Bubble Breeders by blay09 2012-08-28T13:53:00
Yes, you're right! Sorry about that. It should work now (can't test it though since I don't have a mac).
Foon → Ludum Dare Explorer → Users → blay09
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Soot Story | jam | 289 | 3.81 | 3.76 | 3.33 | 3.85 | 3.52 | 3.52 | ||||
| 2020 | 46 | Keep it alive | 👥 | Tiny Reactors | jam | 233 | 3.97 | 4.10 | 3.91 | 3.81 | 4.00 | 3.88 | 3.97 | ||
| 2017 | 40 | The more you have, the worse it is | 👥 | Whispers in the Deep | jam | 171 | 3.85 | 3.78 | 3.10 | 3.33 | 3.54 | 2.68 | 3.52 | ||
| 2016 | 37 | One room | Ghostmine | jam | 211 | 3.68 | 3.36 | 3.05 | 2.91 | 3.09 | 2.63 | 3.32 | 47 | ||
| 2015 | 33 | You are the Monster | Demons in Dungeons II | jam | 599 | 3.13 | 3.00 | 3.53 | 3.27 | 26 | |||||
| 2015 | 32 | An Unconventional Weapon | Eiradirian Defense | jam | 850 | 2.80 | 2.32 | 3.00 | 2.61 | 2.95 | 3.06 | 2.67 | 32 | ||
| 2014 | 31 | Entire Game on One Screen | Ludum Dare Builds A Snowman | jam | 289 | 3.46 | 3.23 | 3.73 | 3.72 | 3.08 | 3.17 | 40 | |||
| 2014 | 30 | Connected Worlds | Eiradirian Phasejumpers | jam | 473 | 3.09 | 2.74 | 2.64 | 3.03 | 3.71 | 3.18 | 2.93 | 2.90 | 55 | |
| 2014 | 29 | Beneath the Surface | Eiradirian Wormfare | jam | 316 | 3.30 | 2.88 | 3.16 | 2.95 | 3.35 | 3.33 | 3.19 | 3.08 | 74 | |
| 2013 | 28 | You Only Get One | Mad Mandy | compo | 977 | 2.13 | 2.35 | 2.24 | 2.48 | 2.25 | 2.73 | 3.57 | 2.35 | 45 | |
| 2013 | 27 | 10 Seconds | Eiradirian Timejumpers | compo | 489 | 3.12 | 2.92 | 3.22 | 3.37 | 2.62 | 2.60 | 2.87 | 2.70 | 100 | |
| 2013 | 26 | Minimalism | Minga-Me | compo | 334 | 3.40 | 3.00 | 3.12 | 3.54 | 2.83 | 2.79 | 3.64 | 3.15 | 100 | |
| 2012 | 25 | You are the Villain | Demons in Dungeons | compo | 487 | 2.77 | 2.53 | 2.59 | 3.16 | 2.50 | 2.82 | 2.31 | 2.97 | 61 | |
| 2012 | 24 | Evolution | Bubble Breeders | compo | 434 | 2.86 | 2.90 | 2.62 | 2.62 | 2.19 | 2.45 | 1.76 | 2.59 | 42 |
Yes, you're right! Sorry about that. It should work now (can't test it though since I don't have a mac).
Lava can be stopped by building barricades. They will break after some time though, unless you upgrade them to level 3, where they're made out of stone.
There is a bug I couldn't fix in time that makes workers not want to mine a certain tile if there is another empty tile adjacent to it. It can usually be solved by just mining around that wall and approach from a different direction. Thanks for trying it out!
You'll have to build more Breeders or upgrade your Breeder to get more workers. It's a balancing issue I wasn't able to fix due to missing time. About the gold storage: placing something from the build menu only creates a construction site - you have to send your workers there so they build it up. Fighting was basically added last-minute, that's why there's no damage display, and it will also lag for a bit when masses of monsters see your workers. And the boss battle will be pretty..time consuming. Thanks for your feedback everyone!
