies". Well shit... no wonder your game is so damn good.
The controls make this game nearly unplayable, I can't get past the mines. Which is too bad because the art and concept are great!
A really nice use of the theme, and you really nailed the gameplay mechanics! But sadly you didn't do enough with them, so I'm left unsatisfied and wanting more!
Also, who are you trying to fool with the story intro?! The enemies are clearly the same ship as me, so I'm clearly a rogue pilot who went on a rampage and had to be taken down.
The level in the second screenshot made me rage quit, there's way too much going on for my tired brain to handle
:astonished:
Some parts actually made me giggle. I like the creativity, but the controls are very stiff, which adds artificial difficulty. The game relies on expert timing (at least some parts, others are just trial and error until you find the right path), but the controls make that extra hard to do. There are minor tricks you can try such as making the player collision a circle and using "move and slide", so fitting into gaps is a lot smoother. [See this page in the docs for reference.](http://docs.godotengine.org/en/stable/learning/features/physics/kinematic_character_2d.html#solution)
FPS games really need to have mouse sensitivity adjusters, coming from CSGO with low sensitivity, my screen moves around blazing fast (pun intended)
At first I thought it was a mediocre game, but then I got really into it and must of played like 30 minutes straight! The controls are comfortable enough, but I sent several of my own men to their deaths by accidentally clicking the wrong button, or slightly missing the enemy and instead making my hero fly straight into a spinner... RIP. The hectic control scheme really sets a great mood, like a huge superhero battle and you're in command! Only real complaint is the lack of explosion sounds for the enemies, if you juiced up the enemy deaths, stuff like particle impacts and explosions, then it would have been perfect! But overall, super job, and my favorite game so far!
"NICE!" I beat this unreasonably hard game and all I got was "NICE!"... nice!
But yeah, once I realized that combat was hopeless and this was actually a stealth game, it got a little easier, but still, the hoards of bad dudes with attitudes made it hectic. Also, I think the way you detect if the player is on the ground is a little broken. At some parts, I think if I'm standing on a ledge, it doesn't let me jump. Oh and I didn't like the restraints on the mouse aim, leave my mouse alone! #MiceArePeopleToo
Sorry, it wasn't set to public. Should work now, same link and all. That's amazing, but does it really count if I didn't see it? :thinking: But yeah, sorry again, I had a work event that weekend.
@minimurgle my #1 regret right there, idk how but I somehow convinced myself that damage systems weren't 100% necessary in racing games and it will haunt my dreams for the rest of the year... well that and the fact I didn't do rotations properly for a rigid body. Won't make these mistakes again!
The music was oddly soothing...
Nice concept, you need allies but your allies are also a liability! But the difficulty scale is a bit high and it would be nice if you could hold a key to revive instead of tapping it while trying to walk over the tiny bodies.
Such a troll game... hate and love it at the same time!
I think the use of lives in a puzzle game is too mean
I ended up spamming the space key with my right hand, it helped a little.
The graphics are simply stunning, I had to check that this wasn't a JAM game.
You should have named this game #FirstWorldProblems :joy:
"Stop upgrading me!"
Sound is only playing out of the left headphone and you didn't list the controls, so I don't even know how to start the game, lol... RIP
okay thanks, oh and you left some print()'s in the code, the console is spamming numbers :P
There are a bunch of errors in the console and nothing happens in the game aside from movement and shooting
This game seems fun, but I think resolution scaling is broken. I have an ultrawide resolution (3440x1440) and the top and bottom of the game are cut off, and the bottom of the window is cut off, and I can't resize the window.
Pretty sure you forgot to use time-based movement (aka deltatime), because the game is running way too fast on my monitor (100Hz)
Very creative, and the mood's very well done. You really feel the pain of being an antibody trying to clean the system! Although one modification I'd recommend would be to have the antibodies always follow the mouse, that way you don't force players to hold down both mouse buttons at all times, which feels uncomfortable. Well, actually... when aren't you holding down both buttons? Seems like no mouse buttons and just have the antibodies follow the mouse and be always active, then switch the spray ability to left mouse button, and vala!
I play at 3440x1440 (ultrawide) and noticed some enemies spawn on screen! I think you forgot to account for different aspect ratios.
Link is broken, maybe you made my mistake and didn't make the game public. Look at the bottom of the itch.io page after editing the game.
I swear, you make the most convoluted puzzle games...
Also, it's extremely rude of you to assume I'd already mess up in just the second level! (And cuz you were right doesn't mean anything, okay?!)
