The Legend of Akata by philomory 2010-12-26T19:55:00
I like it, and the fighting part is ok for me. The size of the world is perfect for a 48h game, so you were able to have a very correct ending for your game. Congratulation :)
Foon → Ludum Dare Explorer → Users → Benjamin
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥈 | 2014 | 31 | Entire Game on One Screen | Snowball juggling Olympio | compo | 4.46 | |
| 🥇 | 2014 | 30 | Connected Worlds | Dominions'n'dominoes | jam | 4.52 | |
| 🥈 | 2012 | 25 | You are the Villain | Extinct : Humankind fade in the mist | compo | 4.38 | |
| 🥉 | 2012 | 23 | Tiny World | Super Strict Farmer | compo | 4.37 | |
| 🥈 | 2011 | 21 | Escape | Rainbow Jail | compo | 4.20 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2014 | 31 | Entire Game on One Screen | Snowball juggling Olympio | compo | Fun | 4.28 | |
| 🥉 | 2012 | 24 | Evolution | Beetlefield : The Forecast | compo | Innovation | 4.26 | |
| 🥉 | 2011 | 21 | Escape | Rainbow Jail | compo | Innovation | 4.36 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Totem | compo | 58 | 3.92 | 3.92 | 3.47 | 4.12 | 4.32 | 3.10 | 2.97 | 3.65 | 36 | ||
| 2015 | 34 | Two Button Controls / Growing | Hybris | compo | 5 | 4.37 | 4.19 | 3.74 | 4.16 | 4.39 | 3.94 | 2.63 | 3.81 | 75 | ||
| 2015 | 33 | You are the Monster | underworld siege | compo | 10 | 4.21 | 4.02 | 3.90 | 3.95 | 4.06 | 3.18 | 3.26 | 3.58 | 44 | ||
| 2015 | 32 | An Unconventional Weapon | Hug Arena | compo | 10 | 4.20 | 4.20 | 3.97 | 4.31 | 4.06 | 3.63 | 3.66 | 3.83 | 82 | ||
| 2014 | 31 | Entire Game on One Screen | Snowball juggling Olympio | compo | 2 | 4.46 | 4.28 | 4.46 | 3.88 | 4.59 | 3.90 | 3.70 | 4.14 | 100 | ||
| 2014 | 30 | Connected Worlds | Dominions'n'dominoes | jam | 1 | 4.52 | 4.28 | 4.33 | 4.20 | 4.52 | 3.20 | 3.12 | 3.90 | 80 | ||
| 2014 | 29 | Beneath the Surface | A Glorious Escape for A Lich King | compo | 4 | 4.46 | 4.34 | 3.92 | 4.27 | 4.33 | 3.68 | 3.16 | 3.75 | 64 | ||
| 2013 | 28 | You Only Get One | A Precious Arrow | compo | 5 | 4.16 | 3.76 | 3.26 | 3.99 | 4.39 | 3.85 | 2.79 | 3.86 | 81 | ||
| 2013 | 27 | 10 Seconds | Title Unknown | |||||||||||||
| 2013 | 26 | Minimalism | Four Scepters | compo | 14 | 4.16 | 4.08 | 3.82 | 3.85 | 3.84 | 2.97 | 2.55 | 3.66 | 100 | ||
| 2012 | 25 | You are the Villain | Extinct : Humankind fade in the mist | compo | 2 | 4.38 | 4.03 | 4.29 | 3.97 | 4.26 | 3.65 | 3.35 | 3.87 | 73 | ||
| 2012 | 24 | Evolution | Beetlefield : The Forecast | compo | 5 | 4.17 | 3.81 | 4.26 | 4.34 | 4.16 | 3.66 | 2.53 | 3.30 | 100 | ||
| 2012 | 23 | Tiny World | Super Strict Farmer | compo | 3 | 4.37 | 4.13 | 3.94 | 3.95 | 4.43 | 3.22 | 3.08 | 3.44 | 71 | ||
| 2011 | 22 | Alone | Final Trip Soccer | compo | 4 | 4.10 | 3.65 | 4.29 | 3.75 | 4.15 | 3.02 | 3.23 | 2.85 | 3.28 | 100 | |
| 2011 | 21 | Escape | Rainbow Jail | compo | 2 | 4.20 | 3.82 | 4.36 | 3.82 | 4.11 | 2.81 | 2.26 | 2.57 | 12 | ||
| 2010 | 19 | Discovery | Land of Fodnal | compo | 18 | 3.75 | 3.55 | 3.30 | 4.15 | 4.05 | 2.84 | 2.60 | 3.14 | 38 |
I like it, and the fighting part is ok for me. The size of the world is perfect for a 48h game, so you were able to have a very correct ending for your game. Congratulation :)
I like it :)
the level up down system is making the posibility of scoring infinite ? Anyway I like the little apple catcher animation :)
The game is fun but I was not able to finish the 2d level, I saved all the children on screen, but the game was waiting for 2 more children...
I won... I want a cake !!! \o\
Best game I have played so far, I really like the shooting method of the turret, very neat, it really reverse the way of dodging. Is it your idea ? If not what is the game it came from ? Congratulation for creating a complete game like this on LD48 !
The game seems to lack some kind of danger meter. I also dont get what is the purpose of peace. I mean, each time I have positive ammount of peace I'm defeated by war...
I can't figure how buy letters. I tried to wait on the seller place, in front, above... etc.
I like the idea, the control are difficult to handle, but the trade system is fun, ( when you know how to trade :) )
I like the idea, and I agree with previous posters for difficulty. I really intend to explore all the game ( I was wondering how many key you will use ) But I failed on the level where you have to use [R]everse. Dont know If it was a brain or skill problem...
I finished the game. For my first play I didn't see the upgrade button ( it was offscreen on my small browser window :) ) Second play was much more interesting ! I'm not fond of the song loop, but the look of the game and the enemy behaviours are cool. I like the red one movements, they seems almost friendly ^_^ nice game.
Very playable and fun, I spend some time on it
I have random crashes on game over They started to appear 15 before submit. I should have stop implement new features sooner. :"-/
No enought hints in game... Here are some instructions :
- Scouts can sense monster : one will see the danger zone, two will see the number of aborigines center around ( 2xscout = classic minesweeper )
- Explorers and Castle can explore zone. It means you must select one of them to explore new zones.
- Castle can build peoples
- People can build Castle
- You can only travel by selecting unit. If you loose track of your starting point, you have to build a new civilisation here ! ;)
here's the link for the version with no aborigines overload bug http://dl.dropbox.com/u/5708192/LD19%20fodnal%201.1/index.html
It seems to be very difficult to finish an adventure game like this in 48h. What you achevied is already great, and the beginning of your story is attracting
Very fun to play, sometime scientists seems to have irrationnal behaviour, like being tired but not staying in bed even if I direct them. But achieving so much in 48h is amazing. Congratulation !
very refreshing gameplay, that's realtime dungeon generation :) Maybe the final result is just a bit too slow.
The download worked for me, I found the exe ans finished the game. The control is not very good, and the game is short, but the ending sequence worth the try :)
If you can only see the matchx3 rule, play a bit more to understand the combo rule, it's clever :)
original implementation of the theme, and nice introduction too !
Nice intro ! Near Death Experience is a very good idea for the theme discovery, I wish you had more time to build a real game with this idea !
I was a bit bored with the fact that you have to push the arrow key each time the robot dig. If you wanted to put some delay for the digging, juste make him move slower, or pause him after dig, but I think that force the player to release key is no good. And for the music, erh I like it someway.. I guess the dissonance thing is for adding some robots vibrations ^__^
I didnt understood how the monsters mix together but the starting idea of playing a running away boss digger is cool :)
Well I think that the gameover thing is ok. I had to play the game 3 time, and the music and rythm (once you know how to remove the rock quickly ) is catchy enought to make me want to try again. Your game rocks !
nice mash-up ! I'm not really interested in typing game usually but your game triggered the atari 2600 memories and I could not stop playing :)
I have seen some monsters outside the dungeon, but the game is very nice ans extremly fun to play. The action part is well tuned, feel like playing SNES Zelda :)
Killing stuff and collectring gems was ok, but is there any difficulty progression ? I feel like I could have play forever and ended on commiting snake-suicide
Excellent game, I like the way you made all room look unique with few design elements.
3640 ! I like it, the control system is fun... You need skills to avoid those red boxes :-/
more levels !
it tooks me8 8-10 tries to feel at ease with th control, but after the game was prett addictive.
incredible sausage physics !!! This game really need a slice-effect with sausage particles on the exit square collision. I also think that the multisausage is more fun with level like the hole than in the classic one-path level ( you always end up focusing only on one sausage at a time )
Yeah ! Feels like some post-apo canabalt ! I would call it The Earth is Falling, because when the sky is fallyng you just escape erh... falling clouds or... falling birds ? I mean here the whole thing is falling. You have to be very postive guy for trying to escape in a situation like this. The effects are great, rain and floating objets are cool !
Fun game, but despite the axe option, and after 45min testing, it looks like the generator luck is 50% of your final score. Work pretty well in any case.
I didn't beat it but it was fun to play, very good overall. I would have prefer this game with turn-based system
fun and violent, I can see more rampage than escape in this... :) The art is pretty unique too !
stylish shooter :) Since you dont have to shoot ennemies maybe you should have add some mecanics like ikaruga ( 2x bullets color + 2 shield types )
@moogthedog the first level is way too hard, I was not able to see that in the 48h...
@none some blocks are placed randomly, you can check this in the map on this post-mortem http://www.ludumdare.com/compo/2011/08/23/i-could-not-escape-leveldesign/
@all thank you for the comments, I will try to make a better difficulty curve next time ! ^__^
I had problem to find the jacket hability and I almost gave up. I had no sounds at all except at the second time in the the bedroom, but the sound was looping forever until the end of the game. After the three levels, back in the bedroom, I could not find what to do. I liked the ambiance of the game and the simple but efficient art.
The timelapse is great ! Add a depressing piano tune and you'll have a fantastic rival for Noah : http://www.youtube.com/watch?v=6B26asyGKDo
I especially like "the party" picture drawing : "I met myself And I turn out to be a woman !! "
Fantastic game by the way but the dropbox link is down most of the time ( same problem for my entry... )
Great game ! You should advise the player to hold mouse button, it make the game experience really better. The blue and yellow dots mechanic is good. I understand the need for step by step tutorial, but the lack of yellow in the first levels make them harder than the others. I had fun playing your game !
I would have prefer a top view for this kind of game, but the idea and the execution are ok.
Nice. I think a jump up & jump down anim could add a lot. With a light content like this, You can find the escape feeling by jumping the slope and falling forever ^_^
Not enough checkpoint for a LD game. All the tester must have a chance to see most of your work. But I think the number is correct for a challenging game. Pratice make perfect :)
Phasing was fun, but I also think you should be more lax with the recal box.
I like the shadowofthebeast-ish arm too !
you should increase the flow or spawning super baddies when the player have overwhelming forces on the ground. The game is cool :)
woah that's an ambitious project for 48h ! You seems to have achieve a lot but the real time fights are difficult to handle.
I also had the bug. The 2x players were blocked ( only able to plant seed ). The game mechanics seems good anyway
Well.. I didn't find the code, I hope I didn't miss something important ?
Before the moving butterfly, the games looks more like a puzzling. Which I prefer :) Different sets of blue ball and flies for difficulty increase would be perfect
nice game ! Try to help the player move by autorecaling him if he's not just in front of the path. I died a lot of time just because of this.
mys best is 4850 ! The game was fun... The control and escape feeling would be easier if you could slide on the block and not only freeze when you are near an entrance
fantastic ! I love the tune, especially the "wolf is getting closer" theme :)
It's more race+lava than laby+lava ( which is a very neat idea ), most of the time there's only one path. The lava mechanic should still work with deeper branches of corridor ( player will just have to check his path while running ).
very fun game I like the controls, the physic and the checkpoint system. Maybe the difficulty curve is a bit too fast for me
That's a lot of features, but some of them have bug ( running back slope, crawling near a border, wall walking hard to trigger... ) maybe you should have focus on fewer features but improve the controls instead. Anyway, that's an impressive sum of work for 72h game, congrats !
I can't access the game :( (themage.x10.mx seems down )
The jump physic is too nervous for my taste and I also get some glitches with the elevator ( falling through it ).
Aside of this, The graphism are nice and the music tune is perfect. I liked the title screen, and the simple but efficient level name transition. Great overall !
the running game is difficult on the beginning if you can't take a good start, it need balancing. The cloud level was ok, fun to play.
Reversed TD is a difficult theme and you did very well ! I think the Sfx are a bit too agressive.
You should try to add 1 tower after the path validation, depending on the best spot. ( increasing difficulty with more extra tower )
fun game ! Try to add hints for the player so he can predict the next shark move
I like the graphics and the first game screen = title screen trick.No enemies is ok, but in my opinion you should focus more on basic gameplay ( like implement damages ) rather than scrolling clouds.
the driving feeling is ok. It would have been great with a few more gameplay elements like bonus to catch or a time limit to reach the border
nice work, Troll Team !!
I'm not fond of the "multitargets control" game, but the fun ending sentences pushed me to level 8 :)
I dont like the control for accelerate and I think that classic warp left-right top-down ( for blue only ) would be better for playing experience. The rest is great, trying to reach green while avoiding red was surprisingly fun, nice entry !
good game, I did it in 3 times. Nice ending sequences :)
I thought it was a 2P game and tried it with my wife. It was really fun this way, I tried it alone after and it was not that fun. Trying to coordinate our move by talking was difficult but amusing
I dont like the red-white-gray gradient in background but the lava really feel like you should avoid it ^^ The control are not very good but the idea of taping one key while trying to make some more specific moves is ok for me. It's also one of the few games that really respect the theme in my opinion.
beautiful game, the background ambient music is good !
I could escape for 100 block. Maybe recal instead of dying would make it a very enjoayble game. The blue/green/white ratio was good.
Wow that's a lot of content for 48h game, awesome ! And I like the lynch-esque story :)
Smart game ! And I agree with Martoon, this cube need infinite zooming levels !! ^____^
nice bulb robot :) but it float 20-30pixels above the plaforms and reseting on monster collision is violent.
The light radius is a good idea, you should add extra battery bonus or break the bulb on head collision :)
using generator for LD is ok, but you have to check if level is beatable or not ( which is not easy for plaform games )
the music is cool :)
having to push the right key each time you bump into a rock is both boring and not difficult enough ( you just have to push up-right, and re-push each time you bump ). Maybe you should have decrease sheep speed for a few time on collision. Nice intro
Your grappling hook render is original. The control are not perfect but I like the feeling. And the cave adventure made me think to Duck Tales ( Amiga ) --> http://free-game-downloads.mosw.com/ss/4891_0.png
particles are great but they mask bullets and bonuses ( which are pretty fast ). The game is fun :)
fun game ^_^ Maybe need more challenge ? Some dino grow up and chase you if you are not quick enough. The tada ! sound was a bit annoying...
fun ^_^
Nice entry ! The snake moves are smooth !
I like this game, I played it 3x times to have the best ending ! The retro graphics are nice, but the mosaic fade seems more like 16 bit effect. Not really a problem but I would have prefer a more 8bit-ish fader :) Default cursor position on the action "move" would make the game more playable especially for people who start it again... ^^
o_o Wow... Not sure of what I just played, but I wont think to it too much, it would cause me horribles nightmares... That's my first 5 stars mood mark :)
Nice entry and perfect leveldesign. I wish I could play another dungeon like this one.
@ KermAmrek o_O
nice game, I guess you fonts are not include to the game because I dont have the nice pixeled font from the screenshots, just time new roman
First of all, your game isn't boring :) The difficulty is low wich is a good choice for LD I think, playing it was a pleasure. I'm not fond of white you-never-know-if-you-can-stand-on-it blocks butevery thing else was ok.
I noticed the fun air jump which is NOT a double-jump, very rare, that's one more star for innovation ^_^
The music is good too.
I will keep the Kega Fusion in case some other competitor is making a SMS game :)
the mechanic is fun, remind me the rotating flame rays in mario's dungeon... And 3x eyes is not fair ! I ended blocked with one of those guy stuck to me, I had to quit before the end of the game.
My claw was right on the cat head and I could never catch it. Well in a way that's pretty realistic gameplay -_- The soundtrack is fantastic ! You should post it on the blog, everyone should have a chance to hear this furious guitar solo !!
That's fun. I like it when you release the button just after the flash and see the sad face again. That's a good idea, maybe you should have added more work on the ending sequence. And also, guy who bring out a camera at the middle screen would have make the game more challenging :)
I can't test the jam build : the link is broken
I can't play your game :
javax.sound.sampled.LineUnavailableException: Failed to allocate clip data: Requ
ested buffer too large.
at com.sun.media.sound.MixerClip.implOpen(Unknown Source)
at com.sun.media.sound.MixerClip.open(Unknown Source)
at com.sun.media.sound.MixerClip.open(Unknown Source)
at statics.Audio.init(Audio.java:33)
at GUI.mainForm.<init>(mainForm.java:42)
at entry.program$1.run(program.java:13)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
at statics.Audio.playSFX(Audio.java:73)
at player.player.update(player.java:240)
at GUI.mainForm.paint(mainForm.java:81)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.seqPaintDirtyRegions(Unknown Source)
at javax.swing.SystemEventQueueUtilities$ComponentWorkRequest.run(Unknow
n Source)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
I would add :
* Freeze hunger bar while the player is in the inventory. Using inventory to eat all the time is okay, but dying when I'm to slow to select berries... :-/
The graphics are top quality, Sfx are few but fit perfectly.
Battlemechs ! /o/
The move of the robot are ok but it would be better with some kind od dash using the jump bar and activable in air.
I also miss the traditionnal white lines smoke behind the missiles :)
Good overall !
the sky tile is kind of psychedelic ! And I love the little character, remind me duke nukem :) Short but well done, the ending is cool !
Nice game, but it really need the rewarding coin sound whan you grab relics. One my notebook the framerate was ok on gamestart but became laggy so I had to stop after 2-3 minutes of play. Nice particules & shadow effect !
I think that real wolf are not shaking tail while hunting... It made them too cute to be shot at :)
Nice overall.
Nice game ! The game is playable, it just lacks opponents or more difficult level. Title screen, starting sound and ending screen are perfect ! I love them !
good athmosphere, but the footstep sound on the road is weird... I like the fixed camera point on actions.
The idea is interesting, you should have add some feedback for the spacebar action, like soundwave or something.
Good level design, I bet you spend time on it. LD reaaly need a vote category for that.
I like :
- the color change that show monster health ( remind me wonderboy in monsterland )
- the invincible enemy block that is a threat even at high level and act as a wall to protect weaker enemies from projectiles
- the good tiling system that helped designing a huge world in 48h with good ambience change by just switching colors
- the respawan outside scroll system that make the game more difficult but in a good way in my opinion. The level are never empty, always filled with life. That's a good point
I dislike :
- The few number of differents enemies. Just one or two more monster would have been enough to make the game less repetitive.
- Usually lack of monster in a zone show the player the already visited area, in an infinite respawn world, a minimap really help to not exploring twice the same area.
- shock behaviour make it a bit unusable vs monsters, at final this spell is just another "key". Same for the water freeze. Monster weaker to that spells would have encourage me to switch spells more ofter. Especially if one of those spell could kill or at least go through invincible blocks ^^
Very cool game !
The control, collisions and scrolling is good, the little character gfx and animation too. Trying to avoid the fast red square was challenging but fun, It was just a pain when you have to restart far from it and walk all your way back to your death point. More respawn points or easy challenge on you way to more difficult zone could have help.
I like the core mechanic and the line interface is very handy. I'm not fond of the red line ( make the solution more obvious ) or the second yellow face ( break the theme a bit ). If you want to work on this game later, here are some suggestions you (I ? ^_^) might want to test :
- Purple Head : destroy everything if they're exactly two of them in a slot
- The Gun (bonus) : If Mister yellow is with the gun and just one opponent in his cell, well... he ensure his own loneliness by himself
- Orange Head : Move to the other side of the line ( mirror position ) Note sure if you can make good levels with this one.
Wow this game look awesome ! You should fix that bug at the start of the first dungeon ( teleport to up-let at first contact ) because I really need to see more. Firt of all, the music is perfect (menu music and map music especialy ) ! I like the graphics too and the title + intro are top quality. Huge ammount of content for 48h !
It's way too fast for me. I think the starting idea would make a very good turn per turn game
Wow ! That's a Katamari Damacy Rank game ! Very fun to play !
It just need some way to make it easier to eat people, maybe by sucking people inside for one second when you open the mouse
I like the fact that you make monsters spawn by searching for the key. Make the ending door red, so the player will not try to open it ( I did it a few times ). I don't know why but most of the time I had to push X two times to open a door. The floaty jump remind me the old arcade cabins game, I like that ^_^ Nice entry.
the intro slideshow was too fast for me, But the first sentences of every page was enough so I can understand the story :) In my play, every monsters ended up stuck in wall so it was easy to find snowball.
Haha great game I really like it. Very few interactivity but it always come when you don't expect it. Infact everything come when you don't excpect it in this game, especially the drill killer :-@
my score : 12 days ! It seems that sheep gender are randomized on the morning ? I can't understand why because one part of the strategy is to ensure that you have an equal number of male and female.
I like the graphics but I think the wolf animation could have been better. Animate the mouth could have help to figure where's the eat bounding box.
nice entry :)
the life path is a nice mechanic !