Thanks for the correction, Raptor85!
Thanks for the feedback, everyone. I added a few notes for potentional newcomers giving a few tips to the description. I tried balancing stuff out (I also let someone else play and adjusted things to make it easier) but in the end, the time ran out. Although the numbers suggest it, the levels are not really ordered after difficulty. They do get harder the higher their number, but I found Pyramid for example fairly easy. Should probably have switched it with the Four Portals level. @sanderman: Yes, there should be audio. Did you check if you disabled sound for Java in your mixer?
Alright, taking the OSX link out since I can't provide proper support for it. Thanks for reporting.
Linux version should be fixed now. Forgot to include the lib folder.
I love the art style! I also liked how there are many different enemies, all of them having their own tactic to beat. The Protip thing when dying was a nice idea, really helpful (especially if you didn't want to bother reading the whole entry description before playing ;D). I agree with what the others said about sound effects, I was confused at first when I died because of a piggie-thing. Apart from that, very nice job, well done!
Yes, I didn't balance the second fighting system properly.
It depends on how lucky you get in the sewers, as the damage you take and give in the second fighting system depends on your level. You're either too weak and die (because you got unlucky in the sewers and got no random fights) or you're too strong and get 0 damage from everything. I've found that two fights are enough to survive the action battle. It's really a shame that most people won't see the epic boss fight after all, which I think turned out pretty nice.
Very nice mood thanks to the good music and the two-color background. Going into a boss fight feels really epic because of the music changes.
The monsters look very nice too and remind me of Terraria :)
I found it very hard to control the cute little bear though and usually died in a few seconds when trying to fight something. Hits didn't seem to be detected properly either (both from enemies and from me).
Apart from that, nice work :)
It didn't run for me on PC:
"Couldn't load shared library 'gdx64.dll' for target: Windows 7, 64 bit"
Nevermind, it worked now, had to redownload it. It seems very polished and I like the graphics style, clean and simple. I have to agree that 10 seconds is clearly too short though, I would have liked something like bonus time on big paths. Nice idea and implementation though :)
Definitely the most polished and complex entry I played so far. Really well done. It's good to see a bigger game on Ludum Dare from time to time. :)
Nice splashscreen intro :) Found it a bit hard to control and react fast enough at first, but it got better with time. The game seems to crash a few seconds after you press Restart.
I liked the 10 second weapon switch, but overall the game seems a bit short and monotonous. I would have liked more variation with the enemies, pickups (health boost, damage boost, ..) and a moving background (it didn't have that cool "flying through space"-feeling).
Playing live with other Ludum Darers? Well, that's pretty awesome. I had quite some fun with my new friends anon and anon :)
The volleyball game is the best. Very nice entry!
I liked the graphics and the multitasking it required.
Nice grapics. I'm not sure if that brown thing I killed was the pirate base or not. It would have been helpful if there was some kind of minimap or at least an indication on what type of island an island is without having to enter it. Gameplay felt smooth, but got monotonous after I bought the first better ship so I went to kill the boss right away.
I felt like a ninja trying to get through the levels as fast as possible. Controls could use some tweaking. I liked how the level changed "around" you with the player staying in position.
Nice little game and quite challenging, especially when it comes to controlling more than just one player. Well done!
@Alex Rose: I only gave the three main characters a name to prevent people from getting butthurt. I'll make sure to give you a siderole in my next game of the Eiradirian branch ;P
Extremely simple but fun nevertheless. The window was too big, but it worked with the fullscreen mode. It didn't really feel like the difficulty changed over time though.
Nice idea, this would probably be very cool in multiplayer :)
Took me a few seconds to understand what I have to do, but then it became a nice puzzle! Very nice take on the theme.
This game made me rage. Nice concept and execution, the music got a bit annoying over time.
The waves are too long, you spend more time waiting than playing. I liked the click-to-heal mechanic though.
But the game seems to be missing difficulty - is it even possible to lose?
