Sanctuary Station by Joror 2015-12-20T22:35:00
Nice game! Found it a bit too hard when loads of stuff spawned at the same time, but the concept is really neat. Music and visual system create a great atmosphere.
Foon → Ludum Dare Explorer → Users → Cake_Catastrophe
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | The Outsider | compo | 489 | 3.19 | 3.24 | 3.05 | 2.52 | 3.67 | 3.10 | 2.19 | 3.20 | 14 | ||
| 2015 | 34 | Two Button Controls / Growing | The End Of Radio | compo | 94 | 3.84 | 3.90 | 3.74 | 3.00 | 3.19 | 2.86 | 3.46 | 61 | |||
| 2015 | 33 | You are the Monster | Aberrant | compo | 177 | 3.56 | 3.75 | 3.37 | 3.97 | 3.19 | 3.18 | 2.56 | 3.59 | 69 | ||
| 2014 | 31 | Entire Game on One Screen | Black Tower | compo | 599 | 3.16 | 3.13 | 2.95 | 3.78 | 3.29 | 3.22 | 2.71 | 3.12 | 66 | ||
| 2014 | 30 | Connected Worlds | Rebel Commander | jam | 381 | 3.23 | 3.10 | 2.57 | 1.75 | 3.19 | 2.89 | 2.94 | 50 | |||
| 2014 | 29 | Beneath the Surface | Infernal Machine | compo | 17 | |||||||||||
| 2013 | 28 | You Only Get One | Singularity | compo | 908 | 2.44 | 2.37 | 1.89 | 1.89 | 2.22 | 2.75 | 37 | ||||
| 2013 | 27 | 10 Seconds | The Ten Second War | compo | 276 | 3.36 | 3.47 | 3.86 | 2.78 | 3.00 | 2.37 | 2.92 | 62 | |||
| 2013 | 26 | Minimalism | Hyperborea: The Secret of the North | compo | 721 | 3.00 | 2.81 | 2.44 | 3.21 | 2.76 | 2.90 | 1.71 | 3.34 | 57 | ||
| 2012 | 25 | You are the Villain | The Iron Warlord | compo | 563 | 2.64 | 2.57 | 3.21 | 3.00 | 2.36 | 26 | |||||
| 2012 | 24 | Evolution | Mutasite 1991: Attack of the Mutagenic Parasites | compo | 449 | 2.83 | 2.67 | 2.00 | 3.29 | 2.22 | 2.33 | 39 | ||||
| 2012 | 23 | Tiny World | Little Ragnarok, or How I Missed Armageddon | compo |
Cake_Catastrophe leaves an average of 12.1 feedback comments each event.
Nice game! Found it a bit too hard when loads of stuff spawned at the same time, but the concept is really neat. Music and visual system create a great atmosphere.
That was really cool! Took me a few plays to finally win, once I could recognize which icons in the tree meant recruitable guys I was able to plan a path through.
Could do with a little more feedback on one or two things - I could usually tell roughly how well was going to do (power in rock vs the power stat of a scissors opponent etc) but couldn't really work out how many guys I would lose as a result! At least some indication of how bad a loss will be would be nice.
I liked the use of the two-button theme to choose a route through the forking path! And the art has a neat style to it, kinda reminds me of some illustration I remember of Alice in Wonderland.
Overall, among the best games I've played this LD.
Cool game! While getting a good score did often comes down to the luck of getting the right bonuses at the right time, it also means you always feel that it's potentially possible to beat your previous score. Especially when you get boost+anti gravity+a slope!
My best was 40447.
This game strongly evokes the fundamental futility underlying all human endeavors.
My score was 7.
Liked the art and music. Found it a little too awkward to swap stances quickly. If I tried to dodge at all I'd end up flailing about dodging when I wanted to attack!
Nice graphics! And stuck controls are a neat idea.
Nice game!
Using the space bar to 'hear' seemed a bit strange until the 'fake' notes are introduced, then suddenly the idea of using your memory of the pattern rather than what you're seeing clicks and it seems really interesting!
Only complaint is going all the way back to the start when you run out of lives!
Fantastic work on the sounds, visual and overall feel. Attacking felt really awkward though, I could never tell if an attack would hit or not, especially if I was moving. Enemies tended to blob together as well, which made it difficult to collect the souls afterwards. Got as far as wave 5 after 20+ attempts, and only saw a couple of the powers.