I like the 3D render of 2D platformer, nicely done. The gameplay is interesting, but the game is not that fun to play, I gave up as soon as first problems appears. Maybe beacause of the control
good overall ! Minimalism gfx work well, but a swimming and walking animation ( 2 frames is enough ) would have been great. I guess you have the skills for that coz your information panel and powerups graphics are gorgeous
All my friends got eaten T_T
It's a nice entry. It could have been even better with few work on animation ( 2-3 frames for walking +1 jumping would be enough ) The music and story telling are very good. On my computer, the jump sound happens too late : I hear it while I'm in the middle of the jump. It really take off the punch of the jump
nice music and graphics. It would add fun if you could hide behind obstacles, it would also make the game easier ! More fx on shot, hit and impact would be great !
I could not finish it, but I could find the code and open the door.Looking to your timelapse I guess I missed a lot of the content of the game :( Very fast and effective leveldesigner skills !
Nice game ! With few sfx you could have make much better, please check bfxr.net next time ! thx for posting your sketches too.
Hehe, first time I'm encouraged to finish a game to hear the whole soundtrack :) Maybe the most romantic square game I have ever play !
weird leveldesign, and very strang wayt to implement ladder :) but it was fun to play I had to stop on sky dimension because it becames to laggy for my laptop.
The bgm and the groupies are creepy ! Try to reduce he collision box with the bins, the game would be more enjoyable this way. If I become a rock star one day, I want the cool green hairstyle like this one ! ^__^
the base idea is interesting but it was not very fun to play. Maybe adding some randomness, like events or random behaviour for NPC would help. I also has some crash when playing I was sended back to instruction -> gameover screen -> bug screen : ERROR in
action number 1
of Step Event
for object object_game_manager:
Error in code at line 72:
if( (object_game_manager.avatar_anxiety >= object_avatar.max_anxiety) && (object_game_manager.avatar_self_worth > 0)){
^
at position 59: Unknown variable max_anxiety
well, another comment to mention that I like the starting menu, the volume of sfx changing with position and the very fun sounds when talking with other peoples
I finished it, but I dont get how I'm suppoed to teleport to the fountain
I like this game ! I'm not sure I understood everything but I liked the atmosphere. If your game was a movie I would say I like the direction ^_^
I was also stuck on the multiple pipes level. Too bad ! Because I really wanted to know the end of the story, I liked the "we are waiting for you" style of dialogs :)
:-D Good idea for this theme ! And not so bad overall especially if you did it with only 8h left !
Need more zombies !! I waited 3-4 minutes for my first zombi... I had time to write this while playing -_- The game mechanic seems fun but it seems that there's only one strategy (the one on your screenshot ) It's still funny to play ! :)
Title screen + intro music rocks ! The difficulty curve is a bit like.. a wall :) But the game is really fun !
Particle ans ship control are great but there's something wrong with the scrolling. It feel like you control where the asteroid are falling just by moving. If meteor and meteor's flames are in the same system, scrolling should not affect the direction of the meteor tail.
the little emotes in bubble are nice :) Make me laugh to see blue man trying to reach my platform to get the star.
Nice entry, I like it. Maybe the text sequence is a bit slow, it would be better if pressing space make it quicker ( especially when you trigger a "!" 2x times )
a gameover could reduce player frustration on death, poping the menu is a bit brutal. I also had some crash, but that's a nice entry for your first time, I hope you enjoyed it.
The game is repetitive but the control and scrolling are good. I would love rock particles when I drill those blocks :)
Sound fx for landing and photo flash would be cool. Nice game.
665 ! Fun and efficient !
I found a breach in the hull ( 3rd level I guess ) I could visit the openspace :) I dont know what the yellow bags are used for, most of the time I was unable to collect them. Nice flame thrower effect, and nice alien voices :)
I can't play because of the WASD keys... ( I have azerty keyboard ). Usually I switch to english Keyboard for testing those games but, on yours it auto switch back while playing... Dont know why :-/
the first level was very laggy on my notebook, but the second level was totally ok, I dont know why. The game is interesting but the bouncy corpse parts that never fade away make the game a bit messy. I would have prefer smaller level where I have to think about how to kill my shadows, like a puzzle. In its actual form (classic platformer) the game is not exploring the full potential of the main idea.
that's an awesome sum of work even if the entry is transferred to jam ! Very nice graphics, and the loneliness bar is a very nice idea.
nice game, I played through the boss but it was a bit too long to reach him, maybe 3-5 eggs for each level would make te game more casual. I Like the soundtrack and your timelapse rock, it make me want to try the notepad thing next time. That's a lot of content for 48h congratulation !
the game is working for me, but I can't manage to pass the second screen, I tried to run and jump, but I can't jump high enough, maybe I missed something. Too bad, coz I like the supercute penguin :)
I like the idea of double-view for jumping, but the difficulty is too high.
one of the exe is too slow, and I dont have enough time on the other to active the green switch and come back before my oil runs out :-/
nice interpretation for this theme. You have a lot of supermarket products :) The navigation for changing supermarket aisle is not easy to handle, I tried 2-3 times before understanding...
Great game ! It really deserve an ending ! Maybe by placing numbers on lockers that you can see when you are near. Being at the 112 would have been enough fot triggering the ending artwork/sequence... supercute graphics & audio !
Very good game ! I like :
- the one-wall cutting knife > original and very handy, you also designed good levels relevants to its use.
- The ??? feedback each time something special happen. simple and efficient.
- The music with the ambient switch near the end ( I had some "Shadow of the Beast" flashbacks when it happened )
I dislike :
- The plane background : It break the contrast with some of your platforms making them difficult to see.
- The very short range of light. It's good for ambience but is very counterproductive for your screen side events like mysterious shadow escaping and other stuff. I notice him just one time, and I had to guess that he *spoil* in the end. ( Maybe my monitor color are too dark ).
Very good overall and huge ammount of work for 48h !
Nice game but the puzzle are becomes difficult too soon for me. Maybe more easy puzzle for the begining would be better.
That's a lot of work for a 48h entry ! Multiplayer engine is a difficult choice for LD ( especially when the theme is "alone" ). Wandering in the labyrinth was fun at the begining, I would like more weapons, monsters etc.
Wow that's a very complete entry. I spent 40 minutes playing your game, and I dont even like platformers. The game is difficult but infinites lives and spawn points balance it very well. Remind me a bit the gameplay rythm of vvvvvv. The intro is hilarious, I wish I could translate my french like you :)
I can't play the game I only see the menu elements and the energy bar while I'm in play. If I check the instructions I on ly have a white screen. The comments on your game looks attractive, I wish I could play and rate it :(
I like the jump frame ! :)
The camera should target a point higher than the ninja y ( especially when you jump ) so you can target the platforms more easily while jumping.
the floating text box in the middle of the dark is creepy :) With some torches to extends your view for an instant, or just standing there once you have light them, it would be perfect. Or maybe some other random options like map to show the exit point or crucifix to freeze the Grue...
Nice entry and good mood mark despite few graphics effects.
Apart from the jump control problem, the game is a solid entry, I like the ambience of the intro, and the second part of the game is a good take on the theme. An ending sequence would have been nice, but maybe I missed it ? I was expecting that the blocks I was gaining by killing the citizens will let me reach a secret place near the entrance
The game is fun to play. You should have stick to your orginal idea of station exploration, it's good idea especially the "are we alone" part. You dont need art for this, just your exploring robot, 3 or more futuristic equipments and the alien portal for the end. That's not impossible work in 48h and the player could have seen the link between your game and the theme. Good work anyway !
the athmosphere is good, I think the blank gray texture helps a lot. The game lack some respawn point, I give up at my first death because I was already playing for several minutes. Nice game anyway !
I feel stupid now, but at first I didnt understood I had to be right in front of things to activate them. I tried again only because I read comments... I'm glad because this little adventure game worth it, the artworks are cool. I only wish you could change mr triangle face when I give him soda... :)
Great game !! But the disasters effects are too small to my taste. Infact the worth disaster seems to stop playing for thinking a bit or look at your ressources. So you can just avoid the core mechanic ( avoiding disasters ) by just building very fast.
It's not working here too - win7 64b
Great game ! Really good idea for the ending run :)
Nice idea, but need more feedback for player action. Despite the use of sounds, I was unsure of wich of my action work or didnt work. Especially attacks. Some light animation of virus coming from your computer to the target would have help to figure out what is really happening
The ressource use system for building is clever. Very interesting to play, but the game is difficult, the defense tower are not accurate enough.
I could talk to the woman only with the man, and I somehow triggered the game ending... I still dont know If I'm missing something. The small world in 4 screens with the path is a good idea :)
It's fun to play on the first 5-10 minutes. Maybe adding more things to hit( or avoid ) would make the game lifespan longer.
My whole attackers unit leave the map for a better place :( I think the game mechanic seems cool, but the opponent is not moving and there's a lot of bugs where I can't perform actions I should be able to ( can't select attackers/worker when they're present for example )
I had fun playing it but feel like my best score were only done with chance.
Fun game, make me wants to know more about RL curling :)
Everything is working fine here, but the game need more spells .And random magic pentagram to refill energy or boost action point so we are not only moving to the enemy place. Nice entry
Interesting to play but the gameover conditions feels a bit unfair.
this entry is amazing, and it perfectly fit the theme !
Nice game. I could finally learn shogi thanks to you ! You should have add some move steps or pauses when your piece is taken just after your move, the first time it happens I was confused.
The explosion Fx is coooooooool ! I plan on using the this shockave growing and shrinking effect in my futur games !! The puzzling mechanic is also refreshing, but I had to try 3-4 time until I really understand the concept. Don't know why but the tutoial sentences on the bottom of the screen didnt helped much.
I like it ! When I killed the boss, I would have prefer to see an ending ( even a brief one ) instead of just walking around not knowing what to do. Sometime just a "the end" screen is enough to transform a 48h experiment prototype in an actual game ! :)
I came very near the center but got killed on the last planet. The alternation of ship and bomberman works well. The design of levels are very good for generated content. The bombs behaviour is a bit strange, some flames are sometime not working when bombs triggers themself. It would also be nice if moving monsters dies whenever their starting or ending square is burnt. And also display flames on top of indestructible walls is a bit weird, not displaying flame at all on thoses wall would be better I guess. Nice overall anyway !
Nice idea and good execution. Death on border hit would be a bit frustrating but maybe it will make the game more playable : On the 1-5 first level if you can't manage to find the right path you end up bouncing in every directions, you could as way auto restart at first bounce on wall and add bounce zone on the level which need it.
fun to play. The beginning ( all blue and blue/red ) should be shorter, it is boring when you want to play your 3rd 4th game and have to wait for game to become challenging. With a faster difficulty curve I could have spend a lot of time on your game ! :)
Fun entry, the game is too easy, I was waying to myself that I will soon quit, but the fun dialogs between planets made me want to try next level each time. And the ending is fun :)
To pass the time ( the travels are long ) I used to avoid stars, which was playable and fun. I think you should add a "hard" mode with stars collision !
Great game, english subtitle would help, I can't understand english talking very easily :)
Very challenging and fun ! The upgrade system is well banlanced. The problem is yo ucan shoot some planets from distance without trigger their "hunt" behaviour. There's also some random spawning in screen, that make the game a bit unstable. If you want to implement random attacks even if the player is not moving, spawn out of the screen and raise the range of detection of your attacking planet, it will look more like a real attack.
Very good one-key gameplay
my score-> 22483
Its not working here ( windows 7 )
Cool little asteroid game, usually those game have a lot of inertia, playing without it feels a bit strange at the beginning, but it's eadier this way and still fun to play . The color choice for cells is kind of psychedelic :)
Nice idea. I guess that designing good level for this game must be hard work. I read that you planed to add more mechanics but imho you have what you need with small/big + keys/wall mechanics for designing interesting level. You should add more mechanics only when you feel that you can't find interesting level to design with just those two.
nice :) I like how you can control hero and orient shoot with a single key. The scrolling loop is weird it seems like you forgot to teleport all shots on screen because sometime everything vanish.
Cool game, I enjoyed on the first 2000 years... After that it became a bit repetitive. Maybe shorter game session with leveling or some special objective would have help. And also, after 5000 years of human evolution, the main predator is the trader, not the lion.
And I also like the little waving ending scroll and stats ^__^
Wahhahah Great ! Castle in the Sky + Buid it then use It + Tiny World. LD should open a multiple theme category for you :D Very good starting idea, and the execution is great to. It just lack bit of instructions at the beginning of the game ( erh... I should not complain to much about this... )
I had to make a lot of trial before understanding the UI and features of the game. I think that tools level helath and energy shuold be always present on screen. So you could for exemple make tool counter blink when people try to launch action they can't perform etc.
The control tweaking are perfect. The level design is pretty good too. I'm not fond of the background noise but the SFX fits well. And the ending is cool, that make a very good overall apart from the theme link which is a not evident.
I stuck on level 4. I tried 5 times before giving up because of the slow start and the annoying music. despite this, the game is very fun to play and the gfx are pretty good. I like especially the grass tile.
Very complete game. You could improve it with small details like spawning player at the door he come from ( and not center of the room ) or FX on bullet impacts.
But taht's already a huge ammount of content for a 48h game. Congrats !
Parallax and sprites are nice, the gameplay tend to be a little to close Ikaruga original and I'm not convinced by your way of adapt evolution concept to speed of move and firerate. The control feeling is perfect and that's not an easy thing to do when you program shmups.
I made huge progress step by learning :
A/ I posess a melee attack ( 2nd game )
B/ I gain EP by walking on those annoying little shade ( which delayed the game end )
For the first point I should have read instructions of course but for the second point I guess that more shiny sprite would make me wonder sooner what will happen if I walk on them.
The game balance is incredibly good once you know about that, I love the way you want to kill enemy earlier but can't take EP in time ( which you need badly in harder level).
I was also unable to buy first heal upgrade (200) at level 5-6 despite the fact I had 450+ EP. Nothing happend when I clicked and I was low on energy... I finally took missile upgrade and it worked.
hamster_mk_4 > It seems you need to learn step B/ to enjoy the full magic of this game :)
Oh sorry I played again to your game and realized that heal upgrade is 500 ( and not 200 )
Yes collection sound would have been perfect. I mean I just spent 5 minute collecting little red berries without any score, wining conditions nor life limits, i guess I would have spend 10 minutes with just the little high-pitch and so rewarding *cling" each time I get one.
The scrolling if not centered should let you see where you go and not where you came from.
And also, some snake tend to spawn in pits :) Which is fun but rather unusual.
Dont know why, ( maybe the music and rabbit jump style ) but the game is kind of addictive, congrats !
Hey ! I like it, but that was fun and depressing in the same time... :-/
The fighting is fun and the evolution system work great. I missed the diagonal shots. You could easily improve graphics by adding some soft shade to your spheres, but I'm not sure you can access flash design tools and gradients are painful to use with code. If you don't have flash IDE you can still improve gfx by adding particles on monster death instead of the shrink effect. Pop and explosions tend to be more rewarding than a vanish/shrinking effect...
Nice music :)
Well I was expecting to see my religion on the map, and I didnt tried to click on country at my first attempt. Some fading color patch on each country would help to have a global view. The core idea is really interesting I wish you had more time to push it further.
That's gorgeous graphics and colors... And monsters design and animation are hilarious.
For the bad parts :
- The second wave seems pretty difficult to avoid ( and hunt ) They seems to me faster than the others but maybe its just a belief.
- With some tall evolution (level2+) you can't see what is in front of you. I add to wriggle in order of see my pray ( which is a bit unefficient :D )
Maybe some crouch action would have help to make the gameplay more interesting. Like hiding in the grass for hunting pray more efficiently in open space, or hiding behind rocks while you are hunted...
Fantastic I really like it ! I think the preacher freezing time is not a big handicap for the player, but make it longer would be frustrating. Maybe it could steal one of your skull ?
For the scoring system 1000/200/50 pts for skulls instead of 50 could add strategy : hunting only the valuable older skulls or focus on combo.
Great graphics and sounds ! I like the preacher voice :)
This looks a lot like the pc classic "tower of the sorcerer". And that's a fantastic thing to do in my opinion because this game is gold. The problem is... How can I choose which monster to fight if I can't see their stats ? I can only guess them by save, fighting monster, dying and reload ? Maybe I missed something. The leveldesign looks captivating, and I really would like to play this further...
@JMRante you don't need to compute the battle result for player, with just monster starting value he can do it by himself. Anyway I'm glad you made a game like this, I guess that leveldesign took most of your 48h, isn't it ? :)
( I had no crash by fighting enemies )
The yellow things that appear after one minute are much more interesting than the others. I think the game would be less boring if they appear first with very slow speed. The slime for exemple could be your final evolution with high speed and blast radius.
It also lack a gameover screen or notice, the time dont event stop which make the performance reading impossible.
Good work anyway, that's alot of monster kind for 48h game.
I could undestand the way of playing thanks to the explanation. For the goal I guess you must find some balance where all the creatures can have their needs fulfilled by their own production ?
A storyline would be good but wont help the lack of options in gameplay. The good point is in this kind of game, block is usually a useless move. In your game you have to block to hit again, that's a bit repetitive but it works. Infact you just need to add some other attacks, crouch or distance attack.
The engine is good. Finding other mechanics like feeding animals would have make it a very playable game.
I like your game. the control and enemies make everybattle really fun. I regret you could not add the color effect on dragons.
Great overall ! I really like your game ! Some of my habilities seems to vanish beetwen round while some other are staying... Since you have icons for each habilities you should make them appear ingame on the interface.
@dalbinblue I just came back here and saw your answer about the hability loss. New skill award is the best time of the game and you really dont want to read text, just chooses skills :) Maybe red window background would help the player notice it.
You can't change entry but maybe explain it sooner in your note. I think it's your core gameplay the most important thing the player have to know before playing : -1 +2 habilities each level
I had the same error even if I try with java -jar 'filename'
Good idea but the execution is a bit crude.It really need a max value for the instances numbers. Your atomic-path engine would work better on non-arcade game : The mechanic was easy to understand with the girl talk, but with the running man I had no idea what was the meaning of splitting scren, ending up with 16x identical situations
nice puzzles. The level 2 have much better designe than the others. The move animation slide is rather unusual, I think linear interpolation would make it more 'classic'.
Well this is a really good job, my first game was far from the quality of this one. You should continue to make games, there's a lot of week-end in a whole year :) Your title screen is very good, and even if the core gameplay is basic, the execution is ok ( which is very rare for a first experience )
Very solid entry, with nearly perfect leveldesign. I was first thinking I wont take the time to finish it, and... well... I did :) Your jump sfx is sometime strange, like it is triggered several time.
The enemy are too small, but once you gets the habit its very playable. The energy of your ship is not visible. I had to start another game to check to see the color change on the small top left icon. The music is good too.
--- level 6 score 380 ---
Nice game
Great game. The starting evolution is too long especially when you play 8-10 timesin a row. I'm also pretty sure I had impossible jumping dying with red dino at 5/8 and only missing few dna. Are you sure that bird is always possible to get when generate those high difficulty gaps ?
And also those legs animation are crazy ! I love them :D
Nice ! I played maybe 10-15 games.
My opinion is multi > power > firerate > health > magnet.
The fact that you dont clean board after levelup block the stealth archetype ( health+magnet strategy )
Hey that's beautiful.To make it a game you could go the opera omnia way :
- Put some cube on a map
- Give payer a fix ammount of food stock
- Give player objectif in size and space ( 100+ yellow in this area, 30- red in this area )
- The player have a limited time to fulfill the objectives
+ Make things harder with red attack blue attacke yellow attack red so player have to find some path where tribes avoid each others
PS : Well infact that's reversed opera omnia
The starting idea is neat but evolution can make the game easier or more difficult but also longer. It make it a bit chaotique in my opinion. And it really need sounds, at least the classical pong beep :)
stuck on the "fallen theme", nice entry simple but fun.
That's a very good vision of evolution in gameplay. Many games ( including mine :-/ ) confuse evolution and upgrade but I think game like this one really get the theme right.
Nice fx ! The boss battle was fun, I enjoyed playing your game. I was unsure of the meaning of the product panel. I know it was bout boss habilities but didnt know how to read it. The texts add a lot to the ambient of the game.
best score : 55. The core idea is neat. Something sounds bad in the control but I dont know what. DNA swapper is very difficult to use, you are always short on time and the long flash dont help for the visual analysis. Maybe a shorter flash, or a background ( not DNA ) flash would be better
Fun game. I was first trying to collect dna according to monster colors and not monster icons. I think they are a bit to small. Using monster color for color weakness would be more intuitive in my opinion.
The last level is a very nice idea, I was surpised and I ended the game with this good impression. If you could achieve all of this in few hours, I think you will make a fantastic game at the next Ludum Dare.
Some notes :
- you should disable moving if mouse is too close to your center position for avoiding the flipping effect
- The area is a too large, you have no way of appreciate your position if you dont see any border
- When you get the laser, you can't fire it until you see a monster, firing even without target would help the player to understans he's doing it right.
The base idea and the mood are good, the bacteria looks more like marble, they need some blob fx...
I had some hard time trying to understand the game, but it's definitevly worth the cost. I think you should explain mainly the "kill the weak" gattaca rules instead of trying to give to the player a complete view of your gameplay.
nice game, the first boss attack is strange, I was thinking it was a hit animation until I notice I was the one loosing life.
Some of the boss can be quickly defeated by rushing in. Maybe some invincible timer when they're hit could help.
Ouch ! This hero have a huge malnutrition problem...
Yeah ! More turn base games !
It works great and the art is good. Sounds add a lot to the understanding and rythm of turn based strategy game. You shoud try to add some on your next entry.
Instructions are not working and I can't shoot at enemies...
Wow that was psychedelic ! When I had double jump, I could climb to the... roof ? but after that I continued to the right, went on a strange white platform. At this point music stoped because I think there's no loop. And then when I was really sure I was out of the bound of the level, there was this strange elevator going up at very high speed. It bring me up to some weird place and on my first jump the whole ground disappear with nice clouds, letting me falling in the orange sky. For ever.