Great art, but as your biggest fan, I have to admit that the gameplay isn't very challenging, and a little basic. The mechanics are solid, but it could be expanded a little. Like maybe you have to avoid getting hit by debris, cuz you're a fragile little astronaut. A combination of my game's damage mechanics and your game's magnetism and objective would be pretty sick.
Oh man was that chaotic, freaken people won't get stay off my damn lawn!
@truc-e you gotta pretend you are a plane when landing, think of an edge as a runway and try to be as parallel to it as possible. Speed doesn't matter as much since you can run the opposite direction to slow down after touching down. But hitting the ground even a little too hard will snap your body into pieces.
@adrisj7 something along the lines of completely changing directions when near one of the corners is what I believe I do. If you hold the opposite direction key long enough you'll change directions, and then kinda play with it from there to get a nice smooth landing on one of the edges.
121.2231 seconds, I got lost while jetpacking, but I still won Gold!
This was fun, I like the wacky events, and the long jump made me laugh when I figured it out on the second try. Turns out I'm not the only one who thought of literally running in space.
Only complaint about the game is that it would have been nice to simply be able to hit a key to restart, instead of using the menu and then skipping the intro, every time!
Something is definitely wrong here, the game is way too fast and unplayable. My guess is that you didn't use time-based movement, aka speed*deltatime. On my hefty rig and 100Hz monitor the game runs crazy fast! (can't rate cuz I can't play it)
I feel like you need to zoom out a lot more, the game is too zoomed in to really see what you are doing, and the mini-map should have an arrow to let you know which way you are facing.
But at what cost? EVERYTHING
Oh man, the game maybe starts out a little way to hard. You gotta ease people into the mechanics, but this just feels impossible without having built it and knowing the exact steps to take.
I think I have the same issue as @wiredoverload but was playing the web version. I can literally run through walls, lol.
Looks like you forgot to use time-based movement instead of frame-based movement. Meaning you need to multiply the movement speed by deltatime every tick, otherwise the game runs a lot faster on other computers, such as mine, which have either higher refresh rates or stronger CPU/GPUs.
TL;DR: The game runs super fast for me and my character is zooming across the screen!
14175 high score! But that was before I read the comments to figure out that the door did... lol. It's a little insanely fast so I couldn't focus on the door.
But yeah, the little legs and the door mechanic in general are hilarious!
Clever, only issue I have is that at one point there is literally no space to get by in, but that might be the point... but it still feels a little unfair. But otherwise I enjoyed it.
Well that's one way to get a perfect score in audio, knowing how to sing!
A really polished local multiplayer battle game! Great levels and mechanics! My only complaint is the keybinds, wish I could customize them, lol, but I know that's unrealistic for a LDJAM game. Would definitely love a post jam version with key customization and of course more content, and I'll play it when my friends come over. 5/5
400 exactly! The concept is pretty hilarious, although the hit detection is a little misleading. Usually I trust the shadows to tell me exactly where I am in 3D space, but that's not accurate in this scenario.
Best Score of 52! The aliens never saw the spiral strat coming! This game was pretty clear and fun.
The controls make it kind of hard to aim without driving into the target
oh boy... you'll have to forgive me for taking a while to try your game but that wall of text is scary af. I'll need a few days to build up the courage first, lol.
Thought process: * oh man, this guy wants players to learn his variant of assembly just to play a small game?! fak it * omfg how does anything work... * this is pretty easy once you figure out how it works * how the fak do you steal a ball?! moving through him doesn't work! the instructions don't even mention this shit * oh lol, I can make the enemy team pass the ball... someone report me for hacking * yup, this is the perfect script for 2D basketball, too good for this game, literally beat all the tasks in a row on the first run! gg * oh my faking god, why would you switch positions of the ball, dick move! but I can take it, like a man * OMFG fak you, you also switched the positions of the enemy players! * OMFG this guy just made me write an if/else statement in BB Assembly, I can't believe you've done this... * oh boy, and that was only level 6/8 (R5) * omfg, are you just throwing in every edge case into one level?! Do I have enough lines for this shit? * shit like this is why I saved your game for later... * hmmm... if/else statements to the rescue! and my code got shorter then last time! * last level? bring it! * fml * hehehe, I see the trick here! there is always enough space between the two reds ;) * I'm going full Globetrotters on these red noobs * gg wp
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Welp... back to back 1st place here you come
Oh man that difficulty curve! Level 1: way too easy. Level 2: still too easy. Level 3: extremely hard!
Amazing game! So much fun and I loved how much bass was in the motor audio.