The font was hard to read and I found the extreme pixel graphics a little irritating. Apart from that I liked it.
I liked the gravitation physics. The portal on the right seemed to be invincible?
Amazing graphics and audio, smooth animations and cool music. I had a hard time finding my way around the darkness, but it was fun running from light source to light source trying not to get caught. The lighting system looked very nice and really helped the mood.
I loved it, nice credits screen. Would have been nice to have some variation in the ways of dieing other than just dropping something on your head.
Interesting, the upgrades are what makes it fun. Didn't really understand what drain actually did - it seems to increase the time, kill the enemy and sometimes unlock another option?
Nothing is happening for me on Firefox, it just stays at an empty UI that's telling me that it's 1975 and I'm 22 years old.
This was amazing! You usually see games of the scale of just one of those minigames, it's awesome to see something bigger for once! Loved the music. Favorite game is Rudey Island.
I also found a bug in Rude Bear Red, the hit detection seemed to have messed up.
I liked the multilayers starfield and how it turned out to really be a suicide mission in the end. Nice graphics.
I liked the simple, grayscale graphics style. Would have been nice if the restart would not send you back to the beginning but restart the current level instead.
I liked the graphics. Never managed to mate, even when I approached another horny fly and pressed Q nothing happened.
Nice little game and good music, overall it was a bit easy, but that's still better than being too hard :)
Nice entry, polished and fun. Beautiful graphics and effects.
I liked the background graphic and the countdown being integrated into it. It got repetitive quickly though and in the end the screen was just full of red balls, could have used some kind of powerups or something to bring variation into it.
Cool idea, nice little puzzle. The placement felt a bit funky sometimes, but overall it was fun.
Wow, really nice! Simple but challenging! Very fancy graphics too.
Nice entry, it was fun to try and sneakily kill everyone :)
This would probably be quite fun in multiplayer. Nice graphic effects.
I usually already frown when I hear Twine because most of those entries are really bad, but I haven't seen one using sound files for the text yet, so you get those innovation points for sure ;)
I also like the future readers list thingy, good luck with that!
This is harder than it looked! Graphics are looking neat and the ghost character is nicely implemented. Well done :)
The character would sometimes glitch through walls. Apart from that, nice little game. :)
I liked the music, it might not fit the speed of the game, but it sounded nice.
Very nice graphics and I liked the dialogues. The gameplay got a bit repetitive after the first totem got destroyed. And of course it was nice to see all those old copies doing their job. :)
You can do it, Nurse-chan! Really funny and well done game.
Loving the sounds :3
I couldn't figure out what to do first, until I realized I have to collect those things and not dodge them. From there it was easy as all balls were already floating towards me.
Loving the sound effects. The game was too easy, in some levels the meteors couldn't even have hit the player and I didn't have to do anything.
I would have liked multiple levels, it seemed a bit short overall. However, nice idea and quite fun, I enjoyed it. Graphics were beautiful and the game felt polished.
Heh, another ghost character entry. I liked the clean, simple graphics style and how you had to dodge your old self. Nice little puzzle, would have liked more levels.
I liked the Brainz timer on the top :) Apparently I got killed by a human that wasn't a guard.
Nice graphics and cool underwater mood, but my mouse always went out of focus causing the aim to go crazy.
Awesome, another multiplayer entry! I had lots of fun with my new friend FrozenCow (oh hey, that's you! Hi, it's me, Anonymous8!). I found it a bit easy first, until I thought I'd get evil and try to prevent the others from getting points, then it suddenly got very fun and kept me playing till I got 30 points. Well done! Loved the hugging game.
I love you.
Yet another amazing Rude Bear game. This one is really intense, I felt like a ninja diving through the air beating everything to pieces! The music is implemented very nicely, I like how it's not just running in the background but changing dynamically as you play. Loved the elevator scene. Looking forward to the next title in the franchise.
Yes, it's not a game, but I still enjoyed this more than many of the "games" I've had to rate so far. Beautiful graphics, nice music; you don't see such high-quality music often in Ludum Dare. The song was also perfectly timed on the average gameplay speed, vastly improving the mood. Very well done!