Great game but the game balance need some tweaking. It's too difficult to take the time to upgrade at start and in later game, the enemy waves are still linear so the game become easier. Ho and this upgrade-bundle pods idea is genius, I think I want to use that in my games sooner or later ! :)
Congratulation for your first game ! Platformer is not the easier way to start in my opinion but you dit it very well. The idea of 3 colors power is good, I tried 2x of them but had problem to last long with red. The restart problem dissuade me to take more than 4 times. I also had to change my keyboard config ( -> english because of the wasd ) each time.
Nice entry, I like the way you have to void light, but still can use it to run faster.
Wow that's almost all top5 ! Incredible game and very good polish. I tried hard, but could not finish it, I was stuck with a checkpoint very far from the point where I was failing ( spike corridor of death )
Can you upload the source please ?
Very nice graphics, but The objectives are unclear. I know that I must breed one animal type, but i dont know what it need so I just dont know what to do. The icons and land have gorgeous grphics, I would like to play more and discover all the creatures type you have designed.
Hey your game is is interesting ! I'm also interested by a post on the genetic algorithm !
It's not easy to make the good choice but the main idea is brillant. Really fit the theme.
Impressive. This is not just a game, this is the best flirt manual for gamer I have ever seen ! Congratulations for achieving all of those awesome animations in just 48h !
Cool games I like the way you have to always check your opponent team to adapt.
Well great engine. It's a shame you could not make it a game. Even random wandering between planets for collectings new ship blocks would have been enough. I like the button on the ship and the way you can map them in edit mode. The edit mode control are good and intuitive.
Great music. Detecting black bats on very dark purple sky was a bit harsh.
Never run so much from bats in a videogame.
Great game, with ineresting controls and objectives. The help section is too big it give me the feeling I will play an over complicated game... You could have stick to "Crash in planet with life to get bacteria and rain them on lifeless planet by approching them" It would have been enough. Sometime when you want to explain your whole gameplay to players they end up with more puzzled.
Small details like music fading in and out when you rain bacteria really increase the mood rating of your game.
jsjwooowooo > for the sfx I can hear them here, If anyone have the same problem please let me know. This is the first time I try to write music on a LD game I really hope you can hear (or suffer ) it :)
For the hint box problem, I think I will add a post compo version with some corrections.
marudziik > There should be a menu button to letting you go back to the menu... You had nothing poping up at the end of fights ?
@Jiggawatt " A zero-player game " :D I have to use that as a subtitle
@marudziik You're right I have never implemented esc key during play on any games whereas I appreciate it on others games :) I will do it on next version.
I'm currently working on a post-compo version with no memory-leak, and new habilities. I already finished POWER, OFFENSIVE_BOUNCE, SALVO, CANNIBALISM, SEEKER_BOMB and EXALTED.
awesome entry ! The starting difficulty is a bit random but once you get 3-4 upgrades it gets easier. This boss challenge is totally epic, I could achieve to destroy head and both arms but died just after that.
If you are testing this game, be sure to push it to the boss battle there's a huge work on it.
That's a nice set of graphics ! I think you should next time focus on a very small playable game, add options step by step so you can end the compo with a playble version.
Nice entry, and good grapphics.
Appart from killing them,landing on enemies head have absolutely no interest if you are not bumped in the air ! And also those dinosaurs seems extremely fragile to fist sized rocks... :)
Well I can't see the effects of other weapon, it seems my tower just stop firing when I select them. I also can't see any objective for invaders, and could not make the upsurge command work too... Did I missed something ?
Great game ! I think this is a very good vision for this theme.
The spawn points of evolution results should be close to the the center, otherwise you are not free to push them on the portal you want to target. Some of them seems also affected by some kind of gravity after evolution. Dont know if its a bug or not, but it's kind of frustrating and very difficulty to handle, especially if you already have 6-7 other experiments in the way.
Maybe 4-5 evolution instance should be enough to play the game. Spawning more of them make the game confusing and unplayable.
These comments apply to the compo version.
Happy to reverse the motiontwin relationship author <-> player :-)
The camera sound is quite funny. It's a nice idea but I get bored pretty fast. Maybe you can make it more catchy by giving some ingame objectives ( 10x differents birds picture in 1 minute, 1 red wings walking bird picture in 1 minute etc )
scrolling should keep the player on the center so he can see where he's going. Anyway in the first levels most of the gameplay is on one screen only so why not make the level a bit smaller, so the player is not going to loose his way trying to explore the whole level.
The black screen without notice about pressing the space key is a very bad point, most of the people coming here won't test your game further.
To change element sometime hiting bullets was not enough, I had to hit enemies themself which make them dissapearing. I eventually finished with a lock situation : no more birds and a closed blue game. In this case you should trigger some gameover sequence or spawn new bird so the player can finish the level.
Nice music(s) ( Dont know why but it switches music every game and not every level ) and nice graphics too.
I was also confused by the "e" button looking like a "e" key. I think the first level should be lower on gold, because monsters are especially slow to kill on this level. I also managed to game the system by not upgrading my house. I was able to easily get the wood and stone while no dangerous monsters was aiming at me and then starting to upgrade when I was 200/200/200. Maybe monster levelup should come each day instead of each upgrade ( with shorter day ). I played only 2 games but spent time and really enjoyed them, that's a very addictive entry. Oh and the Music is awesome, it would just be perfect with a loop instead of a end+silence+restart.
The game is fun as long as god focus on making the game challenging and not trying to win at all cost.
Hey ! That's an excellent game. I first thought the main character was a dinorun rip (pixeljam) then I realized there's not a lot of way to draw raptor in 24x24 anyway :) All the dinos animations are gorgeous that's a crazy ammount of work for 72h. I think I would have liked some fx on impact when I attack aliens, because the dying animation is nice but slow, so it's not really easy to see clearly which alien is still alive.
I'm stuck on the third level. I tried 5-6 time but starting over the first levels made me giveup. The game is cool, but become difficult too fast, I would have love to play 3-4 easier level before smashing my head on those walls.
Even if the ammount of work is impressive for 48h, spend only 1 or 2h for sounds effects would have really help to make it a perfect entry. Especially the powerup sequence which have a lot of graphic polish, could benefit from a rewarding "shhwililin" or "bwalalaonng" SFX. And I'm not even sure that silent laser vision is legal... I mean Georges Lucas could sue you for that.
Good vibes on this game :)
The fade in and fade out sound of red things sometime glitch and become very loud even If I'm far from them.
The tune of bells was very pleasant to hear.
funny idea :)
The game was really interesting there was some stuff I was not sure to understand especially the part about the weakest creature. In my case, on the third round the game gave me choose among my 2x best crerature ( for the current environment )
I will vote on this, but if the entry contain arts you didn't make I think it make your game ineligible for 48h compo. It's a shame because those arts dont add much to your game, I think you should have spent one hour drawing simple shapes on gimp (or other )
Anyway, I like the game. The concept is neat and strongly linked to the theme.
Well the shooting part and switching weapon was fun but I was very bad it. My maximum score is one urn. Maybe starting with smaller and easier would have help me to improve my skill without frustrations.
Very close to theme, the best I had until now. I played quite long but never understood what decide the ammount of hp regenerate after each fight.Eventually I was forced to return at blob place after each fight sessions and I always turned back to the blob dna.
No game crash here, but the gameover screen is 0.1s and the game stop. that's brutal. The move control by click is also a bit frustrating you always get stucks in wall.
Well I tried to play but it was difficult to handle. I could achieve to plants seed and buy them but I was unable to sell the crop to gain my cash back. The music give a very peaceful mood to your game, I like it :)
Hey ! Nice strategy game. I would make the worker free to build ( take time only ) to avoid lock conditions. Letting the worker harvest ressource at a very short distance make counters leveling too fast. Maybe a minimum harvest range could avoid that. Infact if the ressources overlaped by your base was unavailable it would solve the problem and make your base position and expand very strategic
This is brillant.
I was unsure but music is changing when you reach the top of the screen isn't it ?
It lacks interactivity on the evolution mechanic. I have to make line to survive so red and green dot could as well be triggered at random it would not change the evolving rate.
Maybe a bomb dot that destroy green and red dot when triggered on line would give me the feeling I can control it.
And also in late game you really need to know the shapes of your 6 pieces. So you don't wait forever for a line that don't exist anymore :)
-- best score 2369 --
I had to be patient to leave the first level maybe 5-6 try ( +crash at 2-0 for me :-/ )
The two others games have a very good difficulty tweaking. The second game especially is hard ( AI is gold ) but very rewarding when you can beat a level.
Really good work... for 16h minigames the finishing touches are good.
Well it took me some time to understand the game rules. Some explanation panel at the beginning of the game should be added. The simulation have a good visual render, but trying to influence things by just muting the biods is a bit difficult. At the end, I was just waiting for winning conditions to happen with me playing or not.
I also had problem with light. Only working when there's at least one shot on screen. The game itself was playable but most of the time you end up destroying everything instead of taking time to aim at corrupted mountains.
Nice work on audio it really give the game a personnal touch. The pink glowing + heart fx is a cool FX for flirting.
I tried to bring her back the book but it didnt change the dialogs... Is there more content than this ? Anyway, I Think your game idea is gold and deserve more work than a 72h jam. I regret I dont possess smartphone to use it at its full potential.
Interesting... I find it was a bit frustrating that a note vanish the first time when you fail at it. Moreover the first time is the harder, when you have to figure out what rythm is the note. I guess this choice come from the evolution theme ( weak experiment die first way ) but I'm unsure it result in good experience for player.
The rest of the game is pretty good, I really enjoyed play a it, the evolving FX are good and really add to the mood of the game
Some interface with buttons would have help to make the game more enjoyable. I spend my time trying to navigate in the menu ( which was extremely difficult with my azerty keyboard... )
A very complete retro game. I could have spend my whole afternoon on this if the world was bigger.
The control are weirds. Rather than using the keyboard keyrepeat you should make your hero moving even since the key is pressed until it's released. I know nothing about java but maybe someone here will be able to say more about this issue.
The game itself is cool, there's everything : scoring counter, a bit of leveldesign with key and doors, and a nice ending screen. I would not have spent so much time on destroying presents if I had known that reinder was 8% each :)
Very fun to play despite the fact that it need many tries to undestant where is the "hit zone of the items".
I also get stuck on the gameover sequence, even if I press enter nothing happen.
Well I think adding new control at each new level without ingame help is not a thing to do.
In year 3 I fell under the level ( by walking through the boss ) and was unable to finish it
It works here too without blender. The game is ok but I triggered the end sequence by bringing back just one crystal. I like the smooth move on view scroll, I think It could have been higher.
Wow this villager all have fireproof suit :) I love your game it was really fun to play. I'm a boss dragon now !!
I wish that falling object had an impact damage zone, it would have raise the rampaging level of your game ( which is already pretty high )
Wow top rank game ! I would have loved that room position imply more strategy than just making a line for a more maze-esque result. Maybe with dumb and strong heroes using the worst path exploring all dead ends, and smart but weaker heroes that goes straight to the dragon. I hope you guys will make a v2.0 of this !
Fun game, I'm not sure how I can play to get this hero splat bonus, but still fun.
I fot 2x game crash, it seems to happen on some laser collision with targets.
My best score before crash was 94. I think the game is funny, but making the ship faster to increase difficulty dont work. it make the game more frustrating and fail to make it more difficult ( I was always stacking more and more time ).
It would have been great with :
- limited ammo ( start : 10 ? )
- extra ammo in drop
- more difficulty change drops : ( more red, less ammo and green )
Your capture mechanic is perfect, maybe you should make the cliping zone or the grabbed item flash so you can clearly see what you get.
Fantastic game top mark for fun despite the controls :)
The S Key is enough for move, maybe that holding it for pause would be even more intuitive.
For the firerate I think that you should slow it a bit because the earthling IA can't handle well a bunch of bullets comming at his face. Maybe going back to the old fashion "one bullet per screen" ( one for each invader ).
You also have a bug on the fire emitter, sometime fire is not available some time its only one of your invader that can fire.
For more than one IA, difference in speed or IA parameters should be added so they dont finish stuck together doing the same moves.
And last ( but not the least ) if you want to work again on this game, I think that evolving invaders would be A.W.E.S.O.M.E I would like to buy more invader for my wave or invest in more expensive ones with better firerate or special habilies ^___^
Oh and I undestand the need for unbreakable protections but you should add breakable ones just for satisfy destructive intent of your players :)
I disagree about the previous comments about useless rooms numbers. Your gradual price balance is the solution. If the best strategy is to build all the pits in one room, I guess that just increase +X per room should be enough. I think that more traps and specific heroes would have make the game more enjoyable, but for 48 hours it's still very playable.
The ennemy behaviour is basic, but it works, and I actually had fun trying to destroy them. It was still quite difficult. The platform engine and sounds was very good. I think that you should really try to draw sprites, LD is also about trying to test thing you think you are unable to do :) The Lack of Texture title wont work next time :P
I think that money reset on each level would make the game more interesting. Instead of tryin to find a good solution, I just try to save the most money I can for the next level. It's spoiling the spawning fury fun of the game imho.
With a fix ammount of money for each level I could waste all of my extra money and start thinking when things get more difficult.
Great idea ! It feels like you're leveldesigning while monsters are still active :) You need to recal the monster when you spawn new walls. I think this idea deserve a more- than-48h version :)
Wow nice art and music ! I'm not very confortable with the control but destroying the tower was still fun. It's frustrating not being able to easily break those building base floor. Oh and the introduction was hilarious, such polish for just 48h !
I was unsure ifmy minions was hiting the hero. I tried several times but was unable to kill the hero bedore he reach the end.
Nice Title :) The collisions are not perfect but the whole game is playable which is very good for a first entry in a game jam. I had some problem beating the scientist until I found out that holding attack button was enough.
The smooth black fade is perfect, that's +1 mood & graphics !
I have munched for 3200+ points :) I saw the ennemy at third level but the moving behaviour was very strange and it disappear 5-6s later. I never saw him again in the next levels.
Nice and original but the level start ( especially lvl 3 ) is a bit confusing... Maybe make the matron look less efficient with range would help.
Simple gameplay, but your engine run very well. As a result the game is very pleasant to play. your little sentence at each level really help to set the mood.
The starting idea is great. The interface really make you feel like you are the villain. However despite the colored bars it seems that your action dont really alter the fight. I had 3 games with very differents choices ( Even tried to loose on third ) And I was always winning by the start of the third round.
Also, I sometime had feeling that another sentence that the one I choose was applied instead.
Great conversations I like the style :)
yes loosing the focus was boring, go <direction> is not enough as instruction I tried "front" and "top" before forward and them I was thinking "backward" was ok and I had to find "back".
Simple but very fun idea. The leveldesign tends to become poor when you progress in the game ( I gave up on the black room with one visible spike on start ). I think the first levels was more interesting. Maybe 8-10 levels with top polish would have been better for a jam entry. The music is repetitive but I really like it.
Yeah Repepetitive but such a perfect execution. Very nice. Dont know why you add the music switch on loose/gain focus of the game window, but... eh ? Why not :)
Wow awesome artstyle, please if you participate to another LD make a timelapse of your work, I'm so curious to see you designing it. The game is cool, but I only visited the dancer place and finished it just after.I feel like I missed something but unskipable intro dissuade me to try another time.
I also had a bug controling 2x heroes a the same time on the start of the outdoor levels.
Pierrec, you could make money by making a 3-Answer mobile App for all the guy that try to pick up girl in trains.
Great game and fantastic humour, sometime making me think to Terry Pratchet.
you help screen layout made me think I could use cursor key instead of wasd ( which is pretty convenient when you own an azerty keyboard ). I lost a lot of time finding how to play.
The game itself is cool. I think the yellow point is useless, it make the game more difficult instead of helping. Just the green dot with a clock color change or brief 4 dot flash when you finish the sequence would be enough.
+1 for the 3 lives idea :)
The graphics vector are cool but the game balance need more work. I was efficient only withburster and had the feeling that some others was useless ( mine or tracker ). The spawn and vanishing effect are gorgeous !
Having only one sprite for the goat is not a problem but you could improve animation by flipping it when it goes left or right so goats would not moonwalk after you.
Nice graphics and good rythm. I think the first and second level should be easier. Click box larger than the graphics would suppress a lot of frustration.
Good concept and fun control. The asteroid spawn sequence is very chaotic. I guess that half of them starting in red zone is the problem. Maybe that gradual power for red ( repel ) could be the solution, in sort of in a max distance every hex turn green. Not sure if I'm understandable...
Fun game. The first hits are too difficult, maybe adjusting firerate to the base number would help to tweak the difficulty curve
Well I like the colored card idea but the control are terrible. I also dont understanf how I can win, because no card actually kill them. You have to survive the longer you can ?
Nice execution, even this smooth scrolling feel goods. I suppose the black suit guys were here to keep the dev at work, but it looks that they eventualy become friends and stop working together... I was also unsure if the secretary or the floating documents had a gameplay interest.
Wow graphics and music are top ! And it also a very innovative idea. I regret the fact you can't see the solution when you loose.
Wow totally crazy game. Top idea, top execution, even the controls feels good and it must have been a nightmare to tweak. And you even had time for story telling o_O
You're right it's too hard :-/ I definitively should have start with a 3 points problem instead of 4.
I hope that someone will still make it to the end...
No random in AI choices. AI just try to find a working solution. If there's one, it'll find it and play it.
Thank you everyone for comments and bug report. I was unsure about my right to correct the gate bug. I finally decided to do it since it can be seen as a "crash". I hope everything is fine with this :-/
@daredevildave @ MaximShoemaker Infact the game is predictable as long as you are making a puzzle with only one way to the meat. If you dont I will play the first winning solution I find. If you success I will play one of the tribes failure and it's pretty difficult to choose one ( I wrote on this here : http://www.ludumdare.com/compo/2012/12/19/216557/ )
@Jiggawatt In identical setups, they should be totally predictable, no random in solver. If your experience is different, I'm interested in knowing the level & sequence.
@rvmook @nate27 There's no chance factor. A perfect solution always win and an unperfect solution always loose.
But too many people think the opposite, I really have to work on my game explanation.
Well the graphics and animations are sweet but the gameplay itself lack of depth.
I think of little things that could make it more challenging :
- Dungeon slot could include space for heroes too : when a dungeon is full, hero just skip them so player can't rely anymore on just one dungeon. After that you can alternate swarm and boss wave, so player have to pay more attention to position strategy
- paper/rock/scissor or whatever elementals damage mechanic to make some specific heroes stronger against some monsters. Make the road sequence unique to each level so player have to learn with experience which wave type come from which direction.
I think it will let you take full advantage of you dungeon+slots mechanic which is very good and bring some freshness to TD genre
And congratulation for making such a good game in 48h, I'm fond of the goat master, really help to feel like you are the villain :)
@Blodyavenger You should definitively. I you dont, I will :-P
Top graphics. I'm sceptical about the monster placing mechanic but the rpg fight are great and it's really fun to see the healing herbs, revive and like on the AI side :)
Nice electronic game feeling :) You managed to design a cool game even with the "no-sprite-overlap" rules. I think that santa watch should be game-over, or maybe angry santa watch ( 2x errors in short times ) . Not scoring for a miss is not enough. The up part is more an easter egg than a real gameplay mechanic.
Wow This is awesome music and art. I was stuck on the menu screen and started to play only when I was sure I heard the whole loop :D The game is super fun to play. Has the bird I sometime get hit when I have the seed, hear the sound of the no-seed hit and keep the seed AND the heart. Well It was relly fun trying to finish both heroes. It shuold have been easy to add a 2 player mode, but I suppose you ran out of time.
I also noticed that the AI scarecrow skill at shooting is far better than the AI bird one.
I played 4-5 times and got a freeze (white screen) ingame.
The gameplay itself is a bit crude but the scoring part works pretty well. It seems that best tactic is to destroy trees, I think that destroying cute animals should worth a lot more points. Warp to the center of the screen is rather unusual but I think it's ok.
Wow I was really confused at start. Tons of 5-10 seconds death before I could understand what to do. I like the art and the music, but I'm sceptical about the core mechanic, anyway its very innovative.
Wow this is awesome graphics and ambient for 48h work. I definitively love those orange/purples colors you chooses.
And your first game with Unity ? Well you are a gifted designer :)
The lack of gameplay is still a problem for a gamejam. You could easily get the first rank in GFX or Mood with your entry, but it should at least have some interraction so we can call it a game. A switch is not enough ( Did I missed others ? )
I'm still counting topmark for mood, graphics and audio but I'm a bit uncomfortable with this fact.
It means that potentially, a good 48h-made mp3 could get to the top rank in audio...
Anyway, congrats for such an amazing entry.
Even unfinished this game is cool ! I think that you were only few steps away of a finished entry :
- Hit animations on boss
- lifebars
- maybe a bit of leveldesign with 3 differents hero to beat ? ( just change gfx, firerate and jump height is enough )
They're very simple tasks compared to the huge ammount of work you had on this punch animation and hero behaviour.
Very fun to play. I had great time trying to invade building with my zombie armie... Being on the spawner side really help to feel like you are the vilain :))
I think the fire particules and light effect make the game readability difficult.
I drilled the platform but the game didn't stop. The gameplay is fun. Remind me planet defender. Humans throwing at me other humans make me feel that's I may not be the real villain of the game.
I was unable to play te game efficiently I was always running trying to repair the steam point, but I always end crashing the ship. If I try to use control panel it just make things worst. It's still an incredible ammount of work for 48h and a very good interpretation for this theme
well the unskipable text really dissuaded me from playing a second time despite the fact I really wanted to explore the game further after my first death. The story telling was ok but you really need to make the text prompt faster and skipable for the people who already know it.
