Rock Monster by Myko 2021-04-26T22:29:21Z
Very pleasing to play :) . It was a great feeling to get on a downward smash streak.
Foon → Ludum Dare Explorer → Users → C4Scar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Into Conflict | compo | 784 | 2.92 | 2.87 | 3.11 | 2.50 | 2.39 | 1.61 | 2.09 | 2.49 |
Very pleasing to play :) . It was a great feeling to get on a downward smash streak.
Loved the rope mechanic it was very fun. I wish the art and sound were better. It was an interesting little overlay story. With the sound effect, I was imagining a robot that had been taken over by another robot that was making you play a game in your head while slowely hacking into your systems and destroying you.
Cool game idea and setting. The build up of 1000 seconds was way too long. I liked the different enemy types but I ended up using all my money on simple traps so got defeated by the grave robbers.
@duck-reaction ah, that would have been nice to realize lol.
I dont have a VR set but I watched the video. I liked the use of unlit colored materials and the narrative of the game. Looked like it could get a little repetative at points however.
Very cool! Art was pleasing and the transition is awesome. The world feels very alive and mixes water warping with actual warping.
This was interesting because it was more fun as a puzzle game than other more complicated puzzle games I've played. I think the combination of trying to remember where you are going with where the ladders are is a nice goal to focus in on. With the added story it gives you a narrative reason to strive for that goal. This game also reminded me of the caves in Pokemon, which could have been nostalgic enjoyment as well lol.
Incredible visuals and great mechanic. It was fun but some of the checkpoints felt too far away, at least for a jam game. The general pace is a little slow so going back over areas is somewhat tedious. I wish I could spray water while moving for example, maybe even use it to propel around a little. The largest gap was no audio. I could feel my brain deperately trying to hear the water sizzling the fire lol.
This was pretty cool! It started to freeze up after 350 ants. I love the simplistic pixel art and the natural filling of the map. I think it could be more fun and less of a simulation if you made it a little harder for the colony to survive.
Very interesting game and pretty fun! It reminded me of this game https://blackopsben.itch.io/already-dead I understand why the turn speed is slow but its painful to watch lol. It was nice having buttons 1234 to quick select but it was hard to remember which button was for which guy while being swarmed. Maybe if I played more it would be easier. I liked the graphics even though they were simple. Audio would have been nice because it would have added more feedback to know if your guys were firing or not.
I had the most fun with this game out of all the games in the jam! The bomb effects are just great and the gameplay is so fun. The graphics and audio are not amazing but it does not take away from the fun.
Interesting visuals for sure! I was a little confused what the different resources were and I could not figure out how to get more people. I did it by accident my first game and could not replicate it lol.
I had a lot of fun playing this! I really liked shooting arrows and it was interesting how the fire was used as a double edged sword at times.
This was so good! It had great pacing, art, and game mechanics. The only thing that could have been better is adding that great piano music to the main game. Its so cool how much you were able to communicate with the simple pixel art. This was great.
Interesting game mechanics with the rope! I was not patient enough. I could not figure out what triggered the rope breaking at one part and kept dying which got frustrating with how slow the character was and getting momentum. I really loved the sound effects.
Cool graphics and the mouth on the wall was super interesting! It felt really hard to move out of the way of the blue mushrooms but that could have been because it was a little slow on my computer.
The visuals/particle effects were super nice! It felt a little dark but I guess it fit the theme of the game. It was lots of fun building up a network to beat back the corruption, making sure everything had power and was upgraded appropriately. It was a little slow at times so a speed up option would be nice. The placing and removing of items was intuitive which felt very good for getting into it.
Funny game and audio. Some pretty cringe answers haha. I was hoping for a "you win" screen at the end.
Very cool and relaxing game! It was a little frustrating to lasso the dark energy into myself. Was there a version where the dark stuff exploded or something instead? As it is, the lassoing of the snowflakes usually just causes you grab a bunch of dark stuff also, which kills you. The light trail, audio, and visual effects were super on point.
Whoa! I've never seen a game that does this. This was so cool lol. I loved that you could go into the minds of the enemies in the mind. That was great. Main things would be art, bullets, and a reticule. I started getting nausious too for some reason too, not sure if from the game?
Very nice polish, I liked the way the character looked up and down and the sound that played as they got hotter. I did not figure out what the items in the treasure chests did.
