Lamb Lines by dalbinblue 2017-12-28T17:38:57Z
Fantastic game. Incredibly polished especially for a compo game!
Also really interesting choice, as my game also is about sheep. Sheep-Bros Unite!
I hope that you get well soon.
Foon → Ludum Dare Explorer → Users → Bros.
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | 👥 | RAVE in the Cursed Tower | unfinished | ||||||||
| 2018 | 41 | Combine 2 Incompatible Genres | Dedicated User Defined Entity (D.U.D.E.) | jam | 563 | 3.47 | 3.31 | 3.68 | 3.86 | 3.90 | 2.66 | 2.94 | |
| 2017 | 40 | The more you have, the worse it is | Get Your Sheep Together | jam | 3.61 | 3.66 | 3.72 | 3.83 | 4.00 | 3.25 | 2.85 |
Fantastic game. Incredibly polished especially for a compo game!
Also really interesting choice, as my game also is about sheep. Sheep-Bros Unite!
I hope that you get well soon.
The theme has been implemented in a good way. Using Enemy parts as shield sounds absolutely brutal but they're just polygons anyway, soo....
Short but fun game.
One thing that bothered me was the background of the webpage. It was hard to distinquish between the game itself and the webpage. A minimap for the enemy location would also be very helpful.
Controls are pretty tight but I feel exactly like a dog guarding sheep.
I love the soundeffects. It would be awesome if you could share or link some of the used algorithms.
Really interesting as my own game is also about sheep. But the gameplay differs a lot.
I agree with the others: Nice Graphics, cool Audio. The Insta-Death is unfair. The Theme has not been implemented very well. It's more like the opposite: The more Doggos you have the easier it is...
I could not decide if I should cheer for finding those shiny items or to be upset that I lose one of the cool abilities... especially the Dash. Nicely done!
Uff. Game. To. Hard. Couldn't. Finish. It actually was my first ASCII game ever.
But it was fun. So thank you.
stamp_some_letters.png
Really fun game!
The good: * Graphics * Effect of collecting gems remindes my of the old Spyro Games * Character design * There is a ending
The bad: * Music not looped * Gems can stuck in wall. Unable to collect them * If you get hit by spikes I managed to jump extremly high... * There is no hint that you need 1000$ to get to the ending
Lovely Artstyle! But the game was way too easy. I could finally use my Cookie-Clicker skills though...
Sadly, there is no ending.
Overall a good game that needed a little bit more time.
Where is the game? You just open some Chests, get strange Items, walk right and that's it?
Hard to rate. Nuff said.
Interesting concept, nice graphics and animations. Especially the Shadow of the Runner was a nice effect.
But as the others already said, it needs some polish.
Why didn't you exclude the Audio-Raiting, when there is no audio at all?
Man, this game definitely was **spooky**! Overall a good game. Would be better, if the good ending has been made into the game. 2Spooky4Me
For the very first game, you guys did pretty well! I really liked the Idea of "Aging" and "Going Through Time".
The music reminded my a whole lot of Battletoads, and it has the same feeling as going through the Turbo Tunnel.
Thank you all for your kind words!
I agree with all of you, that I should have put some music and sounds into the game. This is the major part I'll be working on for the next Ludum Dare.
This game was also a lot compared with @tex-killer's mentioned Noah's Ark Game, but I have never heard of it before. Except not being that good... I may check it out sooner or later...
Again, thank you for your critics. I will work on them for the next Ludum Dare.
At first I wasn't convinced, that the theme was implemented that well. But then I got to the last room and it changed my mind completely. BOI
Hard game, awesome graphics, cool soundeffects. It became better and better, but ended. Thank you for your entry!
*"Sacrefices must be made"* is a difficult theme to realize in a perfect way. That's what I thought. And then I played this game.
This game is definitely a prime example for this theme. Thank you for this experience.
The other aspects have already been mentioned by the others, so I won't repeat them here. The only concern I had with this game is, that at the end, my browser (Firefox) stoped responding completely. Probably some optimization missing. Still good enough for a COMPO Entry.