The hitboxes seemed a little weird, sometimes it wouldn't pump even though it looked like I was standing in the right spot and sometimes it would even teleport me over to another soul. The guy's movement, sounds and quotes were funny though :)
I found it quite easy considering I could just stop wherever I wanted and other trains would always dodge me. I'm assuming the longer you take though, the lower the score? A time limit would probably spice it up a little.
Nice mechanics and good puzzles, well done!
Ru-do Bea! I was a little worried that I'd get stuck right at the title screen because I loved the intro music too much.
The fights were kinda hectic, but I managed to pull through in the end and beat the game, even though the wizard was a noodle compared to those scorpions and lava slimes.
The fact that you made this at Insomnia on a tiny laptop is pretty amazing.
You suck at drawing stairs tho.
The server issues are resolved and the game will work correctly now :)
Really nice graphical effects. The music system sounds pretty cool and the 'produced' music felt smooth and natural.
And of course there's the very nice implementation of the screen wrapping (the way it doesn't just teleport you, but seems to 'cut' the character in two) which is also an interesting use of the theme (rather than 'just' playing on a Sony screen ingame).
Overall, another cool entry in the Rude Bear series and I had fun, thanks!
Nice little puzzle game, well done!
Interesting mechanics, loved the potion making! I realized way too late that I can actually move too (I'm really bad at reading I guess). Nice graphics and I had fun.
I also ended up changing my mind at the very end and melting the snowman, lol.
Really good graphics! The timeline of the same 'screen' is also a super cool use of the theme. Well done!
Nice art style with the animated sketches.
It was cool how every weapon had a different fighting mechanic. Smart move on the theme too!
Nice, I liked the nice change of pace the boss brought. Well done!
Just played this for more than an hour with a few other people. It's extremely fun and addictive when you're in a group. Will definitely play again.
Graphics looking very neat, game feels polished, music is nice and doesn't get annoying. This is just insanely good and an amazing accomplishment for a jam like this.
Protip: Get your friends in a Skype call so you can taunt each other verbally too. ;)
This game is super fun and addictive. Great concept!
Very nice! Love the audio and concept. It feels like there's lots to discover, I might just try and unlock some more endings later. Well done.
I liked the humor (especially the glorified energy drinks). Sometimes dialog lines would clutter up (because several bars emptied at once) or appeared twice in a row at random, which was kind of confusing. But that's just a minor thing, more importantly - who would waste time watching TV while jamming?! :P
Enjoyed the music and visual effects, it was nice to see the gameplay expand with every day. Only issue for me was the waiting times didn't always feel quite right. In the beginning I thought I had to spam the bell repeatedly because it felt like people weren't coming to the booth otherwise. The days could have been a little shorter too, for my taste. Still a nice entry though!
I was hoping for a different ending but that's just proof you got me hooked with the story. Nice audio too! On my first run I didn't realize the button labels were also status meters and just clicked everything when the squid started crying, resulting in a sudden gameover during chapter 2. Despite that, a great entry and nice to see story-heavy games on LD.
The chains felt pretty nice to play with. I could imagine this concept being expanded into a full game surrounding chain physics gameplay - especially with chain combat (I want to swing that chain around myself!).
Audio was fitting the rhythm game aspects nicely. Only things that struck me are the lack of damage indicators on enemies with higher HP and maybe an indicator showing something like "too slow" or "too fast" to help me regulate the clicking speed. Good job!
ÃŽ liked the dancing guy :)
The game felt a bit slow-paced for me, maybe there could be difficulty options. And I think adding some catchy music (and making it line up with the button beats) would help a lot too in bringing more action to the game.
Very nice graphics and audio! I think most difficulty comes from the bee also being controlled by the mouse, so if the bee is already low and at risk of getting hit by a pine, you're in a lose-lose situation because either it'll get crushed or it'll fall out of the screen. Maybe having a separate key to control the bee's flying would help, or alternatively, adding a ground the bee can land on. I could see this evolving into something with multiple levels and additional dangers / objectives. Good job!