This turned out a lot better than I expected, I went in thinking it was a dumb idea with a lackluster execution of the theme, something like "hehe, lets make the user play 2 games at once that don't really relate". But I was wrong, the concept is pretty fun and would make a hell of a party game! The only thing I didn't like about the game (besides the funky driving physics) is the mechanic for answering questions. I think it would be so much better if you let players answer the question as soon as they want, so they can use it strategically (aka time their boosts) and because it would make the trivia more like the card games where players race to figure out the answer.
But yeah, if you polish the driving and rework the trivia mechanic kind of like I suggested, this would make a great party game I could see a lot of people buying on Steam and playing together on the same TV (4 player split screen) with controllers. Great entry for sure!
https://twitter.com/realDonaldTrump/status/370028393255149568?ref_src=twsrc%5Etfw&ref_url=https%3A%2F%2Fwww.sbnation.com%2Fgolf%2F2017%2F3%2F27%2F15073086%2Fdonald-trump-tweets-barack-obama-golf&tfw_site=SBNation
Oh damn, I'm kinda sad that such a great entry didn't get a rating :sob:
The sides of the map are cut off, making it kind of hard to see where I'm going.
@timeload Yeah, I didn't budget my time very well, and got pulled away for several hours. Plus, the logic for each enemy type was about four times as complex as I had expected. If I had a few more hours I'd have several more enemy types. Also, the essential animation is there, but it's just not as pronounced and could really use audio cues and some flashy visual effects! But yeah, the scope of this project was a little out of hand, but I really wanted to #yolo it and actually build something for the ridiculous theme combo I drew: Roguelike + Social Simulation.
@paulhocker not a bug, that doggo is sad that he accidentally hurt you and requires some counseling to make him feel better. (the bottom of the "ammo" selection menu is Counsel)
@velocity7 the enemies have state machines, so once you hit them with the correct type of "ammo", there is a distinct change in their behavior as they transition states. It's kind of a puzzle to figure out how to talk them down until their issues are resolved.
Oh man, this was such a cool blend of incompatible genres. Literally Minecraft + Pacman + Bomberman. Although, even though I was thankful that the ghost didn't kill me, I think it totally should have, and maybe reset my stats or maybe even the entire game. Or at least respawned me at my last bed or something. Giving it a more Survival game mode feel.
Still a great entry though!
Oh man what a game! The combat is a bit wonky and awkward, but still engaging. The way the shop works kinda screwed me over when I wasted all the health early on, and literally relied on the armor from the upgrades to keep me alive. Then I found myself exploiting the AI more and more until I managed to win the game. Also, fighting the queen with 1 hp is scary af!
Great entry overall, especially the innovation and art!
You seem to recommend the web version a lot, but the game is unplayable on web to the point where I'd recommend removing the web versions and leaving only the source and the downloadable. The play area is a little too small, the game should be zoomed out a lot, at least 3x, and also too unforgiving as 1 touch and you're dead.
Hmm, so this is a 3D platformer in 2D, lmao. Okay so, a lot of things were obviously broken, but I feel like that was good in a way. I feel like where the game shined was in it's jump puzzles, and everything else was just a distraction. The basic enemies would move way too fast and get stuck in walls and the shooting turrets were impossible to kill without getting shot. So I ended up just ignoring them and moving on. Also, the bosses were way to fast and therefore overpowered, so I was actually thankful for the jump over glitch that completely breaks them, as I felt they were irrelevant, these legs are made for jumping, ain't no giant monster gonna get in their way! Also, the last boss is just... I don't even. I literally stood still shooting, never even moved an inch, and that worked, lmao! :joy: In fact, the way the enemies were so broken felt almost intentional, because as I mentioned earlier, jumping was super fun! And the tricky color gradient changes you pulled there were clever!
The left and right movement speeds are insanely fast. It's almost impossible to stack things on purpose. My guess is that maybe used frame-based movement instead of multiplying movement speed by deltatime, because my computer is pretty beefy and monitor runs at 100 Hz. Also, pressing up bluescreens the game :skull_crossbones:
Man those controls are hard to get used to, yet fun in a way. Most of the challenge came from controlling my own ship, lol. But once I kinda sorta figured things out, I managed to beat normal!
Oh I get it, it's basically a grid-based (like snake) platformer but you can only see one row of tiles at a time. A little disorienting because some tiles just flash by very quickly so I would sometimes not notice them, and I didn't realize that I should be going up. But after the initial confusion period, or maybe it's called the adaption to 1D life period, I managed to beat the rest of the levels pretty easily, aside some a few tricky jumps.
Very simple, yet clever idea! Only suggestion I'd make is to slow down "gravity" a little so you can get a better view of each layer when jumping or falling.