So beautiful and a very nice message. Great experience :)
Fantastically relaxing, this would work well with calming music and repetative, but not annoying sound effects.
This was super cool. Descending on the rope and using the gun to move around felt really nice. Would be interesting to have check points (maybe middle platforms) that you can get to before deciding to descend again.
Really interesting mechanic to make the path as you go! The controls felt really tight but I wish it was a littel easier to jump and attack, the timing was a little off. Other than that, it did not feel like there was a very compelling reason to keep going down into the cave. I think the checkpoint areas should have been more rewarding with either an upgrade station or some sort of miniboss.
Fun little puzzles. I liked the idea and the color pallet.
Very cool game! I love the art color music and mechanics! Going for the diamonds was a little frustrating at times but novel enough where it was easy to get over. Great game!
I liked how the little guy floated around. I wish the attacks felt more juicy like the character animation. Also better hit feedback would be nice, like flashing.
I put all the shapes in the cat but nothing happens? Otherwise interesting little game :)
This was fun, I liked the graphics of the robot. The thing that made this game hard was that you could only shoot laterally. I wish there had been more audio. I liked the weird bug enemies.
This was really cool! The art was super good. It was hard to keep track of what was going on in the battle beacause i was focused on pumping out units, maybe there is a way to make this easier to deal with? like maybe if the enemies came from the sides so you know that the closer they are to the center of the field the worse you are doing.
Very interesting looking game! It was a real brain bender trying to visualize the environment. It was a little tedious which almost made me not finish the game. I think the game needs something else besides a unique environment to make getting to the waypoints not feel so boring. One idea could be to have more crew personality with little text bubbles of them saying stuff or voice acting of some banter. Or something else entirely to keep the player entertained while looking at the black and green void haha. Audio was amazing.
Nice music and game effects! The art style was pleasing as well. The controlls, while interesting, were a little frustrating at times. It did not feel like jump was as reliable as it should have been.
Fun stuff! It was pretty satisfying to watch the planes go into cold storage and see your score go up. Love the metrics.
That tutorial video was much needed lol, just for showing its possible to fly. It was still really difficult. I think there should have been an option for a reticule. It was fun trying to fly through the obstacle course but it was more fun flying out of the map :) and then going to the last area that way. Overall a relaxing interesting experience that could be really fun if not so hard. Maybe that would just get better with practice, however doing it is a contrary feeling to the relaxation. I liked the crash noises.
I liked the voice acting and the visuals were very nice. The controls also felt really good.
The art was nice. I really liked how to game auto paused when you scrolled over the upgrades and I liked how more upgrades were added to the side. It was a little frustrating because it did not feel like the fire rate was high enough at all. You could protect yourself from the little fish but for anything else it needed 2 hits which you could not get off in time. I think you would either need to make the ship movable so you could dodge or add more upgrades to get your fire rate up to an acceptable level to actually take out the stronger fish.
The art style was really cool and the story was interesting. I liked how smooth the character movement was. The mechanic of keywords worked really well and made you feel somewhat like an actual detective. Cool to see it pulled off. Great game.
Really simple graphics but does the job. Reminded me of tetris for some reason. Fun game you can find the flow state in.
Scarry game, I like it. It would have been good to have an indication of how close the was and a progress bar for the looting.
This music is so dope. Nice graphics in the combat too, I like how you sink under the water when you lose. The difficulty seems to really ramp up too quickly. Im not sure if I love the real time combat either. It might be nice to add in a pause button to think about your strategy more.
The art was nice and cohesive. I like the story setup too. The switching mechanic was interesting and smooth but at times somewhat confusing as it was not exactly clear which items could be interacted with. I think having a visual indication of where and what the different locations did would be nice. Also and idication of what enemies are in what layer you are in would also be a good addition since the bunnies will move past you as if they are in the same layer as you even if they are not. You could do some sort of grey out for this. I liked the music, made you feel like a spy.
I wish the game was longer. Cool environment, the contenental shelf looks nice.
Fun mechanic being swung around everywhere.
Fantastic game as usual! I love the visual style and the great gameplay. The slow down is great for letting you plan out your moves and its cool that you made the player zoom into the action. It did feel somewhat easy but perhapse that allows you to really enjoy the fun of the mechanics instead of losing and interrupting the flow state.