Funny idea and good take on the theme. I think it'd be great to have a metronome or something ticking as I found the beats between letters/words difficult to keep track of.
Took me a bit to understand what I needed to do, then it took me a bit to realize I could intentionally trigger the laser early to prevent it firing at a bad time, then it took me a bit to realize I don't have to stand directly next to the baby to protect it (that last point is probably just me being stupid though), BUT eventually managed to reach about 60% on the progress bar.
I think a small scripted tutorial would help in getting started, because once you understand what you're supposed to be doing it's actually pretty fun. I also liked the choice of music and use of sounds. Good job!
I really like the idea of a boss fight meets jumping puzzle, it was fun.
I think there needs to be some grace periods with jumps and walljumps - sometimes when I'd jump while holding left or right it would just walk off the platform. But reading up you already seem to have fixed that in the post-compo version. I also had to turn off the music after a bit as it got too repetitive for me. Overall a nice entry!
Nice graphics and interesting tech rendering straight to desktop. Also enjoyed the little touches like fruits falling to the ground when dropped. Sounds sounded good too and helped with the mood at the ending!
Sometimes putting poop on the crows felt kinda awkward, I wasn't sure if I was supposed to just stab them with it or drop it on them, as sometimes neither option would work. Either way I am now awaiting the rise of Desktop Buddy idle games.
I liked the character sprites and the general feel of a "walk your doggo to reach a nice place" game. Nice idea.
Main issue for me was the dog getting stuck on trees or rocks - I don't think it necessarily needs pathfinding, but if the dog would slide against collisions instead of coming to a full stop I think that would already cover many cases.
My highscore: 39
The minigames were pretty funny and it was fun triyng to keep up with the increasing speeds. The ship one took me the longest to figure out since all other games were playable via mouse and this was the only one you needed the keyboard for - maybe a hint in the form of arrow keys could help there.
Cool concept and nice entry!
Thanks for the comments! Coin drops are indeed random, and some panel types last longer than others (you can use this to your advantage by prioritizing appropriately and getting yourself some breathing room). Panels close the moment their last timer pellet disappears - a small grace period would probably have been good there so it doesn't look like it's closing early.
Loved the text-to-speech. I'm playing on a German computer, so the text-to-voice was blessed by a very German accent. Unintentionally bumped up the humor a little :P
Managed to get the immunity bar halfway filled on my best run (playing with controller).
Some ideas to reduce difficulty: - Increase spawns gradually, so you can get a small warmup without immediately getting swarmed, but quickly, so you won't have to wait for too long on replays - Similar to the Antibody Printer, something you can shoot to heal back up - Maybe have the Antibody Printer activate on a single hit, as I missed most of them due to being too busy not dieing to immediate threats
Amazing mood and graphics, it felt like a proper non-jam game. Nice touch being able to place stamps yourself, only usability improvement there would maybe be allowing click-drop in addition to click-drag. The music worked really well too. Great job!
Played 1P, got completely destroyed by the AI, though I did score once at least. I can imagine it'd be lots of fun with two players, but even consistently losing in singleplayer it was still kinda fun trying.
I wasn't sure if sprint had a cooldown - if it does, maybe some kind of visual indication could be added to the player (e.g. motion blur). The "ball is in your field timer" was a bit short for my taste, many times I'd lose due to the ball just not having enough momentum and barely making it to the edge.
Nice entry!
I think it would be great to have a timer that tracks your survival score and helps compare playthroughs! Didn't realize the fire could take damage too at first, so maybe a little progress bar (or having it shrink continuously) could be added there.
I liked the 3D-2D-ish style and the waves looked pretty cool on the bigger stadiums. As expected from a clicker game, it was kinda fun just seeing things grow and numbers going up even when you're not actually doing much (I'm writing this comment with the game still grinding :P). I think the UI can be improved a bit (more clear distinction between enabled and disabled buttons, hover effects, background for the black text), but definitely a nice job on the general wave display & camera work!