I would love a full game with this mood and aesthetic if the mechanics were more polished.
Great game! Gets difficult to control once you have 3+ tentacles, though that's part of of fun.
Loved the look and the music, but I just couldn't work out how to play. I tried to find instructions but there don't seem to be any.
It seem like you are meant to hit x when the your orb (the one with an x on it) moves through another blue orb? And the same with y for the green orbs? Except, it seems like they rarely go right through each other - lots of them just float past without ever touching either orb, causing an unavoidable miss.
Other time the blue orb would pass through a green orb leaving me confused as to what to press. I never managed to succeed on the first level, though I did try them all anyway.
Overall, art and music are great. Shame I couldn't work out what to do!
Quite fun! Couldn't work out what warehouses did though. Didn't seem to increase production or selling? I was able to get all my dealers to collide in a massive conga line into each other by building a warehouse that jutted out of the area with the rest of the buildings.
Such majestic creatures ;_____;
Fantastic work, love this sort of turn based combat! Found some of the various mechanics for controlling both characters to be a bit of a pain though. I guess it was intended to feel like a burden - but I just enjoyed the simpler levels most.
Genuinely loved the ground-targeted enemy attack forcing you to move a certain way. All the sprites and their animations were perfect, too! Loved the teleporting guys. It all just felt 'right'.
Didn't quite get the point of the keys since it seemed like it would be harder not to kill everything before progessing. The mechanic for giving up power to train the child was interesting. Kinda nice to feel the main character growing weaker as a source of difficulty. I usually find this kinda 'moralizing' mechanic a bit trite - I assume the result of not doing it is a 'gotcha!' near-impossible final mission? I've not played both ways, so maybe I'm missing something, but I would assume that means an easier final mission for player who challenge themselves and a hard final mission for players who want an easy time!
Anyway, that's kinda nit-picking. I loved this - easily one of the best game I've played this LD.
Oh! I did have a hard time remembering which button was which direction! I think regular ol' WASD (designating one diagonal 'up') woulda felt more natural. Although that's just a guess!
duh duh duh duh BWEEP duh duh duh duh DWOW duh duh duh BWEEP duh duh duh duh duh BWEEP duh BEEWP duh duh DWOW duh duh duh...
Interesting, I kind of enjoyed it for the atmosphere (nice music and 'feel' to the writing) even though it felt kinda broken. The superman jumping was hilarious given that the character walks like an old man.
Overall, a bit odd but charming.
$11756
Took me ages to work out the mechanic was click and drag. I sat there clicking for quite a while before I selected multiple animals by mistake.
Does seem like you get a better score for matching animals of the same type to just matching everything at random. Annoyed me when I spent ages setting up a big chain of one type only for the screen to suddenly swap to a bigger view and re-randomize everything. Although the idea of the zoom does fit the theme and music.
Oh god, the physics on Hairy difficulty! Too much physics. All the physics, all at once! D=
Took me ages but I made it! Got like 300+ on the first difficulty, before I headbutted the roof.
Fun! Loved the zooming scope as you grew - made it very satisfying to grab a bunch of blobs in a row. A little bit strange that you sort have to hit the obstacles eventually - I didn't initially realize that hitting them when you're much bigger is basically fine (in fact, when they're small and numerous it often seemed to be best just to bulldoze them when it's relatively safe). Otherwise, a great example of a simple game with fantastic feedback from from sounds and visual. Music was good too.
Awesome game, loved the pixel art, especially the way everything had a little animation going on. The mechanics seemed really neat as well, full of neat touches like realizing that faster routes will lose you less HP, or that your safer retreating to an area you control during an alert.
Couldn't work out what actually caused alerts to happen though. It pretty much seemed random, which was a real pain. Got level 5 down to just 3 blue nodes and 80 seconds left... then every time I stepped on any of them I'd get an alert. This happened 4 or 5 times in a row and I ran outta time. Really sucks to run out of time while you're hiding, it's not like you can do anything about it since you can't even attempt to capture nodes in the state. Seems like i'm missing something.
Anyway, I would totally have kept going if I wasn't stuck. Thought it was fantastic in pretty much every way.