This was really fun! The dice added a nice flow to the game and the little powerups added nice engagement. Reminded me of my pokemon and megaman battle network childhood haha.
The mash up of racer with meditation guy and the breath in/out mechanic was interesting. It was a little hard to control the left/right movement of the guy and after a while it was hard to tell if I was doing laps or just on an endless road. If it was meant to be laps then I think the track needed more unique items on the sides so it was easier to tell. Very cool art and sound.
Interesting puzzle game! The graphics were nice and cohesive and the audio fit well. It was cool how the score decreased as time went on so that even though it is turn based there is still pressure to act fast.
I liked the story about breaking out :) wish it was longer.
Nice use of the art :) I like the idea and watching your little guys go out and fight. The controls were a little clunky however and it was very hard to interact with the game. one of the big things was not being able to use the arrow keys to move the camera around the map. The next thing was not being able to deselect the units. I would send my guys out then try to do stuff but they would just be commanded to come back home. I also wish the enemy would come to your base in waves so that you had a better reason to build things like archer towers and walls. I liked the variety of music. I think this game has potential if you keep working on it.
I've never seen anything like this. Interesting idea, needs a lot of people playing it. Could be interesting show a random connection other people had put on each level before you make your own connection. It would also be cool to have an option to just see the entire tree so far (even if it would be messy).
Interesting idea. It is in dire need of a rope indicator :) . It was a little hard to move the platform because I could not shoot off the red points on my platform. I think it could be cool if you just had to focus on shooting the enemies or the wall and the platform would automatically rope to the point.
Very nice visuals and world! It was a bit laggy on my computer when there was a bunch of bamboo in front of me. I was expecting some sort of jump scare or something scary when you try to go back to the start. Interesting twist regardless. I was able to walk out the map at the end. Would have been cool to have an easter egg for people that glitch out of the map like more evidence of the story or something.
Nice and short lol. The dialogue was a little fast and sometimes I missed some stuff leading me to get lost. Maybe add some sort of goal tracker so that if you forget what you are supposed to investigate you can just remind yourself. The lighting was very happy.
It was really neat how time passed sleeping where you were falling through the floor. I think it would have been cool to be able to control your guy to dodge stuff rather than just relying on the pillow and teddy bear.
It was cool to see the new fishes come up. A little too easy with all the hour glasses. Could have been cool to have the items able to move around randomly and not be so structured in lanes.
Soooo creapy. The slow walking gave it suspense but I wish there was a sprint button as well. The viuals were very beautiful even if they were spooky.
Great art and audio! It felt like cutting thorough butter, very satisfying. The bomb triggers were a little weird though and I found the best strategy was to just blast past them. I think it would have been better to have them explode on dig maybe. I dont really know why they would be explode on sonar hit. That seemed a little counterintuitive.
This was fun! I liked the simplicity, the particle effects, and the perminance through the level. It was a little hard to control the plane, which im guessing is part of the point, but would have been nicer for it to be slightly more forgiving.
The music was so loud lol. I really liked the attack that looked like a tazer and gathered brains. Tried to beat it, but could not, so it was great to have the shortcut in there :)
Needs a lot more improvement in terms of player feedback but I think it could turn out really cool. I could not tell if the dwarves were dead or eating for example. The speed at which they seem to die or lose motivation also should be reduced because it seems like you basically need to build everything over ground immediately to make sure your stats are in the green. Maybe you could add a little UI card that comes up when you hover over a dwarf that shows your relevant stats like hunger, thirst, and current task that way the player can 'debug' what their little colony needs. Also a speed up/down option would be nice to reduce waiting.
The graphics have a great aesthetic and the audio was great as well. It was not exactly clear how to fire the torpedoes so one time I fixed the ship and lost because of that. Maybe this could be fixed by pointing out the hit the red button in the "Manual". Seeing the squid far away and then comming back to see it super close is terrifying lol.
I died a bunch on the first room since you die pretty quickly and cant dodge that well. Looks like on some lucky rolls you get to the last room immediately lol. Interesting way to have save points as items. It was fun "outsmarting" the enemy and hitting them through walls.
I really like the rts mixed with bees theme. It was relaxing, thank you for allowing the buzzing to be turned off. It really needed something else besides winter as an obstacle. Also I think it needed a fast foreward button because for the most part its just waiting. Also a tooltip telling you what type of bee you are hovering over and a unique name for each of them would have been a nice touch.