So funny ! We really had a good laugh with my friends testing your games. I'm fond of the puzzling style with an exit door. Hilarious to see all the guys going crazy with weapons on the street :)
Nice, you really know whete to put efforts to get a top qualitiy game. Thoses colors and the wallet animation are great. I wish the policeman would be a little more... hunting you :)
Hehe clever. Sometime the trap selection doesnt work which make the game very frustrating. Anyway the sequence recording mechanic is great. With some experience you can game the system by making some dumb run, like waiting for 1-2s in front of a wall or under a low roof. Maybe by speeding up the "running pillar of death" on level3-4, you could avoid that.
The sound design was curious but funny I like it a lot. I wandered a bit in the level, visited what it seems to be the lower, upper and easter part but can't found any exit.
Nice rendering idea.
Hehe great game, remind me a lot of Pilotwing. the ring part was more interesting thant the snes game but the landing was a bit too easy... once the parachute is open you have too much control. At first I was thinking the target was human sized : a little shadow spot would have help to read the scale.
Brilliant. Why not adding sound ? just a scratching sound for search and good rewarding coin beep for finding the point would have been perfect. I like the way you stop seeking for the arrow and just look for the pointers move when you come to 8 arrows difficulty.
I went to 400 points then started to chase the blackholes to make the game more difficult. I think they should start to homeseek you after the first 30s and increase their speed. In the actual state you just have to move slowly to keep safe for the entire game. Or maybe something very bad happen after 500 ? :)
Yeah !! Skewering monsters with laser was tons of fun. The health and ammo balance is also good. Maybe the late game is bit too easy. Mostly because the later you start shooting the most chance you have that monster stack on the same square. The game should be probably more interesting if monster can't stack on each other, as if a monster can't move on an occupied square for example.
Wahaha I had too grab 2-3 before realizing how it will end :) A very epic and kickass boss battle. You guys made some great work. I'm not sure to understand how 4 people can work on code together... it is discussion + one guys typing code ? Or one for the bullet system one other for the sperical parts etc ? Anyway congratulaton fot this very nice entry and innovative boss mechanic.
I was a nice idea to let the player restart 3x time in the same rooms but it was a bit disturbing when I opened this chest in 2nd level and found nothing in it. I was thinking it was a bug.
The gameplay idea is nice, but it really looks like a designer "edit mode" now. If you want it part of the game you should add some rewarding stuff like real-time increasing score on erase, so the player can quickly understand that erasing is the core mechanic of the game. The tiles art is gorgeous.
The music, the geometric shapes and permanent credits on screen in retro font really make me feel I'm trapped inside an old amiga demo. I like the flight feeling but it really needs enemies and ground collision to make it a proper game I think.
It was a fun but rather stressfull game ! I went to to the level with the 20hp vs fighting and died with the opponent at 1hp I almost sent my netbook fly over the room :) Well I would like to play turn based version of this game but on the other hand I recognize that the arcade version is catchy. A very good entry and a good take on minimalism them from the RTS point of view ( > Rock paper scissors )
And good work on those fancy death & win animations, they are unusuals and funny.
Playing Acelloids really making me feel like I'm a cat trying to catch a flashlight spot. First I was thinking the concept was good but I ended up bashing my keyboard for maximum efficiency.
I think the proto would work better with a drawback for key bashing :
- If two shots = 1x cell spawn you will have to be efficient on each move.
- You can also put some non-target you have to avoid while shooting. ( 3 errors = game over )
- Or making the shots convert bad cells in good one but make the process reversible
Good rythm and & Good difficulty curve. Player maybe 30+ games.
At 10 learn I can fire up ( take that blue flyers ! ).
At 20 lean I can fire down... Mmmh not so useful in late game buttons of funs at start for skill shot :D
5400 ? Seriously, I could hardly reach 2000-2500...
You should stop that counter on player death it would make the final score more readable. ( With a blinking and a little coin *Beep* ) Or at least show it on the gameover screen.
Tainting dead monster in white is genius, usually people tend to turn contrast down to make active game elements more visible, but white being plateform and hero color it somehow feel safe. Very intuitive.
I had no problems with ammo box, but considering the above comments maybe they would work better with grey ( like hero grey )
Great entry top fun mark !
I have nobody to play with but the game seems interesting. The slash attack couldown seems a bit fast maybe a slower cooldown + only one life would force the players to use the shadow mechanic more often instead of running and slashing in every directions.
This game is really fun. I must have played around 20 tiles, ( my highscore is 160 ).
I didnt go into the cave or wall strategy, I prefer to keep a flat ground with a little peak somewhere. When its high enough I climb and take a jump. A lot of differents strategies for a very small game. Brilliant.
Oh and also congrats on making a whole world with just a scrolling background of 16px width, it really work : I wanted to climb mostly to see a larger part of the bg.
I forgot one cons : the jump is not feeling so great, I think that some different jump level depending on the presskey time would make it more usable. I often had a small gap to jump but launching the big jump was a terrible risk to take in some situations. I ended using jump only in desperate or scroll-up situations.
The game as too much inertia for my tastes, the crate with arrows on them is good idea, but I could not go very far in the game. I was already trying very hard dying every 10 seconds then the game sent me on a black screen with a very punishing "you failed" & no way to restart. It was a bit rude :D Apart of that the platform engine itself is pretty clean.
The game rules are understandable, but when playing it's very dificult to foresee which stone will move.
Also I think it would have been possible to add an AI for cheap development cost : There's not so much differents moves possible each turn, so compute all of them and choose which one provide the best result ( a score based on the situation after the move ) should be enough to make, a not-so-dumb AI.
Anyway, the game seems fun, I wish I had someone to play with. Nice work and very innovative idea.
Incredible game. The 8 directions arts ( dont know how to name that ) is good and color choice is perfect.
The different game mechanics are very innovative and Pard is lovable, my best friend, I wish I could bring him with me for further LD26 gametest :D The only bad part is probably leveldesign, most levels was boring or very oddly designed... For example I dont understand the use for rest room with only hearts in a game with infinite continues, maybe there's a special perfect run ending ?
I played until the boss and give up there but mostly because of my computer, the game is very laggy on my netbook.
One of the most amitious game I have ever saw in a Ludum Dare Competion.
Congratulations !
Mmm ? I was stuck trying every key on my keyboard to shoot with my brand new missile launcher and then some incredibles things started to happen. I had fun with thesquare version and the debug red line but seriously you should remove dev key before submit, now I'm not really sure about your intentions for the gameplay. Is the differents versions of the game are differents levels ?
Nice game, I finished the 3 doors but it seems It's not opening anything after that. Did I missed something ?
I was talking about the 3 door with the clock above
Really fun game, you guys know how to boost a game replayability :) I wish I could have study philosophy with games like this one.
Weird choice for color, the blue tiles of foreground are hard to distinct from the bacground one.
The game itself is simple but it works. The collision are a bit glitchy but you need that glitch to let player "climb" and avoid to be stuck.
Would have been more tactical if falling under the screen was death.
Had some buggy bomb that never trigger and stand in place forever.
Hey great game ! I would have prefer a special key (down) to go out instead of coming back to the door. Reactivating the key could have make the penguin abort the potatoe collect and running back to the castle :) Top Gfx Fun and Theme
Simple but efficient gameplay. It's the first time I wander in a labyrinth with a distance number as compass and it works great. Fun game
I was stuck on the third level because I had no triangle left. All of the spawned triangle was above other shapes and space was no use to correct this problem. The game was fun to play but it was very slow . I dont know if it was the normal speed or if my weak netbook CPU was the problem.
Nobody to play with but I can sense it must be pretty fun. As expected my right hand won against my left hand. Oh and It needs tons more dialogs. You should work on that with george broussard :)
Nice story, the platform engine is messy but you still managed to build a very good game by adding a good plot and music.
I got the error too.
It happens when you try to check hint or control before launching the game. If you launch the game without checking those pasges everything works fine.
The game itselft is nice, the sfx works well the crt retro effect. I just regret the star patterns, they appear line by line, some more y randmness would greatly improse the scrolling space feeling.
Hehe you should enter Ludumdare with a language you already had pratice with. But you have good storytelling skills and humor sense to take the maximum effect from the minimum content :) Congrats for this
fun game, very high jump on the end but still playable whatsoever. You have Title + intro + game + fun ending = 100% complete game. Nice achievment for 48 hours work.
Well I suppose I'm a good clicker :) Next time just enlight some buttons at random : you were few step away of a very correct tap mole game !
I crushed 75% of the herbs before noticing the key was visible from the start... :)
On the end screen it says "press any key to restart" But I can't restart this way. I also had a crash when I went for the treasure after killing the four boss. The general design of the game is good : the 4 boss battle with specific thematic, weapons, monster/turrets and blocks. But the execution is a bit crude with buggy collisions, some shoots dont spend life and some others kill you in almost one shot.
The boss balance also needs tweaking. The red one is really hard, and the green one almost harmless with his smoke attack. Anyway congratulation to finish such a complexe game in just 72h
I had a bug when my first game started, intro screen was still here masking the game. After that other games was ok. I had som fun playing your game, there's two strategy, just looking at short range around you trying to detect sure black square or taking a larger look at the maze and figure out the 3 differents maze as a whole. It really change your perception of the game. I like the base idead.
I had 2x bugs that forced me to restart from the beginning.
The first time, I somehow broke my jump... It means that my character can't jump as far and high than before. If I use the restart icon, it brings me back to the the purple crystal cavern and I can't pass the first jump anymore. So I add to restart. On my second try I was in a hurry to reach the cloud zone and I missed the 3rd green platform two times. on my third try I saw it sinking in the abyss and it never came back. Once again the restart icon was no use T_T ... I didnt had the courage to restart a third time because of the long sequence. For the part I visited, the gfx are very good, and the game have a nice athmosphere.
I'm surprised I was the only one experiencing thoses bugs... My config is window xp on some old netbook NC10.
If you want to use small sprites you should make ther hitbox larger so shooting would be easier for player. Also some shots go through enemies, to prevent this you should either make slower shots and enemies or making step when you move your shots for example : move 3 pixel, test collisions, move 3 pixel, test collisions etc. If you make enough steps in a frame, your shot should not go through enemies anymore.
Chest + Pirate + little sabers to select row = You know how to dress a game ! For the row mechanic itself I think it lets only few leveldesign options. Some of your levels works some others feels weird. Maybe with more square types ?
- Stairs : If above hero, the hero climb stairs until he reach an empty square. ( hero dont climb if no empty square on stair top )
- Bomb : Explode if hero or rocks fall on them ( 9 square blast )
- Sand : Vanish if hero stay on it more than one turn
For some reasons I just meet one hunter at the beginning then nothing. The game lack a clear goal but the feeling of being a monster lurking in the wood is pretty well done.
Good use of the mondrian design as a level. The drag & rotate is sometime annoying : If I go up to down it will rotate 3 times in the same direction then change, even if I'm a long distance from the center of the screen. There's also a good level design on this game, and a fair difficulty curve.
that was a good undersea experience, I like the atmosphere of the game
The game would be more readable with bigger, brighter or more blinking bullets... There's also some bullets flying through monsters which make me think the collision engine would need some steps for fast projectiles (maybe also because of my low cpu ) . I like the colors and the graphism. This level is huge for a 48h compo and you even have a very classy title screen. Congratulations for creating such a game in a short time.
My best score is 499 But I think getting a good score is essencially keep on trying and waiting for an easy level ( mine had almost no obstacles, only holes ). The polka thing works somehow, I'm not sure I would have play this long without those music background swaps.
This was a strange use of reversal gravity and It tooks me time to get use to it. After that the game was fun, especially when you use space+jump. But I eventually finish to go throught the left wall after climbing down a very fast slope. I think I had too much speed for collision engine.
Reversed Megaman :D Like those sprites graphics. Are hulk dodging bullets ? Sometime they really seems too. The ssekers presence add tons of fun in the game, you have to alternate arcade and strategic sequences. Nice ending by the way, are you trying to say I should stop testing LD game and spend more time with my wife ?
Complete game, you have a nice title screen, tutorial and an ending. I just regret the too simple monster IA, a better path finding would have make monsters more fearsome.
This was not very minimalist : There was way too much flames, you should know that there's no oxygen in minimal space, so no flames/explosion. Or maybe 4 pixels explosions but they must disappear without alpha fade or blink, and avoid any uncessary sinusoidal moves. And also those squares from the intro had a gradient in them which is rather unrealistic for minimal squares.
Nice story, I like the end of it :)
I spent 20 minutes on your games with no clues about the way grey spawn. I was still able to go throught 10-12 levels but then I gave up frustrated by my numerous failures. Strange game but still somehow addictive :)
the gameplay is basic but the execution is nice. I like The fact that corpses stop your move, it can be tricky when you have to escape. I tried to change the gfx from ugly to good but didnt noticed any differences.
This game rocks, it has everything including great style. I just regret those cops I really can't avoid. Once you get one stuff out they keep coming until you die. Maybe removing the object you have been punished for would make the game more playable. The mix 2D and 3D sprites is really perfectly executed. The game look remind me a crossing between Katamari and Parappa the raper. I think I never gave so much sta
... so much stars on a game for a ludum dare rating. This is an outstanding entry.
I think the game would work better with faster shot for hero and slower for ennemies. It's not about the fact the the game is hard, but I think the player would have more fun time trying to avoid bullets rather than a shield and health status to take blows. Those sinusoid moves on some enemies are also too fast. It's impossible to catch them with a bullet that take 3 seconds to go across the screen. Apart of that I like those asteroids particles when they explodes and also the very cool & retro-colored font :)
Nice little platformer, you can't jump if you have a block just in front of you. Even if the theme was minimalist, adding some bonus to collect like coins would have made the game better imho.
Cool game, I found that the part about knowing which block to break more fun than the core mechanic about being small. I mean the pill idea is good for the theme, but what make the game fun and challenging is the block thing.
Wow great music and sfx, the core idea is also top, it's a very impressive jam entry.
Too many good points, so I will concentrate on the bad ones :P I think there's no dynamic in hits, the hit animation is small and the fact that the ball have to go through monsters ( for gameplay reason ) ruins the impact effect. Maybe making the monter blink/shake/flash and pause + making the fireball stop & disappear during this period would help. I dont like The cheap "splash" death animation either, It really dont suit the gfx rank of the whole game.
Others ideas I had when playing :
- Making the tower gem color change when they will disappear soon
- Let the player crush his own tower to react faster to thoses really annoying green monsters
Good idead. I was surprised to hear no sounds on this game. You could have add so much with just 2 beep and a relaxing and slow background tune.
You should add a sound when you hit a bar and loose life, when you grab a bonus it makes a crash sound that really let you think you did wrong. The game itself is fun to play and I like the music too.
The tutorial levels are good. It's a bit annoying having to click on the level each time you want to restart. Especially if you want to put instadeath point at the starts of level. I stopped at lvl14 because of that... Appart of that the game is good, I like the enery bar system.
The enemy bounding box is a bit too big. I also had a bug if I try to click on restart after death and it seems that the aiming work only if I aim top or down. Othewise there's a difference of several degrees which make the shooting difficult.
Synesthesis work pretty well as a sandbox. As a game I think it needs a better goal. You can achieve a loop with a lot of different moves, which somehow kill the puzzle aspect. I even finished some level without actually creating a loop but just a very long sequence. I also think that double size node or color would help to recognize the 2 different nodes ( Maybe my bad, because I had to run the game in 640x480. Moving and drag for link was easy and pleasant to use. And of course the resulting tunes was most of the time very nice.
Very nice beat them all, It was really neat to make the boss visible on each tower but only meet him in the end --> retro style :)
I had a small bug after killing the boss; He died in one hit ( maybe normal ) and after that the ending tune was keep repeating on a very short loop. I had to focus out so the music could continue.
It was also nice the way room and monsters was telling a story without having you to need to type it.
First time I can heal myself by consuming super attack in a shooter :D And it feels pretty good. It's a fun shooter you have here. And also very well executed : I never saw as much bullets on my netbook with NO lag at all. The getting bigger trick is interesting but not so fun I think. It really mess the difficulty curve because you think that's everything is alright and suddenly the time you realize you should pay more attention to hits you are already dead. I think it would be like having half energy bar on your second round at Street fighter, or a pad shrinking at each death in arkanoid... or ... well you get it.
Rather unusual gameplay. If you can hold jump to stay in the air I would call the action "fly" it would make the action more unerstandable for the new player. Changing colors for up and down level is a good idea it really make the level more readable. For the expand and shrink part I was a bit confused at first but it's playble. At first I was thinking that I had to fly and expand max then I realise the multiplier was not incrementing.
Great game, very impressive ammount of work for a 48h compo. I'm not sure if red and green have special habilities ( other than guns characteristics ) but I think the game definitively need a corpse remover class :) I spent a lot of time waiting them to disappear to pass a door or continue to shoot the remaining aliens. Apart of that the game is well balanced and really success to deliver the cornered space marines vs alien fights atmosphere
It seems the only way to loose the white base is when some red pix spawn directly 2 or 3 pixels ahead of it. It makes the end of the game a bit chaotic. Top mark for theme :)
Nice ending screen, but I have no idea of what time it is now... :)
Nice physic game. The game have a good style, the intro and level zoom transition is nice. The problem is the informations on screens, they're big, make the game read difficult and ruins the mood. Not knowing which block type is left is fine, and even the energy could be represented by something more simple like ship color or red flash when under 20%. This graphics style work best with minimalist interface. Another problem is the fact that you can be stuck into the square. I died most of the time of this rather than 0 life, and I was pretty surprised the first time I saw the gameover screen on my 4th play :) I dont have a good solution for this maybe allowing random teleport on one key, but it could b use to avoid red triangle. Not if it cost life. Yeah some kind of self blast costing energy would avoid the player to be stuck without ruining the gamebalance.
This tnt is very hard to handle if you are used to acade classic like fruity frank or boulder dash. But once you get used to it, it's ok. I still regret that hero can't fall as fast as the tnt like in boulder dash. it would open the way to tons of reckless strategy. Most of the time the depth in square game like this one is a big problem for the graphist because walls tends to hide ennemies and heroes. In your case you did pretty well with this square shaped strawberry :) Nice entry, just a pity that you can't add sounds. For next LD check tools like labchirp or Bfxr, you can add a lot to your game for a short time investment
Really like those fishing rod lines :) This little details add a lot to a game. Managing the differents penguin was fun. It should have been difficult to work on AI on a game like this...
Andrei Barsan > Ouch the potion bug is a big problem. Anyone know if I am authorized to hotfix that ?
@namuol No I can't guarantee it and I'm very sad about it, I wrote a post mortem of the reasons you can read it in my journal.
However, some players certified the game to be finishable in easy mode. I'll definitively work on a better leveldesigned post-compo but not in the next months.
For the procedural question, I dont think procedural can generate good puzzles on those game types. Computer can still assist you if you create a solver. While you leveldesign the solver tell you in real time how many solutions can finish the level. Your goal is a number nearest to 1.
I had no time to make the solver in the 48h but I did it for my previous entry : Extinct ( there's also a postmortem on solver-assisted leveldesign you can read )
Interesting game. I think that not moving in diagonals is intentionnal due to fuel constraint but it really make the game hard to control. Ship that are unaware of your presence are killable with one rocket only. When the enemy planet start to generate new ship there seems to be no limits to them, it makes a high peak in your difficulty curve.
I was a bit surprise by the corridor shape of your space. It's a bit unusual for a 2D space opera but finally its works well, Once I understood everything (1-3) games I could play more game 4-5 before getting bored. Nice entry.
I was unsure about the white ball gameplay. Sometime their presence lock a hole and sometime not. The game itself is fun but I would rather have a par score to beat on each level. Or if you want a total score just display the difference between the score and the total par (your score on each level for example ), so the player can know if he's doing good or bad seeing his score above or below 0.
Wow that was a blast, Even if the game content is only one room, You did so much with it. You have a great sense of storytelling. Just one little bug, the breathing sound is staying after you finish the game. So if you want to replay ( which I of course did ) the breathing sound is still here and ruin the mood. I had to restart game.
Good take on the theme. Never saw a game with deploy, produce and fight system all managed by a single action : drag and drop rectangle. That's brilliant. And the victory jauge system is also neat, I think I should have use some victory zones and points but you keep your game simple by using the same power jauge for victory. With your entry this innovation category really need a 6th star :D I just regret the lack of sounds... You could have added so much with just 30 minutes on Sfxr or labchirp...
Very moving. Interractions are too limited for my tastes but I recognize the way you suggest emotions on player are very effective.
That's a very cool 8bit look, you are very talented for this ( I just bookmarked all your previous entries :D ). In a 48h compo you should definitively take some time to add sounds because 8bit sounds are very easy to make once you know how they work. It could take you only 1-2h and would add a lot to the retro atmosphere. But maybe you already know that and just lacked the time to add them.
The game engine itself works but seems a bit weak : the game was running very slow on my netbook which is rather unusual for a retro plaformer.
It was a cute story. It strange that like you decided to add 2 false ending instead of a good one. Well is there a good one ? I really wanted my bone back...
Hey I really like the graphics style but it's really a pitty that the rope from the slingshot and the text are high resolution. I think you should have work on a small resolution ( the bg size for example ), draw your game in a BitmapData then scaling it to the display size you want. By doing so, the drawn lines pixel would fit the bg artwork. Nice entry, I had fun playing it. I spend my whole first game trying to land one single damage without success. After that my first hit in second game was a misclick o_O. Difficult but fun, especillay when you crush your own city.