Quite enjoyable, but the difficulty spikes pretty quick. Was never quite sure when the right time to boost was.
Cool idea, took me a while to work out what was going on. Liked drawing the sprites with two buttons!
Fun little game. The core mechanic was neat once I figured out when to click and how criticals worked. Took me a bunch of tries to work out what was going on though.
Great little game, and one of the most interesting implementation of the 2-button theme i've seen. Nice work around for only going in 1 direction using the slopes to roll back, although it can be a bit fiddly to do right. Feels nice when you get boost upgrade and it's suddenly feels much easier to move! Art style was also nice.
Interesting, there's a lot of ideas in here, but the don't quite work together. There's quite an involved combat system with a lot of skills to learn (which you need to try out to find the effects) and an unusual input method. Then there's the mechanics from shrinking and growing, but you really don't need to do any of that since you can just flee from the final boss and walk past him. In fact, there were all sorts of enemies dotted around that I never tried fighting, nor did I try the vast majority of the skills, because there's no call for it.
Overall, good job on the individual elements! But they don't really support each other.
Nice graphics, interesting and inventive use of two buttons, even if "hold both" seems like cheating a little! Loved the unusual selection of mechanics including the heart attack meter. I completed it on my third go, and only suffered 3 heart attacks in the process.
Wow, a lot of great art in this! Out of all of it the design of the main character on the info page is very appealing. The level art also looked great, and I was surprised by the variety in it.
Shame that it's not complete, the gameplay doesn't really work as-is (mostly I just bounced over stuff, making it to the end was still pretty easy).
Also the game is names MEATDOWN so that's worth a star.
Nicely presented, but it seems like you tried to compress four button controls down to two button for the sake of meeting the theme limitation and it suffers for it. I could see it working if there was some mechanic around constantly spinning on the spot, but here it just feels like a work-around.
Well done regardless. Strange that you took out the audio rating - I was gonna rate this a 4. As far as I'm aware using content generation tools is totally allowed and, hey, you had to pick this out of all the crap CG music usually comes out with, and set the instrumentation so you can still get credit for that!
I like the idea here a lot. There's something nice about the simplicity of busting down a door, quickly reacting to the situation and then watching the result play out.
I frequently felt confused by why I ran out of time though. Sometimes I thought I was doing a room really quick but I'd just suddenly get shot! Other times it felt like the guys waited ages an I was sure they shoulda killed me. Could maybe do with some indication.
Good job!
Liked the art! Couldn't work out the difference between the guys until i read it in the description though. Satisfying to whack guys, though a little frustrating since they often go nowhere near where intended especially with the power up that hits them even further!
Liked the story and art, hated having only one life. Level 1 is slow and boring compared to the others, and they all seem to go on for a long time. Got as far as level 3.
The central mechanic is a nice idea, but the control implementation feels awkward.
Awesome work, very atmospheric. Loved the use of photograph for interaction. There's something about inspecting a grainy photo while ambient music plays that feels rather ominous.
Thought the dialogue options were a little confusing though! Not the dialogue itself - but I was never sure what I was selecting when I chose an answer. Is there a reason that they were green/red?
Liked the models - they've got a sorta Halo vibe to them. I found that the aiming could be a little temperamental - shots didn't always go in the direction I expected. Also when the fast enemies show up and you can't outrun the off screen ones by moving, not sure how to deal with that. Got a score of 198.
Nice monster and music! Score was 56.
Love how the Marios mindlessly swarm, fall over and get stuck on their backs. Adds a lot of comedy value.
Nice game, it took me a while to figure out, but once I got it, it became a fun game about territory control. The only thing I never quite worked out was why I sometimes seemed to lose to weaker fleets - there didn't seem to be much indication of why this happened (ie, was it randomness or tile-based bonuses etc?).
Cool, I liked the way that the buildings shattered into pieces when destroyed.
Nice idea, very atmospheric.
Good work, the art in this is really nice. I did find it a little weird that the only way to avoid being hit was to abuse the fact that pressing the attack key multiple times during a single attack animation will register multiple hits, but other than that this was quite fun!
Really nice atmosphere, I liked this a lot!
Nice work, the mechanics were very interesting though I wasn't very good at it!
Awesome work, it's great audio/visual feedback and the neat little animations that make this fantastic.