Fancy graphics. The moneybag on the back of the player is a nice touch. The controls, however, are as the others already mentioned very clunky. A different key for shooting would be better, since the spacebar always lead to scrolling down on the page...
I liked the exploration aspect of the game. Entering buildings and leaving them has been implemented in a nice way.
The low-rez graphics turned out pretty good. One can still identify, what's going on. BUT a window resizing functionallity would have been desirable. (After looking into your code, I saw that you explicitly disabled that, although you handled the `resize` in your Screens...)
Everything else has already been mentioned.
Also pretty cool to see another Jammer using LibGDX! Keep up the good work.
That is a very interesting approach on this LDs theme! I really enjoyed it.
With 97 spells to unlock and enemies with different resistances (e.g. Ice-Slime will not be affected by ice) it's really polished.
As @wowa mentioned, hints would be pretty helpful.
This one feels like a complete game. How did you guys managed to create something so nice in this short time :O? Absolutely impressive.
The flat design is pretty appealing and the music simply fits. Moving the cards is extremely responsive. The AI is pretty strong. Selecting a difficulty would be an idea for a next version or something.
The sound design is really good. It even has voice output! Moving, jumping and landing feels nice. The minimalistic graphics work just fine, but I had a hard time finding the small lizard (assuming it is a lizard) on the right most wall.
This is one of the best Snake-like games I have ever played. I love the variety of stuff in the levels. Skeletons, mages, indiana jones rocks...
Pretty polished. There is room for slight improvements as the others already mentioned, but still a very good entry!
The idea is totally macabre, but it implements this LD'S theme just perfectly! Atmosphere and graphics are very fitting. Only thing missing is a nice jazz tune playing in the background.
I agree with @red: The controls are totally wierd. An additional control scheme would be really helpful.
I don't know, if this is a bug, but I got stuck at the selection of the hero. No matter what I pressed or clicked, I could not select a player. After restarting the game, I couldn't even get past the first door. Really strange.
But some positive stuff: I really liked the tutorial-like start of the game. Pressing the movement keys, and highlighting the pressed ones is a neat idea.
Gorgeous Artwork, I really liked the effect you used on the lifebar. The Wizard has fast movement, which is pretty good, but the jump is to short imo. I can't get onto the platforms as fast as I wish to do, especially compared to the overall speed of the game.
One thing that would be nice, is an enemy counter, a score or something to know, how good one actually was.
Still broken. Man, I really wanted to play this game. Bird Cop Nooooo D:
It took me way to long to figure out what to do. But at the end I managed to get the hang of it. Also nice cake.
BUT you should have included some kind of instruction manual somewhere...
Sometimes things don't go as planned and end up completely different. It depends on oneself whether to turn things to good or not. And you managed to make a fun game which was not intended. **Good job!**
Nicely done!
Graphics, gameplay, music, everything was brilliant. I love the detail, that the farmer is warning a soldier helmet! And the dash is the best dash I have ever seen. Or flop? Hmm...
Cute Dino, cute Helmet, cute Music. Cute / 10
Sometimes the building-parts glitch out but that's acceptable. Overall a fun game.
And I really like that you used GIMP for the graphics! I also used GIMP for pixeling.
**Snake? Snake?! SNAAAAAAAAKEEE!!!**
Really neat idea! The only glitchy thing was the collision detection of the boxes but other than that pretty solid. Heh, get it? Solid ... \*Leaving the room\*
Still better than Metal Gear Survival.
I can play Tetris really good and I can calculate yet suck at this game...
But that won't impact my raiting! The game is really good. Pretty convinient that you have 3 hold-spots. And the rotation was pretty useful for turning signs into operators.
Nicely done.
I survived only for 105 seconds. But the idea is really cool. Although you only had that less time, the game is fun and feels pretty polished!
I never typed _RUN_ that fast before...
My conclusion:
29nw1c.jpg
Nicely done! Getting combos is the best feeling about this game.