Well I tried my best to play, reading the helps 3 times - infact just a part of the help because my netbook resolution is only 1024 width - But it was still very difficult to handle. Most of the time I die while my first rocket is stil flying. The rocket itselft have a very strange way to move and I collided asteroids only by accident.
Maybe attacking the planet with less asteroid on start and more after 2 or 3 minutes would help new player to get used to the gameplay.
I was also unable to restart the game and had to launch the game several time each tiem I wanted to play a new game.
nice mashup :) A tile moving pad ( instead of pixels) shoud have been perfect but maybe not the best for playability.
The 45° turn idea is nice.I had two bugs while playing : The first one was a freeze when I pick a bonus the second one was a total loose of control, no input even if I click in our out of the window ( the game was still running ). I also think that there always should be a target so the first 5 seconds without bonus are a bit weird, maybe setting your bonus timer to 0 when there's no more bonus to spawn a new one would correct it. Turning to 45° then using shift mode make a very fun and unusual snake play :)
Nice and ver fun. But those special messages was annoying especially on the las levels. It was also a bit frustrating to rely on infinite continues then permadeath just 200m before end. Reminded me of that good old Rainbow Island where you can't use continue on 2 last islands :)
Good story, great intro and top mood mark, but seriously...*SPOILER ALERT* What have you done Edward ? You could have been a super hero, learn to double jump and throw fireballs instead of coming back to your wife and kids... What have you done ?! At least leave with the dog next time, It would have made some fun gameplay to get him out of the cave
Interesting but the game make me feel I'm a robot. Maybe instead of the model I would have prefer enter a room trying to recognize the shape and go to the other room to reproduce it. I like the buildings backgrounds and the music.
Oh I hate you.
I was working on this mechanic for an arena shooter just 4 month ago and eventualy got stuck unable to find a good shot system. Your right click to spawn multiple target points is a very good solution to this problem.
I was also suprised by the choice of introducing non time-relative enemies, it kills the strategic shooter and turn it back to his arcade original shape.
But infact once you get used to it it's pretty fun fo play.
Congratulation, but to be frank, I'm a bit jealous right now :)
The screen is to big for my netbook, and the game is also a bit laggy which make the control difficult. It's a pity because those death sentences seems hilarious I think I took time to check a lot of them but can't go through... well 1 yr. Maybe a smaller screensize would make the game faster ?
Hey super nice design and story. I just regret the lack of interractivity even if It was the core idea I guess. Maybe a small escape sequence from the factory would have been enough.
I like the faith concept but as a gameplay it feels more like random tries until you memorize the good path.
Death to bourgeois !!!
The game is great but it tooks me time to understand the fact that a bourgeois seeing a corpse mean instant death.
Everyone should check that timelapse, here reside the true way of the ninja gamemaker.
And by the way, this guy is a lyar. He want us to believe he made all of this in 48h... but he did it in 24H. I had to write that somewhere because he dont brag enough about it.
Yeah kickass boss fighting !! With parallax and different worlds, you really polishes the graphic part on this one. Congrats !
simple and smart gameplay. The game would have been easier to understand with a short intro sequence ( with some flashing Player 1 arrow indicator ) and a timed respawn sequence for the sword. At first I was thinking the sword was falling in the wrong place because of a bug before realize it was a respawn.
I like the fact you need to put 2 legs 2 arms body and head in the exit to valid a level :) Sometime you cant get all of them inside :D
I also have the dodge loop bug. Tried it 4-5 time, it happens after trying to hit. Happen with long charge hit or short.
I'm not rating because I dont feel I had a full expeirence of the game but I like the gfx and the idea :)
I like the 4x mages design, but most of them have the same gameplay. Only the air mag have a different second spell.
I especially like the mage with the skull head :)
Wow fantastic overall for this one. The game is very complete addictive, and this dragon bar mechanic is gold. You catch my attention for 20-30 minutes on this.
Nice game, with 'great educational value' :D
The third level was a bit messy but I guess it's all for the fun of the game. Congrats for this original take on the theme.
Fun entry ! And totally complete : Intro, NPC, Boss ending sequence... And a very interesting world.
Each time I change screen I had to push the direction key again which was a bit disturbing and stressful when I was in a poop-urgency.
The Boss bullet pattern are also well designed.
Congrats on making such a polished entry in 48h
This game has great potential.
If you dont have time to include all your features, just remove all the uncessary stuff when you make your compo release.
By still having an atk & def level, this weird speed skill and money between games you give the feeling of a very complicated gameplay. But in his current state, your game is very simple, it should be seen as an intuive game.
If you implement your atk&def skill I would rather make the damage system go this way.
- The bigger hand succeed in applying the full damage or diminish atk by def lvl in case of defense. So an Ace Pair still win on a Queen Pair for example.
- If you have a good set ( Full house, Flush, etc ) You launch some special move( 2x, 3x damage for atk, extra turn for def etc ) with kickass FX of course :)
I have NO IDEA how you plan to implement initiative on this game and would be curious to hear more about it :D
Also, It's really easy to make gound sound environment for this kind of game. You should try Bfxr or labchirp to add sound for : card moves - damage - defense - button clic.You can add a lot to the mood of your game with only 4x sfx.
Impressive graphics and Fx. The color palette is gorgeous.
More fx on impact would help to realize when you hit ennemies. It's also very good to give to player the sensation of a strong weapon.
Speaking of weapon I think your interpretation of the theme is rough. You can't tell me in the intro that I have only one gun and make me hold zillions while I'm fighting :)
The audio is top, the robot death sounds are very good and give a strong personality to your game.
Congrats on making this in just 72h.
Beautiful and relaxing. I wish I could accelerate on lower level. When you replay it for 5-6th time they start to be boring.
If you want to keep one button maybe try to accelerate on hold click. The problem would be you can't swap on release, but having to release to click again can be a problem especially if you're fast.
Or maybe : The speed always increase and it decreases on swap. So you can try to go full throttle by just making making necessary swaps, or brake hard by double or triple swap.
Anyways congrats for the great intro, your song is still playing while I'm writing it's so good.
Wow this is frustrating !! The ressource stuff seems awesome but what the needs for it if I can't choose what I farm :(
Try to change ball angle depending on the pad spot where the ball bounce. It should make the make a lot more enjoyable to play.
That's a very good idea,I hope you will dig it up !
My right hand won against the left one :)
Nice gfx the looping tune is ok for me but I didn't play for long.
When I was allocating my points in skills I had no clue of what skill do what. In the game I found the wave messages a bit too long, and most of the time I didnt find better techniques than holding space.
I also noticed that the sword in my back is not moving on the standing animation.
Apart of that, the game have nice landscape and there's a lot of work on the hit effects.
My score is 503 xxx.
The gfx are gorgeous and this chest scrolling idea is neat.
The game really lack some UI for bullet count and reloading. A floating text message is not enough. You end up having the feeling your shooting key dont work anymore ( some tic-tic sound would also help to get this no-ammo feeling ).
When you hit a monster the bullet stay frozen in the air, a small and fast impact animation would have work better.
I was not very fond of the loosing money instead of health mechanic. Having one million just give me the feeling I'm in a godlike difficulty mode with action replay ON.
The boss battle is especially a nonsense with all this big number damages decreasing a so large life pool.
Great work on character design and intro, this is a great heroine you have here she deserve a more badass name like Max Payne or Duke Nukem. Red Paindealer or Red Gutstamper... dont know I'm not good enough in english to find something that rock enough.
Anyway, great work despite the epic event that kept you separated, you did well :)
Incredible, I would never have thought making a collecting card game for a Ludumdare was possible. Were you alone ? If not how many people in your team ?
The gamedesign is simple but efficient. I think you achieved a good on balance on the death for empty deck conditions. I like the fact that the keep mecanic make you run out of card later but also reveal what may be your next move. I dont know if IA care about that anyway.
Interesting game but the round rules make the start too long and difficult. After that it almost not affect gameplay so why implement it ?
Really fun game.
I would have prefer that ennemies bullets collide with the landscape, it would have make battle more strategic.
The jetpack sfx is a bit too loud, it ruins the other sfx ambience.
I had 9-10 tries and could not reach the boss, I'm bit frustrated about it, but I had a lot of fun.
With a highscore table of longest run it would have been perfect :) The respawn is bit too fast, maybe 1-2 seconds death animation / explosion would make a good transition.
I love the plain surface 3D style. It reminds me of starfox or virtua racing sega game :) The control was strange to handle for me : I was alaways trying to click before using space when I see unexpected obstacle like boulders coming at me.
On the moutain level if you can grab chest from the right path because you can see through the moutain.
On boss level I would have love to see his deah animation instead of having this ending panel in the way :)
Great ambience ( with music change ) on each level, that's an huge ammount of work for 48h compo. Thanks on giving me this strange 3D immersion feeling I had when I was playing first 3D Aracade back in the 90's.
I killed the boss 2x times scored about 16000 nd then gave up because its seems difficulty was not increasing. The fire and explosisno are cool the impact sfx is nice too. The spinning thing is a bit weird, but you get used to it very quickly and it makes some nice bullets pattern :)
The collisions are a bit sticky. It's usually more enjoyable on this type of game if you slide on blocks instead of just setting speed to 0 whit you hit them.
The game sound fx and graphics are nice and original. I like them, especially the very low volume tune on gameover.
best score 2260 !
Nice work on this upgraded bar, I like the ways you build it while playing.
Maybe you could add some difficulty curve by increasing the maxmum radius of next square spawning zone. So in the beginning you will start with easy moves ( 3-4 squares distance ) to finally reach more challenging distances.
fun game. You should make those medipack collision bigger and mayb making them last a bit longer. Not spawning back alligator give the player the feeling he can never succeed. Maybe infinite spawn + increasing life loss over time would make it feel he can survive forever.
Base idea is great but I quickly finished it by just rotating mouse wheel each time I encounter an item.
Maybe you could make it a puzzle game by letting people switch their sense a fixed amount of time ( let's say 5 ). Player should have to improve his way of exploring on each new try.
Very neat design. The game is very fresh and this universe ( space whale, pirate talks & stuff ) is fun. The harpoon mechanic could have became boring with time but you guys had this genius idea of non-flat border. I like the fact it's shaped like a treasure map.
The game still have rythm problem : You should autospawn monsters everytime the screen is empty. Clearing waves very fast is more secure but you also get those boring waiting time when nothing is on screen.
The difficulty curve itself is weird sometime there's huge jeelyfish spawn and sometime you have to wait 10 seconds on a blank screen to see a lonely whale pop.
Dont know if it is important for gameplay but after selection, the duck hunt and body are switched.
If you send your duck to fight too far from another duck it will go to left aimlessly. I had hard time understanding how to play because of this ( first 3-4 games )
I love the idea of gaining more knowledge about how duck work. The idea is good. But in the end I just ended looking for *spoiler alert* the messed up beak ones who can inflict more damages. Didn't have the feeling that turtle body really influence damage taken or wings increase dodge chance.
Some sfx would have been nice, especially for this type of fighting.
No lag here. The world was a bit too big, the death message really encourage you to start over, the many objectives are a good points.
But maybe you should have packed them on a smaller level.
The fact that the level scroll only when you're next to a side really increase the hugeness feeling of the starship. Most of the screen is filled with place you already visited.
I love the surprise when you reach a border ans discover the nice starfield.
Ok Ludumdare really need a trippy category to do justice to those kind of game. Until then I will consider it as a subcategory of mood and I'm sure giving you five star for the effort.
The music is incredible, and I like this glitchy shoot animation.
My best score is 650.
Yeah !! Bouncing blobs everywhere !!
Collisions need tweaking : I finished my first 4 play stuck in a blob. The problem is you have to choose between waiting for the 60 seconds or reload which mean one more introduction sequence.
Complete game with good tune, intro and ending. nice :)
:D This was some really good arcade frenzy ! I clicked on your game thumbnail because I was thinking I will play some kind of strategy game. And I was also thinking it after I read the game explanations. This was basic but fun as hell. Well done !
clever idea but the random animation is abit chunky and long, maybe ligthing them in a specific order and slowind down animation cycle until it stop would work better.
In my game there was also too much heart we ended with 8+ hearts each. I think you can add some more tools in the final version.
Can't wait to see all the awesome thing you could find for Armor, potion, spell scroll etc.
and maybe character class enhancing some item effects ? :)
You did a nice job on theme implementation.
Great colors, and nice arcade feeling. I think there's too much control inertia for a beat'em all. The game also lack some sound sfx and more Fx/shakin on impact. I would have prefer to use mousewheel to change weapon.
Also the targeting system is weird, some time people are in my target and won't be hit. Maybe don't try to compute collision with bullet but simply autohit baddies if they were near the target when shot.
Apart of that very good overall. congrats :)
Nice NES mood in this game.
You can't crouch to avoid knife which feel a bit unfair.
Also when you edit animation take care to reporduce some key elements with logic : For example when you hit with your punch your black belt go down by almost 4-5 pix its a lot. You dont need to put a lot of efforts on animations if you keep focus on small details like this.
Music loop is short but really get along with the arcade mood of the game.
I love the badass explosion in the end ! great final. The art are rough I almost gave up because I could not recognize any items, but finally by carefully reading explanations it was ok. The differents level situations were fun.
Nice ambience on this puzzle. I loved the fact that you find a good world and original hability names but I was a bit disapointed by the core mechanic : It seems you can only rely on chance whatever the choices you make. Resilience and Perseverance are probably the best choice if you want to improve your survival rate but it's still random in the end. The fact that you can use hability more by playing slowly kill the rythm of the game : You end up with an arcade game where most of your attention is focused on the top red bar.
Also changing your skill in the middle of the game dont have any sense because you dont get local gameplay element that would make one of the skill better in a specific situation.
Somehow, despite all of this I spent a lot of time in retries because your game have a very strong appaeal on me :)
The two endings are at different locations.
@Orni : done !! Sorry for being late I took the bad habit to put them online later when timelapse is ready too. Bad excuse :)
I plan to make an easier post-compo version. But I need people to judge me on this one that's LD rule. I'll post it in 20 days here and on my website. If you have time for this plz tell me on which part you gave up OR on which part you spent too much time.
@lotusgame I used MML for the music > here is the code:
#A=%1 @8 l8f4<c4r >f<cfd+d16d+16c4 r4^8>a+16<c16
d4>a+4 r a+ag16a16ra+<c4r2>
f4<c4r >f<cfg d+4r r4^8 f16g16g+gfd+fc>g+<c>f4 r2rrr1r1;
// RYTHM
%1 @9,,,36 q1
$>g<reo8l16cccc;
// BASS
%1 @1,,,30 o3 l8
$ frffrf l16 d+d+d+r l8 frffrd+16 l16 fgd+>a+r;
// MAIN
$A;r32$k-3A;
// ++
%1 @4q2,,40 %v2,4 v10
$l16ff((ff((ff((ff))ff))ff))ffff <ff((ff((ff((ff))ff))ff))ffff>
You may paste in this webtool : www.benjaminsoule.fr/tools/vmml
The second ending imply you DONT kill the cyclop. The problem is you still have access to the first one if you do so.
Thank you everyone for very detailed comment. I'm very happy to see that a lot of you tried very hard despite my difficulty balance mistake.
I sometime have the ffeling that some of you have no checkpoint at all. The game should let you restart at the point where you find your last object.
The problem is the first object you pick is far way in the game. I should have added one object sooner to add a checkpoint in the game...
@BluShine You really figured out what was the game problem. This lack of clearness between arcade and puzzle. For exemple those red little triangle guys can be passes without a fight or dodge move. But I think nobody actually find how, because most of the player was thinking it was just a difficult arcade part. From my point of view I was thinking they will struggle to find the easy way to go. That's why I was so light with checkpoints.
@tom7 Thanks for the bug report. It tooks me time to understand how you achieve to get the arrow back "after" the cyclop but know that I understand it makes me want to make it the normal way to get the second ending :D
I was not sure if the cute guy have leg or not maybe because they are black. The moving platform could be a little faster. There was a nice feeling in your entry I tried it 12-15 times and made it to the end.
The mix of 3D animation and 2D tiles is unexpectedly good. It seems like you designed fluid 2D animations like prince of persia. Even with only one button you suceeded in making fun fighting sequence, the skeleton behaviour is very neat.
Infact the audio too remind me prince of persia with the tac-tac-tac of mechanism :) This is where the nostalgic feeling is coming from...
This game is great, next step is the 0h gamejam. Anyway 7h is enough for you, it gives more chance to the others :P I dont want to see how perfect you can make this if we let you enough time to open labchirp or Bfxr
The gameplay is neat and this tree animation is gorgeous it looks like some mix between pixel art animation and motion tweens.
And this "time going seems to pass slowly when no one care about you..." I'm so surprised you took time to design philosphical-artsy stuff like this in just 7h.
Impressive.
I was stuck in lvl 2 because of this jump where my head hit a platform. There's a weird bug letting you fire multiple arrows without cooldown and sometime I get stuck on loading black screen of the level 1B When I restart.
For controls you could have get rid of this E key by just letting the player hold jump (spacebar) while jumping to slow down.
I wish I could reach other levels to fight ennemies, dont know why I can't pass this level 1B, maybe I miss something.
Best game I have tested so far in the one ammo category entry.
But I had a lot of problems with control : french keyboard can't wasd ( we zqsd ), so as usual I wanted to change my language preference but for some reasons the game app freeze some windows component and I had to play with my keyboard setting all messed up.
The second problem is SHIFT to back ENTER to continue. After many tries you'll tend to keep one of your finger on shift and when you finally success what will happen...? reflex retry :D It happens to me several times.
Great work, remind me the arcade game "Pang" where you also visit famous places. This kind of themes where pretty famous back in the 90's arcade. I love the way you took time to change every monster skin on each level. You should have put an outline on those boomerangs : brown sprites on red bg is almost invisible.
I went to the ??? but can't pass it. I only had one life left :)
the problem about the level is not that they are easy it's just that some of them are the same with a different shape. When you just solved a problem you want to see a brand new one, that's why the game seems slow.
Apart of that the game is great. I like the mechanic and also the word "echo". I wish you had time to implement some motion-tweening to see all my echoes moving around :)
Nice mood for this game, but there's no gameover sequence when I get caught I have to close the game and start again.
Sad but interesting game. It was very hard to understand the goat and upgrades mechanic, the fact that grey icon means you dont have the upgrade OR you have it but its unactive, is deceptive. Maybe hiding the price once you bought it.
Selecting the bucket everyday is boring, why not allocate it to someone until you change your mind ? ( like blanket )
Wow nice arts and unique mood but I was really ensure of what I was doing. I choosed random stuff without having any clue on how to be efficient.
I think it would work best with SFX and maybe somes retries.
Good beep and green flash when you succeed, Red flash and buzzer when you're wrong with 3x little hearts on top of the screen.
Nice game, but the game always end with a crash or an error.
The option system is good I like the fact you have to read then grab the falling option. I think it really improve the replayability of your game.
On level 3 I think pierce is way better than bounce ( even if you have spread ). The autofire should also increase your firerate, because you can emulate this powerup by just bashing your 'J' key.
I managed to escape but with only 2x statues.
I love the great overwhelming sensation when you enter labyrinth. After that you realize those lock-wall and things get a bit less fun. Moving in a labyrinth is already a stressful activity where you always ask yourself if you took good decisions, but if you add the fact that most of them can't be reversed...
I think I could have finished it
The music was working great for the game mood.
nice game, very unusual and neat implementation for the theme.
I finished it ! You really have a nice shadow-of-the-beast-ish mood on this one. The music is great I love your entry, I just wish you had more time to animate those scary monsters...
The idea of putting scrolling bonus on top and the hypnotic bgm are good.
You should make sure people dont respawn on bullet. Death on the is game seems a bit unfair since you dont have time to avoid bullets even if you watch closely on the side walls. Things get worse if you respawn left or right because you have 0 second to react on incoming bullets.
Very fun game, I never had such fun debating ! I love the invite/ridicule mechanic... It mades me end the game twice ! :D
Maybe you should make morale decrease slowly whyle crouching, so this move won't be so powerful. you would try do it very quick and play more dangerously.
I just came back here because I wanted to play your previous entries. I can't find any so I hope we'll see you again in April and August 2014 :D
The controls are very difficult to handle. When player have to choose a direction dont show a target, show the line starting from the character. Sometime the target was sticking to my cursor after I finished the action.
I also had problem building blocks. the block was most of the time stuck on the character and moving with him.
Fun game. The score system is good it makes me want to try again and again to improve my highscore. My best is 25.
The Sfx are very laggy, they are almost 0.5 second late on events like dart on target or gun explosion.
The microphone parts was very difficult for me whatever my settings. Incredible entry, I envy you guys, you surely had tons of fun on those 72h while making this !
Wow great gameplay... Sometime the ball get stuck into the bricks and behave strangely if you turn too fast but apart of that the collision engine works great.
Wow ! That was brilliant and innovative. Very fun to play.
Energy would deserve a bigger counter imho and also the darkening of the screen would be better if you encounter really darker dirt tiles instead of just darken the background.
Maybe, you should stop the bg music when your gameover sequence play.
Would be more a game if you each shape had a special effect on your build speed and you could build faster by using complex shape as building material.
The capture mechanic is fun. I think you shold not allow those very slow cull shot that stand in your base, maybe add a minimum cooldown + minimum range. I would have loved some upgrade system ( cull shot range, cull shot view area, better radar etc )
great game !!! I love the way you can manage you can change your position in 2 dimension with just one dimension control (ad). This cosinus waves are a great idea and you managed to design fun ennemies to wotk with it. congrats, imho the game deserve a much better overall position.
Wow great concept, but the controls... :-/ I wish I could only press space and select from a secret-of-mana-ish menu if I want to greate frog / grab food or anything else. Just arrow Key + action key could really help.
