Murder on the Horizon by Ayxs 2022-10-04T08:18:03Z
I accused Ben Wright and that was correct. However, I don't know how to proceed further.
Foon → Ludum Dare Explorer → Users → BenTheTwoOfUs
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 👥 | Slime Can Fly | jam | 505 | 3.59 | 3.58 | 2.85 | 2.75 | 4.00 | 3.25 | 3.46 |
I accused Ben Wright and that was correct. However, I don't know how to proceed further.
It was a bit difficult to download due to the large file size on Itch, but it made good use of the theme of LD51. The sound and appearance of the heart beating are very well described. Ba Boom Ba Boom!
It's a game similar to Vampire Survivors. I died at 48 days in my first play. It felt so easy in the beginning, but suddenly became difficult. Adjusting the difficulty curve would be more fun.
If I get hit by an enemy that looks like a bull at the edge of the map, I will be bounced into a black area and cannot return. Entering the black area makes the game a lot easier as most enemies can't attack me, but that didn't seem like the game designer's intention. It might be a bug.
The game idea is so cool. It was too difficult a game for me because of the speed and the slippage. It feels more like a first-person racing game to me rather than a parkour feels.
It is an amazing and fun game that is addictive. I was even more surprised to find familiar names like GPT3 and DALL-E on Credit. Graphics like Window98 evoke memories.
This game reminds me of Dash-style casual games that were popular around 2004.
The basic game idea is good, but the input method needs some improvement.
When making coffee or serving ready-made coffee, it is difficult to know how to cancel if an incorrect input is made. And since there seem to be too many unnecessary inputs such as tabs, it might be good to think about a way to make them less input.
Also, wouldn't it be better if you could keep track of the game status at a glance by continuously displaying the order status of the seated customer?
This game has a unique game play idea. It also expressed the feeling of moving while riding the beat really well. Once polished, it will be a great commercial game.
I like the idea of your game combining 10 seconds, colors, and a level-up system. If the level-up system is more sophisticated and balanced, it will be a really fun game.
Very addictive clicker game!
Except for the fact that I also make bugs, this game is very similar to my daily life.
The game GUI is very similar to dear imgui, and the window that pops up reminds me of windows 98 or xp. I was relieved to discover that I wasn't the only one using SDL and OpenGL for this game jam.
Anyway, my high score is way lower than 01edward01.
It took me quite some time to understand the rules of the game, but it's fun enough. I was amazed at how well the game's settings, graphics, sound effects, and voice actors match each other so well. You guys have worked together as a team before this Jam, right?
I can't believe that a game of this quality was made in 72 hours.
Isn't this the first game that takes on the role of an operator? It is an amazing game in many ways.
I like the clean vector graphics. The overall atmosphere, UI, and operation method reminded me of a commercial mobile game I've seen somewhere. The gameplay seems simple, but I also liked the fact that it became more and more difficult.
Like many other comments here, I think it would be nice to have a tutorial added to this game.
There seem to be some people saying it doesn't work in Firefox, but I use Chrome and it worked fine.
The WebGL version is weirdly laggy on my computer. The Windows version has been run pretty well.
It's a flawlessly clean game. It's amazing that you can create such a high-quality game in 12 hours.
Has the Godot engine contributed in any way to your high productivity? Or just because you are a well-trained game developer?
It was so difficult that I couldn't last even a minute. The problem is my damned fingers, not the game. The post-processing effect like a cathode ray tube monitor is wonderful.
Oh, man. I am too dumb to understand how this game works.
I am impressed with how this game use's theme and power-up. The Sounds and Music fit completely this game, so it makes this game's mood.
At first, I needed time to understand the rules underlying this game. That's not the game's fault, the root of the evil is in my brain.
This game is a good combination of strategy and puzzle. The graphics and sound also go very well with the gameplay. I'm not a fan of resource management games, but this game has been a little time-killer for me.
What an interesting concept! Illuminati is always nearby you and your neighbor.
Nice Job. I understand that making this kind of 3d game is hard in such a time-limited situation.
Games that use Unreal engine always tell me that it's time to upgrade my 8-year-old computer.
The graphics reminded me of the PC games of the DOS days. It took me quite some time to understand why I keep losing money. It seems necessary to explain it in the game.