Nice music and art style! At first I didn't realize I had to drag the dice to play them and was just panickedly clicking around trying to find out what to do. Most icons on the dice were easy to guess, but to be certain it'd be nice to have a small reference in the "choose dice" screen. At the (I assume final) boss, my dice suddenly disappeared, never came back, and I died, not sure what happened there. Overall a nice entry!
This was great, had lots of fun, good music and having the water rise again by buying those upgrade structures was a nice touch. Well done on the design of the different "enemy" types and the ladder concept too. Survived for 7:15 and enjoyed it till the end.
I liked the general graphics style, but the UI felt a bit out of place in comparison (the speech bubbles in particular). A crosshair as a reference point might make aiming slightly easier.
I could imagine having a more action-centric gameplay instead of the basket-content-micromanagement - something like using the mech to run, jump, smash and glide through the city to get deliveries out in time.
The game worked for me. I would like to see ingame instructions (like a hint that you can buy upgrades by pressing Q) and some UI feedback (hover effects help a lot in showing that you can click something).
It also felt a bit odd that the visual indicator of how much energy you have only shows up when you open the menu - maybe the text could always show up or even have a visual indication on the battery itself (like a phone charge indicator).
Just like in the movies!! This was pretty fun and I liked the "special effects" helping with the mood. I stupidly plugged out my router twice before I realized I just have to press the "on-button" and I had a bit of a hard time with the mails, as sometimes the date would be formatted like "18:4526/4/2020" but still count as a legit mail. Either way a great application of the theme and nice execution!
For anyone confused: do not resize the window as that will break the cursor positioning and end up really confusing. You place buildings by clicking the building, then clicking the spot where you want to place it.
Interesting concept! I'd like to see a way to fast-forward the player and non-destructive resets on failures (so my changes remain and I don't have to reconfigure all arrows). The loading time when resetting seemed a bit long, might be worth looking into a way to allow for instant resets.
Took me a bit to find the jump key (went straight into the game) - a quick ingame instruction showing the controls or alternatively also allowing space/up for jumping would be great.
I liked the music! The game felt a bit easy to me, as you could simply jump over all spikes at once most of the time and even when you messed up multiple times in a row, it was easy to quickly get back up to full health.
I think it would be fun to have the boss randomly switch between different attacks to make him a bit less predictable.
I always knew my Roomba was having fun drifting around when I wasn't looking! Only few suggestions I have is that textboxes go slightler further up or continue automatically after a bit (I didn't click the first time and didn't realize there was a battery timer bar behind it) and maybe the "drifty" turn movement should only happen when you're already at high speeds, so you can still go in a circle normally.
Cool to see a big game with multiple parts and different games "embedded".
The green flickering in the beginning was a bit hard on the eyes and some parts of the game felt awkwardly quiet and could have benefitted from music (e.g. the shooter-part). Overall a nice entry though!
The dialogue really helped making the simple gameplay feel more interesting and like you were fulfilling a purpose beyond just spamming buttons. Good job. The next step would probably be adding some hospital-ish audio and switching out the buttons and displays with more machinery-looking graphics.
I like the details that went into making the level look more alive and help give it an overall dreamy vibe. I missed the little display at the bottom left at first and also thought the "left" rune was a "left up" rune believing the visual was matching a direction, but overall I was able to beat the game and enjoyed it.
Extremely well made all the way from the snappy mechanic, narration, overall atmosphere and presentation.
That music has no right to be so catchy! :P I also like the light-cone effects around buildings at night and the variety of buildings to place. Overall, an enjoyable entry.
I like the overall style of the game, with things like the text effects and death animation it feels like something you'd actually find on an old arcade.
Fun puzzle platformer. The different kinds of voiceovers for the characters were pretty cute and funny ("ugh you're heavy!!").