The game is playable and I like the block launching mecanic. The problem is that seeing only the bullet impact when you get hit is a bit weird, it dont give you enough informations about who is shooting you. The music is very nice.
My best is 158. It's getting easier when you realize you can focus on the collision with your reflect instead of the collision with the surface.
Also I think it would be better if you scroll your parallax in reverse when you go back to your position. Even if you dont go through all the real distance. Just a bit would work great.
Great idea. But It seems thant ennemies deal no damage to me ( maybe the gamedev mode ? ) . Also I was stuck 2x times because teleport didnt appear. I could finish the gam on my thierd attempt. Nice ending and nice colorful little planet :D
If you want to improve it : just shift the hero sprite position so its legs dont enter the floor :)
It was very moody but a bit short. The main tile is nicely done but some variety in tiles could help.
Fun ending.
my best score is 93. you should make hit zone larger than ennemies and spawn more to balance it :)
After the 2-3 for first attempt you start to die randomly. If I reload the entire game I can have the normal torch timing again. I think that startnig idea was pretty good. For the control It was a bit difficult too use arrow + space + mouse.
Good idea !! There's not enough F1-mole-racer around :D
nice snake game, but if every food spawn top what would be the reason to go deeper ? I spend most of my time on the 3-5 fisrt top lanes. It would be more fun with deeper objectives.
- If you have no interest in drilling emptyness or not drilling while you go in blocks, why adding a control on it... I think the game would be more fun in auto-drill mode. The basic action would be hyper ( with maybe more of them but less poser )
- The turning animation of the ship is a bit clunky when you go up and down. Maybe you should mix your actual angle and your target angle to get a smoother move.
- The hyper speed up animation is super cool. I like the slow before and the red drill which continue alone in the end.
I had a lot of fun playing this. My best is 5483. I which I had some hints for powerup effects.
- If you have no interest in drilling emptyness or not drilling while you go in blocks, why adding a control on it... I think the game would be more fun in auto-drill mode. The basic action would be hyper ( with maybe more of them but less poser )
- The turning animation of the ship is a bit clunky when you go up and down. Maybe you should mix your actual angle and your target angle to get a smoother move.
- The most contrasted blocks are diamonds one. It makes me want to avoid them, the deadly rocks should be the one with the more contrast. The fact that gold is like dirt ( with gold inside ) is a better way to analyze them as "diggable" maybe yo should do the same for diamonds.
- a Power bar instead of numbers would make you power management more visible.
- The music is good but the game need more sfx. drilling and diging sfx are ok, but I really wish I could hear those block explode/pop when I destroy them. I would bet perfect if those explosion sfx fit to the background music bpm.
The hyper animation is super cool. I like the slow before and the red drill which continue alone in the end.
I had a lot of fun playing this. My best is 5483. I whish I had some hints for powerup effects.
Well that was weird but totally playable. I finished it ( I mean without cheating :D ). I think I would not have succeeded if I didnt read the comment about multi jump.
nice scoring game and good rythm. I like the old school look. My best score was 40. It tooks me time to understand that worm queue wont hit me ( my 3rd game )
Gameplay is basic but it works. Maybe you could make it more "tactical" by just lower the dancer number and make them move very slowly toward so you can think of the best option to charge in any angle.
the collision with pig was very frustrating. Having to clic many time to run instead of hold left mouse button always pushing me into tragedies like : falling asleep just when I was near a pig or randomly walking into wall.
Apart from that, it was refreshing to be a leopard in the forest it's a very original world for a game.
no python here too. Is it possible to get an exe version ?
I think the control are what make this game interesting. Short but efficient gameplay. Well done.
I almost reached the ned but could not finish it. The water effect and stone/mine colors are nice. The screaming sfx of the dolphin is epic.
Fun game. I went to the to the stage where the square get faster ( 4 or 5 ) but could not pass this one. I liked the mood and the little animation/narative inbetween rounds.
It was a bit difficult to figure out what was the goal. Some action like the swap have absolutely no feedback if you swap same squares. Maybe you should make them flash or even better block the swap actions if both block are the same.
I think I passe the 3rd level without realizing it just by pressing a random key... I finally got blocked on the 4th one.
Good take on the classic sand game. Most of them have few or no gameplay but yours seems interesting. You shoudl try to ass bit of audio on this
I agree on the fact that the core idea is very neat. Teh execution and difficulty curve are also good. It's a bit slow but I had fun playing it. My best score is 134.
The warping walls make the ennemies fight sometime too easy. I really like the fact you can see them through the holes you dig.
You said you re not a music man but you put just what the game need in term of sfx feedback. They re very effective.
I could die achieving a lvl10 of tastiness ! I failes 3x 4x times to reach the bottom of the volcano before that. I would never have thought that volcana diving was so tricky :D
This was very hard. My best score is 327. I like the "dig or fall" concept and your dirt render.
I was thinking that hiding score at gameover was not good idea because I could not remember my score. But it was still there on next game so... :) I like the little body map.
@kragnir imho that's quite the opposite : the gameplay is nicely done but the effects could get some polish :)
I like the way waves become stronger with time + destroying cities, you can choose to go stealthy or destroying everything and face the consequences...
I'm not sure 2 currencies really work because you first want to get full upgrades BEFORE running for a highscore. As a consequence you never look for both ressources at the same time ( firt gem, then later gold ) so why not keeping only one and count it as a highscore ? ( so getting gems when you are full build still mean something )
For the effects I think the game would get more relief if the foreground was moving faster than the underground. It would mean a level bigger than the actual screensize. Same for the screen shaking, they should affect the underground with less impact than the foreground.
I'm not sure about this, but if you want to work again on the game, you should give it a try.
For the shoot fire fx you could try to impulse them with 50-75% of the ship velocity when he fire so they wont be so static.
Using the ship graphics for making the ship explosion particle also feels a bit weird. Using some specific ship parts graphics would have been better but I guess we can't do eveything we want in just 48h :D
Thanks for the game I had a lot of fun playing it !
Smooth moves and smooth scrolling :) I died with the 20 shells on my first attempt. It's a very classic video habit to think that you will be instant-saved by filling the game objective.
I like the music and the breathing sound at the surface ( even if volume is a bittoo high on this one ).
It would have been nicer with a retry button and a small title screen.
I would decrease shot speed to lower difficulty. I sometime spawn on rocks and instantly die. The little intro seentence was good but a bit repetitive. Maybe unactive it after the 3rd try ? Appart of that I was really interested in that O2->go back to surface mechanic. Maybe it would have been better for a Above the surface theme :D The steam-punk fish design is great.
This is un fun sandbox :) If you spent as much time playing with it than I did, I understand how you ran out of time :P
The execution is very good. The powerup systems made me think of tetrisgaiden on SNES. You have a nice sense to design puzzle piece, the color and designs are beautiful.
And you also have a nice little tune, so much work for 48h... Congrats !
Most of the time, adaptation of the game of life makes bad or unplayable/aimless games. But this one was pretty fun, the conquest mechanic + mushroom limitation add a lot of strategy. You could make it even more strateigc by limiting move... Let's say 5 move per turn ( cumulative ). Some sfx on add/remove mushrooms + expansion would add a lot.
Impressive game for a game jam *_*.
I played 3-4 games and at to fight really hard with this stock mecanic. It's interesting to play until you're really stuck. It will not kill you but instead make the game speed veeeery slow. You should be able to sacrifice something to release your stock. For exemple, drop an entire stock room but it will make police more suspicious or whatever.
Being able to toggle room activit by just clicking them would also be nice.
Aiming with the dynamite was quite fun. I also like the tiny dark characters.
This game leveldesign is brillant. It made me feel this old discovery feeling I had when I was kid playing on Mo5 or Amiga computers... Mainstream games are totally unable to do that.
The bounce / No gravity switch mechanic works perfect, I like fighting against clouds to bounce higher.
My highscore is 576.
I really love the graphics of your game. it really remind me my first step on 3D exploration games. the game was sort but really fun to play.
Fun game even when playing alone. The firre=spawn idea seems very innovative to me. Gravity games need some inertia but I think that turnspeed inertia is not a good idea. Inertia in speed is more than enough to make the dodging difficult.
Well I could wander around with my exiles, kill some red men with lasers & build tons of fences around my portal. I tried to bring food to my scout exiles, but when i drop it on the floor all the scout can do is taking and not fill up foodstock. I encouter few ennemies and didnt feel the urge to build defences. I gave up before I found the other portal mostly because the control are a bit repetitive. I wish I could give some waypoint to a unit so I dont have to move it each turn.
The music is very nice, the game itself is a very strange towerdefense type. Are tile applying damage when ennemies are on them ? no range ? Because if so, i'm not sure of what good a slower tile can be.
So refreshing. This one really have a HIGH replayability rate ! Too bad it's not a Ludum Dare vote category yet :D
But somehow, I feel robed on my first party *spoiler* :
- Mark found no gaming partner although I was kind enough to invite Mr Crepi to my party
- Ami miss booze and music and I had 2 on each of them ! ( w the draft beer system )
- I really worry about joe because he drank for two thinking his wife will take him home, but he was alone.
I could not manage to make the perfect party but tried only 3 times until now.
This game is incredible. You guys rock. I spent so much time on your game and even more checking your other works.
Everyone who check thsi game should have a look at the timelapse, very interesting. I love the way you use gale for leveldesign.
The game itself is pretty cool, I think I would have prefer some sword action for the basic attack, and some monters perspective made their 90 or 180 rotation a bit strange ( especially treefolk ). Infact those kind of monsters could easily move always facing camera, instead of being rotated.
Thid game should get more rating, someone should post about it. Maybe I'll do :D
Nie mechanic it was fun to play. Red and orange army ar a bit difficult to see on map, and there's no sign of units color in play ( but I think its ok with the minimap )
Bug : Some units can overlap. As a result the overlaped unit is not targatable anymore making it invicible.
Great boardgame entry !
The game works here.
It was a bit difficult to jump on small platform with a 3rd person view. Jumping flash on PSONE had a nice camera rotation on double jump you could be interested in : https://www.youtube.com/watch?v=vyQI10yfl1E&feature=youtu.be&t=1m10s
Nice entry but I zqs stuck reqlly fqst on level 5 or 6 the one zhich stqrt zith tzo bo;b ceilings
nice arts, this is a very unique entry. I would like more interraction, but the storytelling is very good and counterbalance this.
Fun game. It was not obvious what a planet need to be happy. The trade stuff definitively remind me of anno 1403 :) Really well done. I like that you took time to make the little space ship animations it add a lot to the ambient.
The flash player debug trace some bug when you try to use + and - buttons and there's nothing to scroll.
@JonathanG : scoring ( should be ) the number of planet linked in your longest chain.
@ncannasse : The game have no music, but you should have some sfx... Nobody can hear sounds ? For the disruptive aspect of law / events, I totally agree. The game is rather unfinished and it lacks some action spots. Terraforming would have help you to change a planet landtype & build was previously designed to modify your planet production. Its seems that 72h was not enough to add them all :D
@JonathanG : I made a quick fix for the influence & the trade bug thx for the report
my best socre : 98 ( 4 plays )
First of all for the other players : This game is not a 2 player game, you actually have to play both ships. This is more simple than it looks because most of the time there's only one red ship coming at the same time.
This is very fun to play, even if the core idea seems simple.
Congrats
Do you place might on a spellcaster and then cast it on another unit later ? Or do you place it on any unit on action phase ?
if might have been placed or cast on a spellsword what happens on a clash ? does the spellsword pass the might to the other unit ?
I'm not sure to understand the uturn description.
if I must attach it face up on the target it means that once casted on a facing opponent unit it can player again and again on each turn since the target will be on my control. Is there something I miss here ?
If I attach a might on an opponent spellcaster does it prevent him to play further spells ?
some other questions :
If might is attached to a spellcaster and then casted on an other spellcaster, on the next turn it can be casted again, but do the player HAVE TO play the spell ? and it goes the same for others spell, can I wait to play a spell until the best occasion or do i have to cast it when it's ready ?
One last question : Are spell discarded after one use ? I assumed that they were but after reading the rules again I'm not so sure about it.
Here's some client for realmriders : http://benjaminsoule.fr/games/realmraiders/
I guess my understanding of the rules is not good enough so it maybe not 100% accurate, plz let me now about it
Very neat idea and it totally fits to the theme.
The problem is you can kind of "cheat" every level by using just one block like an elevator. If you want to make it more puzzlish you should probably add some ruling, like you can change a block position only one time.
This way it should be possible to make some very challenging level.
For control I guess that just clicking one screen to swap would be easier than 1 2 3 4 keys
This is a nice game and a very cute concept / mood.
I'm not sure the 3d add anything to the game, artwork on title make me think that you could have achieve a better result with pixelart.
anyway congrats for making such a refreshing game in 72h.
Very neat idea. It's still in a sandbox form but could be implemented with a good gameplay.
Trying to find all the differents objetcs seems the obvious choice but you could also do great things with the filling concept. You could gain some space back by traveling and most objetcs by speaking. So if you spend to much time talking you inner wolrds get smaller but with a lot of objetcs and if you travel a lot it gots bigger but only with things you can see.
Choosing what you can speak about by rearranging your inner world in a speical talk bubble would be great. Especially if you can put objects together to make some kind of sentence. ("me"+"you"+"spaceship"+"moon")
I tooks me time to understand I had to walk while I turn. But after that control were ok. I only made the 2x first level but had fun with it. It think you should gameover on first death, note sure there's much sense in finishing a level with 1 or 2 bluedalfs...
Smart mechanic. But the best score in 10 levels is not the best way to expoit it imho, it's not very attractive. I would have prefer a level with some par score to reach or beat. ( = Connect world with 6 links or less )
I think it should be difficult but not impossible to make a solver that let you find the best result for a level. But maybe leveldeisgn 4-5 of them would be faster :)
My best socre is : 17108
Very innovative. I tink that hving to build your own bullet for a shooter is a very neat idea I will probably try to use one day.
The ressource collecting was strange to handle but actually fun to play with.
You should definitively try to spare some time for adding sfx on your next LD because you could add a lot, with just a few time spent on it.
Hey that's totally ok for a 16h game !! I play for 50-60 pts but didn't have the feeling game difficulty was increasing. Even with short time range try to add some difficulty curve ( it could be an incresing velocity on red star for example ).
I had hard time to understand how to drag stars because I didnt encounter any on the first 20 seonds of my two first try. So I was trying to "drag" the background stars and came back 2x time to read the description again.
The slow physic was fun to play, especially having to drag the star into but also avoiding the blackhole.
You could have use only one key for lock because 2 players on exit mean level finish. Making a little press key text blinking above exit mean you would not even rely on the instruction for people to understand the game ( I didnt read it at first, but was unaware of lock key ).
Nice execution I had fun playing it ! You shoudl really try some pixelart editor to make small sprites for your game it would add a lot.
I like the world system but I'm not very fond of the control. At first I was thinking I had control over gravity by turning and it tooks me time to realize that the ball was not moving with the board.
It results in some strange collision if you turn really fast.
I think I owuld have more fun with the game and especially the quarter generation system, with just a classic controllable ball ( arrow key ) being bumped away on collisions.
@shatterhand there's one too much "http/" to delete in the url.
My best score is 13 souls it works pretty well and the acceleration make you want to take a lot of risks in early game which is good.
For the control you should add that left button "switch" between ascend and descend mode. Without that people will try to play this in flappy bird mode. you could also add an arrow in the ui showing your current direction (up/down)
collisions sometime occurs when pieces are not in contact.
When tweaking bounding box you should always try to make them too small rather than too large. Large bounding box tends to keep players frustrated.
For example in modern shooters designer often use a bounding box really smaller than the spaceship of the hero, because it gave to the player the feeling of being super good at dodging bullets :)
I could not get pasth the first turn but tried very hard... :)
The highlight bug is a bit frustrating, I also had no idea of the building price I could never buy the last military building even with 5600 funds
This is interesting but maybe it would have been more intuitive to switch the link between the two modes instead of clicking the planets. I would also like some sort of scoring instead of just infinite goals generator.
Good narrative, I like the story too. I was stuck in the beginning unable to find the catapult ( misses the crossroad ) maybe letting player see it from the outside might help.
After that it was funny, not too not to difficult. a very good entry !
Yet, I think the music was killing the mood, not bad but a quieter would have been better.
my favorite quote : "I know bacon is very special to you mum" :D
nice tak on Scotland Yard. Once you understand the game it's easy to catch the target on second turn because we start very close of it. Apart of that I think the leveldesign is not good for this game, the building thing is a good idea but the node lack connections and those full color zone dont help the game. I think it will be more fun on a more connected and color shuffled map.
nice sokoban like. And the book ground is a nice idea. The log mechanic is also good but some motion tween on log roll & ice slide would really help to understand what happen.
very inoovative world and scenario for a shooter. My nano-friends was helping me shooting at first but then stoped to fire at ennemies without any reasons on every game.
bonus pointfor the Y projectile who get stucks on nanos and must be cleared. It would have been so fun if your firend would have actually try to fire at you to help to get rid of them.
First I found the hack game a bit cheap but after many tries I finally got hooked to the game. There's a very good rythm in this entry, congrats !
Fun shooter. I found it a bit difficult but it gets esier once you start to hold left & right for maximum damage.
I think some sfx and invulnerability timer when you get hit would make the death sequence less messy.
like the followers score thing :)
Hey you can't be wrong with some katamari-damacy-esque world hoarder game :D You should just deactive collision sounds on planets once they got stuck in the chain because the final result is a sound fx mess... Yeee-Haw
Some progression bar would make it looks more like a travel.
For the 3d Effect, last spawned objects should appear behind the others not the opposite.
Same for the speed : The far object should travel slower than the real near ones. It would improve the 3D speed effect but it would probably make the game more difficult.
Bonus for the mission selection screen !
interesting game. The different zooms on each worlds make the gameplay very special. I died many times trying to play, I'm not sure that bottomless pit on first level is a good idea. You should make a safer first level. Great entry anyway !
I had some fun with connecting ressource thing bu I had no idea what is the game end condition.
I had hard time understand that people wander around when they can't do a task. I think it would be better to make them stay at home instead. Especially for the plant tree which need wood... I didnt know that and was thinking the action have a bug.
The music fit really well to the mood. And even if it was a bit long I enjoyed my 2x plays of your game.
it works fine here.
The design of the spaceships si very nice I dig it !
The gameplay itself is a bit crude but functionnal. I was about to give up thinking there was an infinite respawn of asteoid then I read your description better, and felt the urge to clean this asteroid sceen. I spend one whole hour trying without success... Were you able to do it, yourself ?
Some suggestions :
- Make the hero bounding box smaller. It's not about difficulty it's about fairness, it's very frustrating to die when asteroids come near without actually touching you. Most shooter even make bounding box smaller than the ship graphics so player have the feeling to be some sort of super bullet dodger :)
- The sfx for shooters are easy to make especially with sfxr and they would add a lot to the mood of your game.
- The ships need to explode. I know we are in space and stuff, but it's also a videogame and player like big explosion ( especialy with screenshakes )
- For your AI problem you should just try to turn your ennemy gfx 90° and they should look a lot smarter :D
My best is 3'13"36 I like this game a lot !
You could had in the shooter world some powerups for the collect world ( like magnet, +1 armor point et )
Beautiful textures and music. I didnt find any exit in the sand world and could not get back up in the black world after I fall.
Well I could selectp lanet and build path but it seems there's no effect on ressources. energy is still droping
The board is neat. I like it. But I'm not sure the rules are ok. The one step / one move make the defensive strategy the most efficient because you know clearly which move are safe and which are unsafe. From here, the first player who make an unsafe move will probably suffer a loss. So like in chess you can protect your piece with others but I'm not sure it will be that fun.
Well it's only suppositions because I didnt played it with friends. Maybe the 3x players stuff will correct it. I suppose you dont want to see your 2x opponents destroying each others and taking points without jumping in too :D
Anyway very interesting board, this triangle-square mashup is genius.
Very fun gameplay, this wa shilarious ! Your first game ever ? Gamedev is definitively a thing you should spend more time on.
good leveldesign you could have fill the gap between lvl 4 & 5 with more easier level. I didnt find the solution or lvl 6.
Wow very nice game. I was so hooked that I had to check your previous LD entries after finishing hit... And it looks it's the first one so I will defintively look forward next LD to check your games :D
The 7 world have solid leveldesign and the weapon collection really give a megaman feeling :)
I like the game, but I spend too much time searching for free space ( square with no face on both world ). I think some helper to see that, blinking light on free space for example, would let player concentrate on the pushing/pulling aspect of the game.
There's also a gap between tutorials levels and "full" level where you could insert some easier level with 25% 50% and 75% fill.
speed up on music on an unlimited time puzzle feels weird.
Lol :) Some awesomes quotes here ! There's a lot of game with undeads but quantic undead is a lot more fun :)
Bug (+spoiler) : on the last sequence the first time I clicked on the plug for the anvil shrodinger was walking without moving. After that with a second click the anvi lanim played but shrodinger stayed in that stance ( no death anim or splash, just walking )
I can't play it because of my azerty keyboard. Fullscreen prevent me from language shift. Please add arrow keys on your next LD entries so frenchies can enjoy your games too :)
Hey ! super nice lolo-like, SO much better than my first attempt with jamajama on frutiparc :) I'm currently blocked on lvl 10 but want to come back to it. Fun facts : I never spoke to the old dude until lvl6 where I was stuck. And the guys answered me he could not help :-/.
I also had hard time with fireball because I thought it was fire on contacts ( you can use it like this until very late level ) So maybe adding one level when you force player to use from a distance in the first levels would help for a final version. Nice sprites and anims :D Next step is the death anim instead of this meh splash anim !