Most adorable game I've played this LD! Art and animations were great. All you'd need to expand on this is a few more activities and some incentive/reward tied to the stats. Looks far more polished than your average LD game.
The music really makes this.
I couldn't really get anywhere in this. I seemed to fall through platforms down into 'the well', then from there i would fall through the floor out of the level entirely. =(
Super cool. Loved the randomly generated ships - both in terms of the procedural appearances and weapon placement. Reminds me of Warning Forever, if you every played that early indie game! Great art, too, gives them a sort of ink-blot look.
I was able to beat Harcore - but only by exploiting the fact that you can fly off the top of the screen - where you can't fire the turrets, but it seems you can fire lasers? I generated a ship with a tonne of downward-facing lasers and did the whole thing that way.
Nice game, I enjoyed watching my ratings and demographics grow. Everything seemed rather difficult until a certain point on about days 3/4 when suddenly my income went from ~500 per day to ~10000+ and suddenly I could buy everything (incidentally, I found that if you tried to buy more staff than the maximum, a console appeared on screen with a null ref error).
After that point, it was pretty easy, even if I said no to all the dodgy deals. Also, the slider minigame thing seemed a little out of place, although it did add some excitement.
Nice artwork! I also found the controls a little confusing, but the gameplay was quite interesting once I got the hang of it. In some ways, the mechanics (other than controls) being a little obscure was a plus because figuring out what to do felt almost like a puzzle itself.
I was able to get to the point where my health was constantly going up - spawn 4 larva, kill them with the leg as soon as each of them transforms to the final state. I never really used the scare thing.
Nice entry. Everything is pretty solid in this one, and the chomping mechanic is very satisfying! Feedback in general is good, I particularly like the bit where it starts raining numbers during your combo, even if I wasn't really sure what they meant.
I... have no words...
It started off as a confusing game about making money... over time? Randomly?... whilst putting out fires. Suddenly I realized I could open doors and the spaceship, which I thought was one room, was in fact huge.
Wandering the vast labyrinth, I noticed that I was losing money rapidly. I had no idea what that meant, or how to remedy it.
Oh my, that's a lot of Fire. I'll just close these doors and pretend I didn't see that. Sorry, guys in that room.
The next thing I noticed was the oxygen was apparently low. I have no idea why, but it sounded bad so I turned some Air on. I'm not sure why that matters, since I'm in a spacesuit.
At this point, I rapidly lost control of the whole fire situation. Running through the ship, watching everyone burn to death I fire-fought myself into a corner and ran out of water.
Why is this spaceship so flammable?!
But then, just past the flames! A door with no fire beyond it. I brave the fire, bolt through and slam it shut. I find myself trapped in a dead-end room with 3 other guys and no hope of escape.
And at this moment... hurrah! My venture finally turns profitable again and I start raking in the cash. I can only conclude that this is because fire is in fact the product we are shipping.
Sadly, as leaving my room would mean instant death, I have no way to spend my riches...
5/5 I have no idea why any of that happened, but it was awesome.
That was pretty great. I mean, you don't need all the different interactions, but you end up trying them all just because that damn hero takes so long to reach you! I don't think I've ever seen a game use boredom to prompt the player to experiment, which is pretty neat - I genuinely mean that in a good way, too, since that is kind of the point and once you do start to experiment you find some fun stuff.
Obviously, it helps that the art and music are great, too. I was particularly fond of the Final Fantasy-ish boss battle theme that you can play once you've found the speakers behind the wall.
Great work. Definitely has a Dark Souls vibes, and maybe a bit of Ico as well. And those a pretty impressive comparisons.
Only complaint is the combat is a bit clunky, to the extent that I often couldn't tell if I was hitting or not. Other than that, fantastic.
The only explanation I have for this game's existence is that the creator is a killer robot from the future. Who also makes games.
Beautiful art, great sound track, great gameplay with innovative mechanics for the tentacles (thought a little too hard for me in places!). Stunning.
Good job, reminded me of Ultima Underworld. I really liked the feel of the game.
That said, it seemed extremely hard. I got to the what I assume is the boss but couldn't really work out how to kill him.
I couldn't really tell what the difference in the spells was, I seemed to be able to kill everything else by running headlong at it with the fire spell.
Overall, good game, though!
Good game, I think I gave myself RSI.