Nice game, relaxing and stressful at the same time. It felt really smooth and intuitive.
I really liked the effect of the tunnel. It reminded me of an older game where you were a ball trying to go down a tunnel and dodge holes.
Fun(ny) little experience :)
This was really fun even if unfinished. The sound effects were great (when pushing peices off) and I loved the perminance of the peices floping around on the board. Nice art style as well.
This was different haha. I liked the idea but it felt like on one hand I was getting a phylosophy lesson and the other I was trying to match symbols. Nice voice acting :) really stood out.
I liked the character animation, he looked like he was having a good time. I went up instead of down initially and never ran into anything. Would have been interesting to have something different/interesting up there.
I liked this :). The art was cool and swinging the sword felt very purposeful since it would not go back. It felt a little hard to dodge stuff at times. Maybe a force roll back would have been interesting.
Cool game, the movement took a little getting used to (looking then moving). I did not really understand the significance of the temperature. Pretty cat!
Cool environment. I think brighter lighting effects and sound could really elevate this. The rounds were down to the last seconds every time which made it intense. Good job balancing that.
@pdotjpg haha yeah, the AI needed way more work unfortunately. The idea was for everyone to go after the neutral territory first before escalating to funding rebels in each others territory and in proxy wars to all out sending troops.
@mduo13 Thanks for the in depth analysis of your experience, I really appreciate it! I regret that I did not have more time to make the UI make more sense. I knew that when I barely understood what was going on it would be trouble for others lol. Basically you commit troops to a territory and every 'tick' you lose troops based on abstract 'fighting' going on. The checkers are supposed to represent the top attacker and the top defender with the bar representing the same except the defenders are mixed with all the other troops, this would have been better as a multicolored bar or a pie chart but i did not have enough time to figure it out. For the fighting, if you are the only one attacking then you take out the population eventually if you have enough troops but if there are other troops there then you have to fight them instead.
@iuunno glad you enjoyed it! Funding rebels should not deduct from reputation. It could have been that you were using troops by accident? (left clicking does rebels, right clicking does troops).
@angrysandwich Ah yeah, neglected to specify :) I always think of blue as player 1 which is usually the default player. Glad you liked it.
@iuunno hmm, well I'll have to playtest more then to see if it's a bug :)
@tim77 Thanks for the feedback! The player is blue. The squares are meant to be territory. The population reading 65/19 is due to the attacker taking over the territory with way more troops than population. I decided to just add the arrmy to the population after capturing it rather than capping it to the population. Definately needs improvement haha.
@nicmagnier Ah interesting comparison to rymdkapsel. Good to know about the integer part. Glad you like it.
@lisyarus haha I'll leave it out next time. I do need to really overhaul the UI and make it easier to get into. Thanks for playing! I thought you might like it.
@madbarron Thanks for the feedback! Its great to hear what you assumed. At first I did have the bigger territories give more income. It was based off a percentage of the population, but it made income get out of control pretty quickly so I just made them all just give 1. I think if I am able to playtest and balance more I would revert back to that.
@conrad123 Thanks for playing, glad you figured it out! Yeah it does turn into a clicker especially at the end haha. It was sortof by accident but ends up helping to cover up how ineffective the AI is. I would definately like to have the game be more precise with interaction but ran out of time.
@sam-minh Interesting comparison I like those games :) I agree on better player feedback.
@tomtomgome I'm happy you could enjoy it and get immersed! Over-enjoy is better than the opposite haha.
@halberd Thanks! Its the simplest thing, but I did not have time to implement a game over/win screen haha. Glad it was fun for you.
@peachtreeoath Thanks for the in depth feedback! Im glad you stuck it through and got to experience it. It sounds like you understand what I was trying to go for. I hope to polish it up at some point in the future since I think it falls pretty short of its potential at the moment lol. The elegance is a tough balance. To me that's the harder part of polishing the game, what do you add or improve to make it actually better rather than a cluttered mess.
@bjeaurn Thanks for playing! Can't argue with more polish and balance, it definitely needs it.
@justinmullin Thanks for giving it another chance lol. Yeah the ending screen is not set up. Thanks for the feedbacl and for playing!
@anaxie-studio Thanks for the feedback and for playing!
@blubberquark Thanks for playing! Easy thing to add :)