Congrats !
Oh ! and your tower miss a shadow dark green pixel at the base on the left :-P
This rules are too similar to carcassone, only the blackhole card is different ( but it has a good design ). Nevertheless, it's a very good universe adaptation.
The control are not really intuitive I spend a lot of time mastering them. I think I would have go for left click move, right click search, right click on foot > hide if possible.
The game is pretty good. I finished it with a lot of fear, well done.
On my first game my character was going top without me touching the keyboard, then he left the arena, then he left screen and maximus seemed pretty confused about it.
On my second attempt I could fight but when I tried to defend the game froze with the maximus attack loop. I had to restart.
At this point, I was ready to give up, but I read the good comments and wanted to try it again. I played 3-4 more games with no bug the game is pretty good and the IA fun to play with. I could not beat more than 3 opponent.
I think the game is really easier with the axe. And I like the funny SFX :)
Your end level detection is not working if at least one critter die in the process. Is there any difference between brick and walls struct ? It also seems that the exit sprite is hiding your ending ending critter's animation.
Funy game. But I got stuck one the platforms with spawning / vanishing spikes. I'm not fond of false spikes experiences...
Nice platformer, I think the leveldesign and difficulty curve was totally ok until I reach that part at the bottom right of the screen when you have to climb with two spikes + a fireball. I could never get throught it. The sfx were fun :)
Hey this is good and I like the musics, but a rythm game need more feed back. For example a shockwave effect + flash when you successfully trigger a note. Also having to move on other lanes to reach a note break the rythm game feeling. because you dont have to make this in rythm with the beat.
Anyway that was a very good attempt for a 72h jam, you guys did a very good job, I wish you had time to design more level !
I wish you had more time for the game and also for the story this intro is really cute.
The gameover condition when villagers reach doctor is too fast. IT happens even when they are one room away from him.
Appart of that the core idea is solid, and very innovative. It's also a very good use for the theme.
The design of the world and the mechanics is awesome. I just had to see the first 30 seconds of the video to realize the huge potential of this game. Unfortunately the level is not as great, the start is a bit linear and the ending seems a bit out of design control. I could finish it without having to use most of the last gems. Anyway, designing a good level for this game deserve way more than 48h imho and what you could achieve in such a short time is great. Only 3x different worlds would have make your leveldesign work a lot easier.
PS : the gem collision box position is too low.
I had noOne to play with it would have been nice to make a fast IA ( even a dumb one ) to play with.
The simultaneous commands looks interesting to play. I wonder if it would work for 8-16 players tactical games
It tooks me time to get use to the control, but after 3-4 games it was quite funny to play. My highscore was 48 after 15-20 games.
The graphics and music are very nice ! Is the game finished ? There's a lot fo place with no collision map and it seems there's no castle behind the cyclop. I could not find a way to drop my items in the stash and I could not find a use for most of the anyway. However it's still an huge ammount of work for a 72h jam and it's also a very good execution for the theme.
The game suffer from having no SFX. Some sword, hit and grab item sfx would add a lot to the mood.
That was hilarious. I love it
Fun to play and I like the graphism and mood. On my second game space br was not working for some reasons, I had to resfresh screen.
It was shot but the execution is really good. In the city the car go under one of the building.
The core idea is a good one for this theme but I think the leveldesign needs tuning especially on the last 3-4 rooms which are totally appart from the first ones. Trying to bring the player in one of them without reaching the exit, then having to turn light off to continue would have been more fun.
Very fun to play. The wall building was weird. I was always building a small wall even if I wait. I had to come back to ti to buidl a large one. Not veru sure of what happen.
Appart of that the game was celar and very addictive.
This is a great start I had fun moving my train around the different cities. My friend told me about Transarctica ( Amiga/Atari era ) Now I want to try this one too maybe you coud have a look at it, sounds very inspiring.
Very great mood on this game. I wish this spell names & lifebar dont take so much space on my already too small glass. I almost completed my glass but could not reach the end because of the lack of spawn points
I really like the gamdesign. And this vanishing roof... I love it I dont know why.
I had no problem with the gfx they are totally efficient but the game was too easy I wish they were more unexpected events coming ( crows in fish ? etc ). A fun thing would be to cut outside view when you are in the house so you would spend time to check outside instead of sleeping & watching.
I had problem to get the health + the fact that I can farm. The hint are not enough you should add some "click to famr" text.
You should also edit a more complete game description on the LD page
55 ! ( On the web version ).
I challenge you to make as much juggle on my game ! :D
The intro screen is gold.
The fact that you put fog on war forbid me to react to opponent strategy. So how can I take advantage of the rock/paper/scissor mechanic ?
Anyway this is a good entry, and I like the triangle ressources and the amazing victory jingle !
I dig the additional limitation rules, I'll rate overall and theme higher because of it.
I can only hear the sound of the spoon weapon. I never kill any zombies with it. I tried 2-3 times.
The light mask is cool. And the zombi walk/collision system seems good too. I wish I could kill some zombies to see more of it.
Love it but I was stuck on the double spikes zone when you have to use gravity many times. It seems the bullets could not kill me ?
I could not achieve more than 4. Using camera position to represent cube side velocty instead would help to find a stable position more easily
@sanguine Ouch ! You're right !!! T_T I shoudl have check at least one juggle tutorial before working on it. Now I can't help thinkinh on how I could create control for the real one :D
@all thx for the nice comments !
@pht59x yes, once again I made a very difficult game, I never learn... Even passing the tutorial is a challenge :D
Really fun. I think the game without realy is more fun to play despite the difficulty. The yellow light help a lot and is a very good idea. The instant menu screen when you die is a bit crude. Some nice explosion with a pause then back to menu would have been nicer :)
Despite the bad controls I had a lot of fun playing it.
The strategy involved in the position of each eleves is very challenging.
There's a bug where sometime the game end turn when I still have elf left.
For the control I would have done :
- left clic for selection
- left clic for move
- right clic for spend ALL move left & cycle to next elf.
You should move the snowman one by one with small pause betweend each move so player can understand what happens.
The blood to show defeat is a good idea.
You could have show move left with small colored dots above elves on your turn.
It tooks me 2-3 games to get the hang of it but after it was ok . I love the background voice and the music. But the fact you dont have to follow the rythm to spawn cube take a lot of fun away.
Hey this is REAL procedural gameplay. I have seens tons of attempt to do that but this one is the best.
I totally love the fact than your control panel is actually a game component.
Adding sound this way was also a cool idea, too bad you had no time to complete it.
It would be nice to have a letter list to know what we hold.
It's also possible to run throught a door bringin back the key by open and close it fast and croos it during the animation. You should probably lock player move while you open/close door and accelerate the animation to keep a fast pace.
It's not working here. The game freeze on launching. I waited for 10 minutes then gave up. I'm using Windows 7
I spent an hour on it too. This is a very good entry.
I spent a lot of time in fruitless searches after unlocking the 7th gem because I didnt notice that each gem was spawning a platform. I was thinking one was missing and I needed the 4th air upgrade to go top.
The physic was perfect and I was in love with the big jump after the wall jump upgrade, when you have to fall in the hole from the top. It gaves me some vertigo feeling, very unexpected from a 2D platform game.
I think your magnify effect is not just a tool to respect the theme it also gives a whole new dimention and change perspective when you have to :
- look for a specific point :
- jump to a high point and keep track of your path
- fall in an abyss dodging spikes.
I'm usually fond of 4 colors gameboy style palettes but I think this game would have benefit from a larger palette. It would have let you design some area with specific colors improving the player ability to identify a zone and search for it later on the map.
This was interesting. I only made 3 tries but I think I could have do more with just some small screen animations. Face animations are not very long to produce and would add a lot to the mood and replayability of your game. I guess it was already difficult to produce all this content in just 10 hours, congratulations. You have great sense of storytelling and nice gfx, I hope you ll be able to work for 48h on the next LD :)
160 Mo ? can't imagine the size fo all those textures :) Anyways they were totally right used on this game, this intro end outro are gorgeous. Professional.
The gameplay is not that interesting. No use in reducing range of the radar ( could have increase ship spawn rate ? ) and sometime you get the feeling that nothing you could have done would have save santa.
Maybe the gameplay could have been improved with :
- hold mouse button to improve range
- No sensor max range
- instead range increase really slowly when it gets big
- After detection the sensor size come back to normal
- interceptor are destroyed on use
- new interceptor spawn regularly only if sensor are at normal size.
Impressive team work, and funny description.
The engine and the gfx are great and I love the main character. The music is also very good it bring very good vibes on the game. But the game is really short and the level designs are not very interesting.
Very innovative. Not really fun to play but nevertheless addictive... :) I could get alsmot 75% of the screen but could not get rid of the others colo totally. I think the core mechanic deserve a more strategic version, maybe turn by turn with some way to use left right up and down moves as ressources.
I would have love to see a timelapse of my game ( like in populous )
Hey great experience. It sure lacks some interactivity but the mood is top notch.
It looks like there's a gap in the collision mesh. maybe 14-16 pixel top an 4-6 left. So I'm always floating above plaforms, it'ss really hard to understand when I will fall or not. I could not go higher than the first floor...
The moving shadow in the background really scared me :) Yhe platformer itsselef is very difficutl to handle. The jump is short and the moving platforms too quick.
The two weapons seems to have a good balance. I love your crawing torso guy animation :)
my best is 136
The mechanic is very innovative indeed but I'm totally unable to predict what will happen on each collision. I mean If I'm yellow and I push a yellow circle on a blue triangle. Will it change color ? With the triangle make the circle dissapear ?
There's two protagonists on a collision and without any additional informations on how you choose a power instead of another, I can't understand well how to play the game.
ok nevermind :) I get it now. The gameplay is very good. could have work for the artifical life theme too.
Well done. You breath life into this boss pretty well with just shapes colors and move behaviors. Of course there was some problem with the view + masked zone but it let you fulfil the theme pretty well, so I think it's ok.
I'm not sure this is the final version of your game here :
- I could not find a briefcase in the level
- I met th snowman but there's no collision with him. So no gameover conditions.
You should really end the game when the player reach the bottom. The game need a condition to be ended anyway.
Clever and fun to play.
But The difficulty curve is more like a gentle slope THEN a wall. I think rabbit spawn rate need more tweak. The jump sfx was also a bit repetitive, it dissuaded me from playing long sessions.
Now I'm disappointed. You were one health bar away from finishing it ! The graphics + collisions + Fx works very well, it's a pity to not take 1-2h to put a gameplay + win condition on it.
Maybe your core idea for the game was bigger than that and unreachable in 48h. But a simple version of the game was totally possible to achieve.
Spend two hours on it with my neighbour upstairs and I could finally go throught all the sequence.
Maybe the longest time spent on testing a LD game, I love it :)
The game is way too easy on start... I start to have fun only at level 7 or 8, but I died shortly after that :D I was very frustrated but decided to go for one more try. But the first levels refrain me from a 3rd play. I like your theme interpretention : scrolling beat'em'all on one screen. Genius. 5 stars for theme !
Very fun to play. The gold drop + price on shop is really well done. Good balance. And I also like the way the base of the tank move ( jerky8 direction vs. fluid 360° for canon ). The game would have benefit from a score : tanks destroyed, total gold or anything that help player keep tracks of is own improvment or challenge friends.
Fun game but WAY too difficult. I never were able to gain 50 gold by myself.
The only times it happens it was thanks to a bug spawning tons of gold. And even in this situation It tooks so much time to grab the coins AND reach the construction point than I died 3 seconds after seeing my turret...
The ships being small is not a problem, but the particles are too big and it makes the game unclear.
Despite all of this I like the game, and tried it many time (8-10) before giving up.
I had an error ingame "helbeam.png" could not be loaded ( they can heal each others ?! o_O ). The game was fun to play but became boring later because you just spend time dodging and cycling color at regular interval. I like the sfx which give a strong feedback.
Avoiding player position to spawn new bugs would limit the spawn-hit frustration I had often.
I could not move the knight with left and right buttons they were just changing knight direction. I could use arrow instead so I was able to play the game. The game was fun, but I was very frustrated by not being able to jump, especially when I land behind an ennemy and have to follow him or even push him in the princess arms... :-/ The music and arts are gold and they really go along.
There was a "wall" of mage phenomen when too much mage with low hp stack together. They can instant focus first mage they meet and loose life very slowly
I played 2x games and most of the time the winning lane was the lane with the "wall" and I had now clue on how to create this.
You re not so far from a finished game. Next time try to spend 1-2h on SFX + title screen + gameover sequence and dont need more to make a full game. I had pretty much fun playing it even in this state, tried it 6-8 times.
The flame feels a bit overpowered but I guess you had no time for balance.
Hey everything about this game is cool. First I was surprised with the control but I got used to it pretty fast. The story part is nice. I was also surprised when I saw the "arcade" part but here again it ended to be pretty fun to play. Just one negative point. Usually when you press action during a textbox with letter spawn fx it just jump to full-text display, in your case you jump back to the text fx start which is a bit annoying.
I like the minecraftesque mood of it :) surely come from the music.
This is clever. Very interesting way to criticize the casual gameplay drift.
interesting but it woudl have been more fun with increasing difficulty. The island scroll + sea was erh... unique :)
My best is 271 sec. This was totally apocalyptic ^^
I think the game could be less chaotic with :
- worker try to fill gaps closer to the factory first
- hole appear near another hole(90%) or in a random spot (10%)
I like the control system. A classic mouse aiming would have made the game totally boring. The "special" feels a bit weak imho...
no end condition when we reach black target ? I think the double control was a good starting idea, you should have take time to design good level to exploit it
innovative control and gameplay !
This is a great game. The LD theme is thematic is really well done. Some comments :
- The bumpers dont seems bumpy enough. Dont really know if they need more force, more animation or another sfx but they dont looks like bumper right now
- If you hold shift and the ball fall on a bat, the bat moves end send back your ball even if you keep holding the key.
- Maybe I miss it but there's no light to show you when coffee is active.
I could not see the power bars on my screen ( my screen is 1024x600 ). The game was still totally playable and I had a lot of fun during 8-10 plays. I think the invulnerability + disable shoot on hit is a good idea but it's very long and most of the time I end up loosing my 3x life in a row. Maybe shorten the no shoot time while keeping the same time for invulnerability would help player to stay in the game longer and benefit form their three lives.
The level up and leveldown jingle are fun but they repeat when your bar is full then go down again... Maybe forbid a leveldown 5 seconds after a levelup would solve this.
The wall jump is difficult to handle but it seems fun. It's unclear which button each squirrel much reach, you should have use blue and red color for them.
It would hace been more fun with an AI to fight. Even after 2x games I wa snot bale to say exactly how Retention works.
Really nice execution I was hooked for 3x games in a row.
I think you could have make it more interesting by just swap the parameter menu with a 5x levels challenge. each one unlock the next, 5-6 minutes per rounds. I would have give twice more time with just this.
I got halfway with 6-8 tries. But the lack chekpoints really exhausted me. I like the gfx but the teleport tiles seems too solid for my taste :)
On my first game I waited for a long time for green stuff to spawn. Then I realize that this yellow was kind of greenish :)
Can't do more than 4263 the plays are REALLY short. Trying to grab bonus who try to kill me is actually a lot of fun.
For a die'n'retry this gameover pause seems an eternity.
fun to play but maybe too short. I think that 1-2 more ennemies behaviour/color ( static path / dash when see hero ) and you would be able to design 10 nice levels.
This was fun enough to play but Some retry number or timer ( even an easy one ) would have make it more challenging.
Nice GFX and Fx but the veritcal tunnel with black tubes was very diificult to beat. I was not able to finish it.
This is short but good. I like the way the camera show you the next level, and the open-the-wall porgression.
It was not very intuitive and I almost gave up on my first play. Then I played again later and had a lot of fun with it once I understand what was happening. I like the torch mechanic but a very large part of the game only rely on it. And also i'm a totally fond of your menu bgm. I added it to my 8bit music collection.
So good.
I never had such a detective feeling since Maupiti Island ( Amiga ) I played 3x times
It tooks me 2-3 games to understand what happens but after that it was ok. I think the game could improve with the following :
- decrease/increase spawn chance for food type if they are too much or none in the grid.
- The food + client vanishing when you success is not rewarding enough for the player... Maybe add some animation fo the food flying TO the client then the client dissapear with some nice effect.
The gameplay is very innovative.
Nice engine. The graphics and mood are very good. The current transition between levels makes no justice to how good the core idea is : You should have try a seamless transition :
Constantly Zoom in and out depending on player "height" ( = distance to center ) and when and empty zone reach the screen spawn the new level above the first one.
More easy to describe than code of course :)
bombs needs a limit. maybe 6-8 max on screen. Or maybe a limited number of bombs but you can kill zombis by throwing zombis parts. The combo hit would produce more bombs.
best score : 38600
The game is cool but you could improve it with very simple tasks :
- remove bullets once they hit the dragon. make it blink or add an animation on the impact if possible.
- make a score display ingame so we can see our progress.
I love the strategy of this gameplay. It would have been perfect with different monsters type. I know it's not compatible with your progressive stats for monster but if you display bat for top init, turtle for top life and wolf for top attack, the player will know which monster he dont want to encounter.
- add 3 others monsters ( crab for life+init, bear for life+att and snake for att+init ) and you can deal with draw on top value.
- add 1 monster for balanced stats and a set of 3-4 colors for each 7 monsters and you deal with all your stats possibilities :)
Note sure it is what the game need the most, but It would be really fun to running through the dungeon with a monster in mind you dont want to encounter.
Oh even if the graphics are minimalistics, you have a lot of taste for colors and design.
I like the fact that you have to deal with the white ball you produce. Appart of that the game need some extra work especially on a death effet + gameover sequence. The lack of health bar made me think I was dying for no reason.
Very refreshing gameplay. You could boost this game replayability with more events + rooms to build etc. But what have been done in 48 is yet amazing. I could finish it on my 2nd attempt.
I like the retro feeling ( sfx + control ) but I would have expected an asteroid respawn when I kill all the asteroid or get all bonus. In this state the game seems unfinished. A simple explosion animation on collision & a level finish detection would have make it a "full" game.
This is awesome. I have aready seen multiplayer games on LD but most of them was unfinished or not very playable. This is totally insane with 5 players, snowballs everywhere and ( lol ) 3 HP lifebar :D
Nice maze game, I like the magnify control they are clever.
And the little rainbow trace is nice too :) Some monsters even simple ( static or moving in a loop ) would have help to make the player want to explore the maze.
It was a nice story. I especially like the gfx+sfx on the ending. By the way summers seems pretty harsh on this island :)
Very fun game. It started to run very slow around 40.
When you come back from the car zone you spawn at the unicorn center. The zones were a bit too big for me.
Your pixels are awesomes. I was also thinking that the bubble-bobble-like games were the right track for this theme, but I was unable to find a good/original weapon mechanic so I had to change my idea.
Apart from the z+x for launch which is a bit tricky, everything else is work fine. I think that just use the z to launch would have been ok, but maybe you want people to stack more dinosaurs on their head ?
The freeze / unfreeze animation really remind me snowbros and the sound design fit in perfectly.
Ideas if you want to work on a post-compo version :
- launching monster on other monsters stun/freeze them
- stacked monsters are launched one by one
- collecting book improve icing power/speed ( reset on each level )
great introduction. The tutorial text is to ofast and the first time I was blocked not knowing why clicking on ship dont do anything ( the F message appears a very short time ) Appart of that the weapon mechanic is unique and truely fun to play. Well done. Maybe the background music is a bit repetitive.
crazy game o_O Nice progression system I like this camera moves, they really add violence into the game
It looks great, I was alone so I launched multiple windows to test it. I totally like the freeze unfreeze mechanic I will keep this and play it on my next LAN session
Everything dissapear when I start playing and I'm not sure it's a part of the gameplay or not... :)
Ok now I get it and can test the game. It was a very poetic travel, some music would add a lot to the mood but I can see you added it to the post-compo version. It would have been more fun to play if closing the eyes ( not clicking ) helped you in any way in the gameplay. For example, if you could see window's content only when not looking
Nice fireworks !! But the game would have been better with some ennemies to use your unconventional weapon on... ^^
Hey ! I remember cohack, it was a great game ! Why dont you let us playing this one ? :D
My best best score is 3061 ( tried it 7-8 times ). That was great, and this seppuku animation is gorgeous !
Once you destory the front buildings, no more red windows appears... My mosnter is still wreaking havoc as I type this :) The concept is really fun I love it.
The problem is you want claws as low as possible because most buildings are small one. So the higher the claw the less efficient it is. It spoils a bit the build mechanic.
Also at some points, building dont play their fall animations when they collapse and just vanish.
I love it, especially the boss fight when you hav to undestand what t odo with no innstructions.
I just think yous should add some feedback when we use shampoo but failed to wash ( ex : just one bubble, or flashing hairs )
the difficulty curve is very good. I go to lvl 7 then get bored but I had time to learn a lot of new spanish words thanks to you :)
This was short but good. I like the artwork style and the fact you desaturate colors when player get hit. On some level you spawn too close from monsters. The game would improve greatly with just 3-4 sounds. You should have a look at Bfxr ou Labchirp for next LD
very fun, and nice job with the music. Just because of the lack of ending screen the game looks quite unfinished. By just adding a "gameover" and "press <a> to continue" message to go back to menu, you could correct it and let enough time to player to see his score.