It seems that the game has not yet been balanced, but it is a game that has a lot of potential for development in many ways.
Rather than a game jam, I got the impression that it was a game that was developed with the goal of making a commercial game.
I think that this is a well-polished game. During this game, I felt like I am a drunken bear. Yay!
The cinematics and 2d art that looks like children's graffiti are adorable. The sound fit perfectly for this game, too.
I like the idea of this game. But I am not a good player in this kind of game. It feels like both hands are playing separately throughout this game.
At first I couldn't understand the goal of this game, but later I found it fun to play. If you develop further, it seems that the tutorial should be one of the top priorities.
The graphics are very impressive, and I can feel the breath of a skilled professional. It was very difficult for someone like me with a bad memory, but it was very fun, nonetheless.
I really like your new type of memory game.
The voice actor of your game played a big role in the mood of the game. That voice made me feel like I was a lab mouse throughout the game.
The only minor drawback to this game is that it's a bit tedious to wait for the resulting verdict after I've made my selections for items.
I've run many LD51 unity games in browser mode, but I got an error message as follows from this game.
``` Unable to load file Build/TemplateData.framework.js! Check that the file exists on the remote server. ```
Could you provide a downloadable file?
@coye I have run the downloaded file normally. Thanks.
The language of this game is not English. Is this normal? Or is there something wrong with my computer settings?
Nice third person game. The gameplay is awesome and the art is so mood. It looks like the player's movement needs to be polished up a bit, but given the time-limited situation, it's understandable enough.
This is a tiny and intuitive platformer game. Even as I write a comment, the meow seems to ring in my ears.
I wanted to try Defold, but I couldn't due to a lack of time on the LD51. Was Defold a convenient engine for making platformer-like games?
Wow. This is the most fun puzzle game I played in Ludum Dare 51. I fell in love with this game because the gameplay and winning rules are very intuitive, goal-oriented, and, above all, fun. The only downside I felt with this game was that the controls were sometimes confusing due to the angle of the camera.
The sound, graphics, post effects, fonts, etc. of this game all go well together, so it feels like a very well-polished game. This game amazed me to mix shadow play with themes every 10 seconds like this.
It's a pity that it has only 10 levels, but actually, I couldn't clear level 10.
At times it felt like the laws of physics were behaving strangely. However, I don't know if that's the problem with this game or if I just don't understand the laws of physics in this game.
I wondered if it could be more fun if my character could die if he got caught when the door was closed.
The main character's movement speed is too fast so I couldn't be a high scorer. But this is a well-polished and fun game. Art and sound are also good.
This game works fine in Chrome. I didn't read the tutorial at first and didn't know there was no attack key, so I was frustrated for a while. The event of complete darkness seems a bit too much. Can't you just make it look faintly?
The game mood is killing me. The music fits it perfectly, and the pixel art is fantastic. Since the game is intuitive, I understood it without much difficulty. The gameplay is similar to the games I played with a black and white screen in the feature phone days.
As an aside, throughout the game, I felt like I was making a baked egg.
I admired your idea and your execution ability to make them a reality. Thanks to you, I pulled out my dusty 11-year-old webcam again. Unfortunately, with my 8-year-old computer or my older webcam, the gesture recognition wasn't fast enough to play games normally.
This game is fun but too short. Anyway, how did you know that I am a fat boy with an IQ of -90? That fact is a top secret of this planet.
This game reminds me of the game braid made by Jonathan Blow.
The overall game design and time rewind mechanic are lovely. Especially the map design makes this game a great puzzle platformer.
If you refine the pixel art and make the fonts and music more suited to the mood of the game, it could be a great commercial game.
Although sensitive cat movement made me annoyed, it is a very polished game. The minimalistic graphics I'd see in the CGA days are perfect for my taste. This white cat that is made of a few pixels is very cute and lovely.
@fuzzybut I was worried that the game I submitted to LD51 would be too difficult, but after playing your game, I realized that it was a useless worry. Some people got scored 100 points above, but no matter how hard I tried, I couldn't get more than 80.
Anyway, your game was too difficult but fun enough.