Would have been nice, if you get a little energy refresh after defeating an enemy. It got really hard, as they become stronger over time.
I like that there is the additional purple card, after defeating some enemies. It feels like leveling up or something.
The only thing missing is an epic boss battle soundtrack. Other than that: Good job!
I like platformer and I like rythmgames so you already got me with the description.
It's a pretty neet game. I liked the idea to defeat the enemies via a "Guitar Hero" duel. The artstyle is simple but effective. The tombstone is a cool effect!
The physics are a little bit weird as already mentioned by others. Especially when you only have 3 seconds left and try to reach the checkpoint... Also the rythm section "started to fast". Meaning, the time after the Attention phase was to short for me.
But at the end I had fun and managed to beat the game! 4923 Points
> but without the fun of either!
To bad that I had fun.
The music was great, visuals appealing. Gamplay lacks content. You could have implemented drifting or something.
What an adventure! I totally agree with the others regarding the quality of the game. This one is super polished. It even had an epic final boss fight. AND a plot twist. *Not gonna spoiler it here*
The elemental thing was a neat touch, but it was mostly useless imo.
About the sound: Hilarious.
Thank you for this game.
So, after completing 10 waves here my feedback:
Cute graphics, fantastic sound effects (I love that meow), using a TANK to defend the girl is absolutely realistic. I would do the same.
The only thing to complain: It seems there is no ending. Although I gave her everything she wanted, the heart could never be filled completely.
It will never be real love? FeelsBadMan
@superpokeunicorn Thank you. I realized that problem after the first day, so I implemented the Score-Thing in order to give it more meaning, but you're absolutely right. I should have thought more about the cards
@Glorious Kittens Jepp. Unfortunately I noticed it after the first day, and changing genres at that time was impossible. Cool name btw.
@Rombus One point regarding the source. I noticed a huge implementation mistake: When you read the code, please replace all LinkedLists with ArrayLists. I iterate through the Lists via indexing to avoid object allocation of an Iterator but used the wrong list implementation causing a running time of the for-loops with O(n²) instead of O(n) that could be done using ArrayList. I'm sorry about that. _If you know about all that stuff..._
Otherwise the code should be okayish. I used techniques from [ForeignGuyMike](https://www.youtube.com/user/ForeignGuyMike) and [GameProgrammingPattern](http://gameprogrammingpatterns.com/).
@beebo-studios @niterich I originally planned to design only level parts which than need specific Cards like `Part 1 requires Jump or Dash`. With this parts I would create a "real" Level by simply **align multiple parts next to each other**. That way, I would know which cards one need to complete the level, an thus creating a sort of deck. But unfortunally LibGDX (the framework I used) does not support aligning TiledMaps that easily, i.e. by simply offsetting the parts.
With only 3 or so hours left, I had to create "real" levels by hand. The "discard hand" feature was implemented, so the user can get rid of his hand if there are no fitting cards, as I could not easily predict, which cards will be useful.
Long story short: the ideas where completely planned, but the time was missing to implement the features in a correct manner.
What a fantastic game! The visuals were stunning. How did you make the animations? What tools did you use other than GameMaker?
I loved the idea that you control the animals by solving puzzles on the "lower" screen. It has been implemented really good. Almost felt like a (3)DS game ヽ(´▽`)/
This game is sending a lot of holiday vibes. It also contains fishing. And who can say no to fishing?
I love the combination of these 3 Minigames and it remind me a lot of the Warioware titles.
Thank you.
Fantastic game, nice idea!
I beat the complete game and everything worked for me.
The only thing that bothered me, was to click into the enter-area after each level. Should have been autofocus.
Other then that: Nice
I like shrimps. And this one was extra cute.
According to the files, I assume that you used Java to make this game. Did you use JavaFX or a game framework? Just curious because I also used Java for my game.
@Maskrosen Nice. I used the same one.
So it's basically a mixture between Space Invaders and a cooking simulator ... **AND basketball**.
Nice