I also think you can improve greatly your overal but just spending 30min-1hour on sprite design
fun and innovative gameplay. The swing mechanic remind me the old game Rodland somehow. I lost my 2 first tries trying to swing monsters with my ship moves insteas of using mouse, but after I got it, the game was feeling pretty good. You also have a very nice title screen !
the music sounds good and graphics are ok too but you should have put some extra difficulty on waves to make the game more challenging. I also like the fact that the picture on the wall have 12x more color than the whole game :)
Well that's good and you had time for a rather good tutorial in such a short time. It still tooks me time to figure out how to manage those fight sequences but finally it was ok
innovative control and smart idea for the space panic key. More unconventional control than unconventional weapon but who cares ? :)
funny entry. My best score ( without using the baby-in-the-wardrobe cheatcode ) is 1 cloth left. I think some feedback when you active the baby but have wrong conditions would help to understand what happens.
I love it. You took time to make different music for each interface, which is great for a 72h compo.
Even with the controls listed it was difficult to handle and undesrtand what happens. Since controls depends of your form ( swift / shield / sword ) maybe you shoudl add an ingame instruction bar listing ONLY the controls of your current form. This way people wont get stucj on first screen anymore and they will learn the different moves one by one.
the rolling heads somehow made me think to Sen to Chihiro yubaba's 3x heads. The game was fun enough to play, some animations woudl add a lot. The red explosion is pretty.
I think that if we have a belt cannon you should make player point to mouse and not moving direction.
There's a nice athmosphere but the keyboard + mouse contro lare almost unusable. why do you move cursor when player move ? Yo should probably let mouse control cursor only and dont let the player move interfere.
nice feedback on charm action with your little hearts animation. The weapno somtime feels too powerful, mayb some monsters with hp ( whar resist ) would have help to make the game more challenging. I like the blow and pop sfx a lot but I'm not fond of the end level and new level tada!
The core idea is great but the engine needs more tweaking. The ball of the first levels are falling off the making the level impossible to finish. Then I was stuck in the grey platform just near the teleporter.
Sometime when I spawn the ground dissapear and everything is falling ( monsters too ) Apart of that the game mechanics and the music seems good.
I love this almighty katamari feeling so much. I'm not sure the climb-on-your-weapon mechanic of the 2nd level really works, it feels a bit random.
Good entry, and very unconventional weapon :) The fact that you can still move after death is a bit confusing you should lock the camera or block control after death.
nice colors and animations. The leveldesign is not that good with a lot of difficult jumps, and most of the monsters dont really try to kill the hero. Infact your biggest foes are the acid spots. But it's still a very original universe + and a very unconventional weapon.The first time I inject into a boss reminded me the whale fight in new zealand story
Well it's very hard to get rid of that red ships but the game is great. It would have been even better with some audio sfx.
The slow pace almost made me give up on first games but I got hooked with the $$ progression. I still think the game is a bit too slow, but it's still fun to play.
Well I had fun playing it, but even after 3 attempt, I still have no idea on how I get money.
the audio is creepy, it adds a lot to the mood of your game.
Difficult but very rewarding when you get used to it !
Great work on the impact feedback fx + pause tempo.
Great overal I'm nota big fan of sfx with mouth but I must say your sfx are very good, I'm not getting sick of them even after 6-7 plays. The difficulty curve is also nicely done. congrats
Haha I love the you miss > you loose style of the BOOMerang. Well done, this is a very funny concept.
Fun mechanic.
For your next LD plz have a look at tools like bfxr or labchirp, some sfx would greatly improve your game with just 1-2h of work.
I read your additional infos and here are my ideas for balance :
- keep an ammo counter for each colors ( maxed at 10-12 )
- refill color when a colored monster walk on a white square
> this way full colored level will leave player with few ressources
> painting at start will be easy, as everything color refill quickly
- make lvl2 monsters delete the color when they leave a square.
- make lvl3 2x2 monsters with more hp
- make lvl4 2x2 monsters with more hp + delete hability
> just add difficulty as time pass by spawning more dangerous ennemies.
Lol funny idead. And I love that gameover bango jingle :)
However ennemies and shots collisions were sometime a bit messy and the difficulty curve maybe a bit too slow.
The game is innoventive and the weapon IS unconventional. Some of the killzones are really too small to be effectives. I think that spikes or lazers wall with instant death on touch would have feel more rewarding for this game. Sometime drones enter and leave killzone without apparent damage.
Men stop without moving when they meet you position. To kill them you just have to jump without moving when they reach you. Apart fo that the game is fun to play. The fact that you chance lamp positions make each game interesting.
I could understand the game on first play because I read the how to play before start. I failed on lvl4-5 (monkey target) because of some bug : When the level start my previous customers was still there then the customers reseted and I was serving two non-targets customer when the game gave me the gameover message for no apparent reasons.
Apart of that I found the concept quite interesting and fun to play. The game would have been a lot better with some graphics + sfx feedback.
The game is cool, I like the look down animation on right clic. I think that the game as too much control input, everything can just be done with the mouse. LMB for drop, next drop and restart, RMB for look, move mouse to move character.
The impact SFX + animation works very well, it really feels like dropping something heavy on people heads :)
Very good idea :) The quotes are fun and very realistics
It tooks me 5-6 time to finish it. I love the umbrella feeling, and the fact you can float in the air with it. Too bad no part of the gameplay take advantage of this move.
I like the 2 parts gameplay, but I could not build farm even after finishing the first level. Did I missed someting ?
Snake battle was fun but I would have prefer slower projectile with timer ( no infinite bounce ) and more damage instead of many bouncing with weak damage.
I could not get more than 2 missiles in robot face, this gameplay is ok but missile should inflict much more damage ( like maybe 4 hits to kill him ? )
neat gameplay idea. The jump need some tweeking some time it's not working and sometime i jump VERY high :)
I like the different specific shots and the fact that refill ammo or life was a shot too. you have your unconventional weapon points there I guess :) I was also a bit surprised the first time I fall off the track... :D
Nice entry. The grey one have so much life points that its usually faster to go past them than trying to fight. The baguette could use extra range, I would love some strider blade animation on baguette :)
That's really good. But the gun would be more effective if you could kill, or force angry customer to go back to table with it. If you just use it to keep them away from the exit you wont be able to serve other customers anyway
My best is 2100.
The game is a lot more fun when you have your range zone in mind. Maybe you could skip the pain for the new player by just showing this zone. Or maybe just flash it when the player attempt to use it.
Once I discover monsters were crashing into each other even without my lock, I just used it to go outside of the initial monster circle then I was just running around waiting for them to destruct themselves.
On new level you should set speed to its initial value, I had some very fast start sometime... :)
Wow that's a smart gameplay. My best score is 13 I love it. The power up ideas from your last post are both good. I think that a shield you activate to blast missile for 0.5-1 second would be great too. Maybe giving player one and only one version of each of this boost for the whole game would make the whole thing very strategic :)
Your game is amazing. Everything about it is great : sounds, animations, rhythm, gameplay, gfx, intro. You even have boss fight. And the fun bounce yourself from a wall mechanic to go across a pit + nice ghibli feeling coming from artworks AND music... You guys rock !
The core mechanice is good. It tooks me time to learn how to make the shield go back to me but eventualy it feels good. The monsters fights are ok but you can abuse door position very often. When I tried to go back to he front door I was stuck in a door and could not move anymore.
I also think your life bar is too big. I would prefer more shorter sessions ( roguelike style ) rather than a big one.
Nice gfx ! The plaform engine need more works. I sometime got stuck in the wall and had to restart the game 2x times because of it. I thinkg the projectiel speed should be at least twice faster than you. It feels weird being able to match the speed of the green projectile.
The gameplay is indeed repetitive but the core idea is great and the execution is very good too. Maybe you could make it shorter. Some time it feels like the photo flash but nothing changed.
I didnt get the fact I could climb on columns. After that everything was fine. I love the fact that your game is drawn a jar this is a very refreshing idea. I'm not sure for the theme, as a man, I never had to suffer this kinfd of harassment, but I was thinking woman feels more like object than monster when it happens.
@jhrrsn on pico8 all game sources are available : You can dl the game png ( http://www.lexaloffle.com/bbs/cposts/1/13025.p8.png ) and load it in pico8
Very good entry. At first I was thinking the game was way too difficult but when I learn how to use sprint it was ok. The balance and objectives are well designed. I would have put a cap on the energy ( maybe 20-30 ). Because once you reach 100+ energy you stop worrying about it, and the mechanic is not efficient anymore.
The core idea is neat, and the tutorial is pretty good but you should have focus on finishing it. I mean very few is missing here. Just designining 2-3 more level would have been enough.
A number on ghost would also be great to memorize the control faster.
Sometime a game is unfinished just because we describe it as unfinished. People dont know all the thing you wanted to add to your game. Just package it as finished and most of the time people will think it is.
If you want to make a post-compo versoin, the level of this games would be easier to design if you create a solver which try every combination of ghost move to check if the level can be finished.
Once it's done you just have to add/move/remove ghosts or square to check if a solution exists and how complex it is. I used this method to create my LD25 entry ( http://ludumdare.com/compo/ludum-dare-25/?action=preview&uid=2952 )
I love it, I had lot of fun trying to figure out what object could be the best. I think I did a perfect on my first try and was very pleased to see that the game change on eveyr new try. Well done !
very nice execution for a jam game. It was fun to play except the fact that no more "mosnters" seems to spawn after few times of playing. I would say 30-40s before the helicopter, there's nobody in the park. The end twist is rather good, and rather unexpected :)
On my first tries I was trying to turn and keep a watch on my back. But when I realive that I just have to watch the suspicion bar and leave my cursor on the computer the game became too easy. Maybe suspicion warning should be available only if you see the guard.
The mood is perfect and I was lucky enough to be french so I understand what gabriel said :) I regret you didnt add a gameplay with objectives, gameover and stuff ( = mum is calling XD )
I died 7-8 time on the level with 4x megabombs and gave up. But I eally wanted to know the end of the story the anrrative sequences were funny. For this LD I first searched for a classic game to reverse the boss / hero mechanic and didnt think that space invader was possible for that. What you found here was clever and very easy to play, good job !
The graphics and animations are indeed very good but the gameplay is innovative and totally fit the theme. This is an awesome entry, congrats ! Yo should add a short description of heroes color/abilities in the LD page
Moving the mouse away from this +1 was actually more fun that I expected. The gradual change in music when you're near the +1 add a lot to the game mood :) Note sure about the replayability of this one...
Nice idea ! The only problem was the fact than the black ray hide bullets trajectories so you cant anticipate your moves.
fun concept. The music is a bit too calm for the action. I like the death animation it makes ennemies looking like pawns.
nice graphic and mood. But the gaemplay is a bit straightforward. I love the attack animation ( teeth ! ) but the super attack could use more fx like particles.
Also on screen select the cursor shoud autoselect the next available level. I did lvl 1 3x times because of it :)
Hey I would have play 10-15 more level of this. You should have invest 2-3h for leveldesign. The effect is nice.
simple and clever gameplay. Good balance.
The game itself is not very challenging or interesting but I like the animations and the core idea. Some balloon color choice for each kids / exploding balloon / etc would make the loop more replayable.
Well I have not failed. I like the shield bar I think shooter should use this more often. Maybe you should differnt color for ennemies bullet. Someting bigger and flashy.
There's a good rythm on this game but I had my best score abusing the gamemechanic by just firing red/blue/red/blue at small speed in circle. You could conuter that with a overheat system or some colored objects that you musn't hit.
I like the 3 steps in your gameplay. The graphics and lightning are a bit crude, but they are enough to play and enjoy the game. The phyic on bunny create some weird situation sometime.
In my opinion if you re drunk you just wont be able to score above 0 :) I found it difficult but after a while I could reach 180. I thik you should let people replay with spacebar instead of having to left clic.
The control are too nervous. I managed to play until the last level but I abused the collision system which is really glitchy. There's also the problem of spawning zone at the entrance of the level. You can go back but you re teleported at the entrance. So, ifyou press left while dying you can sometime go 2-3 level back... The world itself and the core idea are good. You made me curious about the game and its content.
It was original. On my first try I was locked on 2nd level becasue the mom/dad was not there. I just restarted it and everything was ok then.
Beautiful and very smart fight system. Easy to learn hard to master. With a bit more content and an actual ending ( I killed everyone but nothing happens ) it would be a very solid entry.
The upgrade buttons doesnt seems to work. I dont know what is bug and what is unfinished features. I like the base idea, original defense game :)
My best score is 8 I think you could add easy high bounce for first 1-4 points for a warmup.
I had a lot of problem playing to the game because I have an azerty keybord. I was able to remap keys but then could not use Q because it's not in remap list. Then when I found objects, I could not interract with E for some reason. ( Even if not remaped ) I still like the look of the world it really made me want to explore it more.
Hey I finifhed it ! Nice music. Sometime I have the feeling that game is harder when slime is closer.
It was fun. Even within 4 hours, I think that a replay button and a congratulation message in the end should be a priority so people can judge your game as 'finished'
I also had to deal with statue vs statue problem. This is a serious problem which break the game. Apart of that the game is enjoyable and very ambitious for a 48h gamejam. Maybe make the player play a short game with a preconstructed deck would help him to understand the mechanics better. Having to draft cards before actually playing the game is quite difficult.
Very fun game ! You choose very appropriate sounds for the ties.
I had no chance to meet other player but playing alone somehow remind me katamari damacy
Well I had a lot of fun playing this game. My best score is 19.
Ok. That was perfect. You have a great sense of storytelling and you designed a good mechanic AND the good leveldesign needed to make it fun. Oh and these sprites animation are good too, very unusual and fun.
Ahaha That was great. Almost rebboted on my third attempt.
Ok 4846. I just came back for the highscore :D
Fore some reason my appletree stop firing sometime. I dont undestand why. It seems that the apple become very small until I cant see them.
I find the game easier just focusing on right screen and forgetting about left one. Maybe you should make fail grab penalty harder.
That was fun. The rythm was very well designed for this kind of game. I can imagine all the funny title you could have choosen with the beat<->beard puns :)
Very ambitious for a 48h compo. The game have great gfx and background music. The problem is the gameplay need more tweaking. I played every card I have because I have no reason to wait to play them + the fact that you have no opponent/monsters/anything attacking you make the game a bit repetitive.
This is still a huge ammount of work ! congrats !
Well I gave up on the beginning of level 4. The game is pretty cool but I see no point in changing the control, it's hard to get used to it and ou dont want learn it again on each level / play. I think the game could be made easier with fix controls and a bit harder with failure count. Some SFX would also add a lot. Anyway I had a lot of fun playing it and shipping my presents was really cool :)
Never played a tie in any game before this one. The game is very fun, one of the best I played until now. I can just notice two problems :
- Sometime the jet of vine hit the base of the tie letting you with no escape options.
- The bonus dont add a lot to the game. I usually spend my time avoiding vine and randomly catch bonus. I think that winnning the game over time would not change much things.
Very innovative I like it. The teleport make the game more interesting since you can use your map informations.
First time I see a snake game with leveldesign and it's pretty good. The only two negatives points are imho :
- having to clic left mouse button to restart ( left+right would be better )
- the lvl #3 is a huge difficulty spike. I had the feeling I succeded with chance only.
Apart of that this is a very innovative game and I really like the on/off sounds of pink and blue circle.
Shooting from chariots is a very clever idea. It makes your game unique. I had a lot of fun playing it.I think you could improve it this way :
- Changing shape is not enough to make monsters different from bonus. I often make mistakes. Maybe choose a different color for bonus or if you want to keep black&white style just make bonus way bigger.
- You dont have to add another key for shoot if your game need mouse and left clic is unused.
- Draw a simple grid or anything giving the player the feeling of moving. At first I was looking for a key to move forward because I didnt understood I was already moving.
My best score is 22. I never realize how mail delivery is such a dangerous job. The game is cvool but I think you should work your game randomness. Sometime you run for seconds without seeing any delivery box and sometime there's 8-9 on the screen at the same time. ( It goes the sames for houses / trees ). I played it 15-20 times to reach this score. Nice entry !
Really fun and good rythm. The fact that spikes are immortal the center of the screen a dead zone that you always want to avoid. I dont know how you could fix this, if you make the small spikes vanish too fast you will loose the zoom feeling.
@crucknuk Oh I didnt notice it on my first tries ! This is clever ! Totally worth an extra innovation star :)
Cute game, my best score was 620. It tooks me time to pass the first bridge but then it was ok. I spent most of my time holding contorl and release it only to run so maybe you should have made a run button.
interesting way of moving the ship. I think that the fact you have to wait to go down is part fo the fun. You can't move to much or you will finish in the middle of the screen with not enough time to ajust your moves.
The flame fx should be realtive to the level rather than the ship: it feels a bit a strange when you turn your ship and flame fx move too.
My best is 1:40 for 40 moko killed. At first I was thinking the game was too hard. But now I think it's totally part of his personality. I was happy to go throught the entire bgm. It's like an achievement.
Original and fun :) But I think the game need more feedback when you press space on tempo. The gathering passengers is not very thing is not something you notice on first tries.
Your core idea is really good. I love the guardian ending idea and the fact that you can be stuck change all the green monsters to a potential danger. It's also funny to cross some small monsters without hiting them because they're not on same line, not very usual on pacman games.
The opening door on the bottom of the screen is a nice idea. The fact that the gravity kind of apply to ball ( slower on upper screen, faster on lower screen ) makes the game really difficult sometime. I also randomly finished 3-4 level near the end without having to touch the ball.
For some reasons I was able to create triangle with only one corner ( no side ) touching my tree. This make the game easier but I was still able to enjoy the majestic mood of your game. Great work. The embed forced me to scroll up and down game ( then I have to scroll again in your game to reach bottom or top )
I like the universe and the colors. I spend a few time to understand how to move seeds because you need to have your cursor on the right side of the seed so you can hold it. I also tried to uses white blocks to climb to unreachable places but the fact that most of the blocks have unclimbable slopes I finaly gave up.
the core Idea is good ( weight / jump ). There passed maybe 15-20 then gave up on some difficutl jumps. I had problem to pass first level because I didnt understood I could push longer to jump higher, I was looking for a solution with hook and only tried harder bacause I saw comments of people who seems to play without problem.
I understand the fact that you want to represent the file but I think that just adding a cycling triangle spawning at your current position +- random(value) depending of the file would make the game more fun to play and will stil lrespect your core idea. I spent 4-5K of the game waifing for something to happens ( only few small triangle on upper and down side of the screen ). I would also love generated audio , or maybe just singles notes played on each triangle spawn. The exe exploration is a cool idea.
I'm not fond of the trial particles but I like the game mood. The leaf is cute :)
I would love if flower picker was visible. It would make the game really alive.
@flummox3d Well infact the invicibility frames are here, but I had this stupid idea 1-2h before release to add an animation to the increment/decrement health ( one segment per frame max ). In the end I noticed that collision with boss had a now a feeling of "damage on every frame" but I had no time to change this, all I had to do was coloring the animated segment...
@deepnight @bradleypollard Acually I had no time to design an ability for the rabbit form. I had an explosive arrow in mind. The vulture steal life ( or at least it should ? I need to check this :D )
@thegoofromspace You're totally right about the arrow collecting thing. At first arrow was generating very slowly so grabbing them was still an interesting move. After that I had a version with hold up ( without moving for 1-2 sec ) to generate a arrow. This one was the most tactic and fun to play but even witht good gfx feedback it was weird to have to "build" your own arrows while fighting. Finally the problem was unsolved 30 minutes before release so I added this bow feature really quick, and it's not even as good as the two previous tries.
this is a good idea but the difficulty curve is pretty hard. I think you should start with some very slow action. Also I'm not sure you need a next and previous key, just a key for switching should be enough and it would make the first play experience more enjoyable
It tooks me time to understand that I can move faster by placing the cursor close to the ball. After that the game was much more enjoyable.
I was stuck on floor 2 with a burning ennemy not being able to damage him ( fart and gob deals no damage ). Apart of that I like the minimalist low rez interface and sfx. The ennemy design is also very imaginative, I love all of them
Fun game but it deserve more work on leveldesign. Level 3 was really interesting but after that, level 4 and 5 feels like a random filled level. Well I must confess I also did the same when I was working on "rainbow jail" on a previous LD and I regreted it afterward. Still a nice puzzle, congrats !
Very complete entry. I love it.
If the life system work this way, I think you have a huge difficulty spike on lvl 1, the fact that you can loose life faster on this level should encourage you to make a very easy first level. The problem is this huge ships and the bullet ammount is still pretty impressive for a first level.
The other levels after that have a good balance. I even think the last level + boss battle was the easiest.
The boss battle with different weapons was totally cool.
And finally this level down/up system on hit is smart. I just regret you didn't adapt your leveldesign to it.
Oh and also playing shmup with guitar bgm totally reminded me this old indie : Everyday Shooters. Maybe you should go have a look there if you are not already inspired by this.
It's a fun concept but in the current state you have no interest in keeping a large worm form.
Maybe incrementing a score depending on your current surface. Or maybe spawning points bonus : but you have to touch at least two a the same time to gather them.
Well I must admit i'm a bit disappointed : I was expecting some true tangram action but the recipe shapes and triangles dont match. In the end the game main difficulty is the recipe selection not the shape themselves.
On the other end I must admit a tangram puzzle game with snapping/turning and shape checking is a hard work for a 48h jam. The main ideas of tangram / cookie is very good and I think you could build a postjam vesions with more simple cookie shape ( for start ) and true shape detector + piece snaping. Lot of work, but I the result would worth it !
addictive. I understood how to sacrifice ressources on third try only. beforethat I was just building thestatue expecting it to auto-refill my god jauge. I think the game coudlbe more tactical if god ask for only 2 ressources and swap their needs when you fulfil them.
addictive and good execution. The white circle effect was a bit annoying to see the white circle power jauge
You did great. I enjoyed playing it and it totally fits the theme. You could have push it a lot more with just a few more work on level design, but I understand you dont have enough time for this I also had to shrink my game ambition because of my 14 days little girl :)