It's a creative and fantastic fusion of 10 seconds themes and the classic game Snake. The idea of turning food blocks into wall blocks is really interesting. I think the essence of game jam is to think, make, and enjoy these kinds of games.
It might be a more intuitive game if the effect is displayed on the block just before the 10 seconds are almost over and the food block turns into a wall block.
@stephen321 I love slippery movements, but I understand the annoying feeling. SDL2 and C/C++ are not productive tools for making games, but I've gotten used to them.
@gamejmunk After the jam deadline, I found that a limited life count is not suitable for this hard game. I am going to make a post-jam version that does have infinite lives.
@rinkuji @solah I really like the poisoned chalice. Although this bonus was just poison yet.
@krit1k Thank you for playing this game.
@caerul Sorry about that. I didn't have enough time to make a tutorial.
@junkai-chen Thank you.
@lepoulet I like slippery movements but I know that it is old fashioned. Yeah, I am an 80's boy living in the 2020s.
@blk-dg Thank you for playing. SDL + OpenGL + C/C++ is an oldie but goodie.
@smilfred As you can see it's actually a power-up. It makes the slime large and invincible. You can kill all enemies in that state, but you can also break blocks. It will be used as a true power-up at level 40 and later, which will be made in the post-jam version.
@01edward01 Thank you for playing this game.
@moonblast I am the one who made that item, but I was also confused at first about its identity.
@allosius To be honest, I can't beat at level 20 or later without dying.
@cheville Thank you for playing. I can't skate, so I need some surrogate satisfaction. That's why I love to make a game one can do ice sliding.
@eugenik @emmatw @chillertyp Thank you for playing.
@chocolat-endive Thank you. @linaju made 30 levels in 2 days. Not bad, right?
When I was a kid, the Amiga was so expensive that I didn't even dare to ask for it. Going to a friend's house or arcade was the only way I could play the game. Still, I have fond memories of having so much fun back then. I was so moved that I am making something similar like this even now.
@aderpychickenstudiosoh I didn’t know that there had released a game called Mario vs Donkey Kong in 2004. I didn't even know the sequel came out in 2006. To me, Donkey Kong which was made in 1984 was the only one, but it's shocking that there are many others. I was as shocked as I had been when I found out that my favorite game was called Donkey Kong and not Don King Kong.
@ggross When you kill all enemies, a portal that you can advance to the next level will be spawned at the top.
@joedev We've fixed already the player to be less slippery in the post-jam version. However, we are hesitating to upload the post-jam version as uploading it might violate the rules of the event.
@bun @triangletriangle Thank you for playing and commenting.
@rayriver @mcmuniz Thank you for playing and commenting.
Thank you for your thoughtful comment. I totally agree with your opinion that that block seems immovable. Actually, I made a similar comment to @linaju, but the Jam deadline was almost over and she couldn't fix it.
Thank you again.
@robeecodes What you feel about it being shoot from a cannon is exactly the same as our intention. Actually, that Pink Guy is a power-up. However, on most levels, it just feels like a panelty as a result. After level 40, it will be mostly used as a power-up. The Jam version is made up to level 30, some of which can be considered that the Pink guy is pure power-ups. For example, level 25 is exactly like that.
Thank you so much for playing and kindly commenting.
@fuzzybut You genuinely moved me. I couldn't ever expect anyone to finish the game up to level 30 before the end of the Ludum Dare 51 event.
As you expected, there are a lot of hidden features. More moves for slimes like swimming and flying, as well as multiple item boxes and pipes that slime can move through it and enemies with different moves, have already been implemented, but they weren't included in the Jam version.
We started development with the plan to finish this game with around 160 levels, and LD51 only implemented 30 of them.
After taking a break for a few days after completing the Jam version, I resumed the development of this game today, and I was greatly encouraged by your comment.
Thank you very much for enjoying this game.
@projectcolorball @enderswype Thank you for playing.
@projectcolorball I will be right here waiting for you.
@projectcolorball Thanks to a lot of feedback, we found that levels 23, 28, and 30 were quite difficult, and in the post-jam version we're making now, we've moved them after level 40. Thank you so much for playing hard.
@real-flamingicecubegames Thank you for playing and commenting.
There's nothing wrong with how you feel about the Power-up. A power-up that can even kill the player is exactly what we intended.