This is a really neat idea! The controls are kind of frustrating, so in the end I just sort of mashed button, but things worked anyway.
It definitely plays better on the levels with more enemies, since you can pretty much flail uncontrollably and still squish thing.
Art was nice, too.
It took me so long to realize the beams were moonlight, not water. Even after the mirror. It did seem odd, I didn't *think* werewolves were traditionally a water-themed monster, and water doesn't usually reflect... but for some reason, I didn't question my initial assumption.
Good job, though! It does get a bit frustrating when you keep falling. It can be hard to judge jumps due to the momentum changes when you transform.
Interesting! But I made it to the other side and didn't win, wasn't able to work out what the actual win condition was since that was my initial assumption!
Nice art, the reflection of the 'player' in the power-up screen was a nice addition.
Pretty funny and as others have said the feeling of having to cobble together something quickly to please voters added emergent humor.
That said, actually winning basically involved determining the creator's definition of 'evil'... will mandatory religious education gain or lose me evil?? Oh evil, why must you be so subjective...
I liked the bit with the fork.
Cool, very original little puzzle game. Good job!
Neat game. I liked the use of minesweeper-style mechanics to navigate. I felt like there was a lack of guidance to the hero's location, though. Most of the time I spent wandering around safe areas hoping to see some indication that they were near.
Did eventually manage to get a victory when the hero randomly stumbled into the same room as me. =)
Wow, this is really impressive. The art is fantastic and the writing and music are good too.
Nice little game. Got to the end but got killed by the boss. The pace was a little too slow for me to give it a second shot, but it was fun non the less.
I played to the end (I think? Looped back to the start), it was quite fun! I actually felt the visual style, though simple worked well.
Took me a while to figure out which cars I could destroy and that I had to dodge the other. Kind wish I could just blow them all up. I feel your pain, Joe.
Cooking disaster simulator.
Really cool idea - i liked suddenly buffing the early dungeons to kill all the newbie heroes.
It can get a little too slow, though, if you over spend. A couple of times I ended up with most of the heroes camped in a single town, waiting for my gold to increase to the point where I could destroy it.
Overall, very nice, and quite easy to understand which is something most jam games of this type often struggle with.
Played this for ages! The only thing I didn't like was that I eventually topped out at getting Epic items, and that the remaining quests were down to pure chance as I couldn't (as far as I could tell) influence my chance to get a specific item.
Still, everything else was fantastic. This is one of the best games I've played from this LD, and definitely the one I spent the longest on.
I had a lot more fun with this than I really expected - only thing that I think it was lacking was a clear goal to achieve. I even like the lack of instructions and unmarked dials - it's kinda like Myst except with the possibility of blowing yourself up.
Simple but fun. Liked the art, especially the STARING EYES and the dopey-looking portrait for the player character.
Nice little time waster game, shame that the web version won't play in the background - pretty much a must for this kind of game.
Loved the concept of the single, transforming environment. The animation were great, and the teleport gun was fun to use. Great game.
Surely you mean... Bullet Hellements??
Awesome game, best so far was 41400, but I may come back to it and try and top that.
Movement and shooting both feel great, only taking damage felt like it was missing a little bit of feedback. Liked the enemies shrinking to represent damage (instead of floaty healing bars or something).
There's an impressive amount of stuff in this game, but unfortunately I couldn't figure out how to use most of it. I played a couple of time, and was able to set up some trade routes and improve my relations with other kingdoms, but I couldn't really tell what effects any of it had, although I did get a better score at the end.
Impressive scope for a jam game, but it really needs more feedback so that the player can see the results of their actions.
Cool game! I loved the little touches like the knight's animations, and turning to face the movement direction. The feedback (sound, radius indicator) on the bombs exploding was really good, and it was cool that you could shove them and have them bounce off each other.
It could do with a bit more difficulty. The bombs are completely static unless you shove them, which makes it pretty simple to avoid them - if some of them came in bouncing around and could knock into other bombs, it would give it a bit more action.
Loved the randomly generated place names, and the gameplay felt quite smooth. Shame you didn't get the time to implement combat.
Cool game! Love the zoom-in effect for upgrading the turret.
Very polished look! I agree that the controls are perhaps a little too imprecise, but that is where some of the fun comes from. I had no problems winning against the bots, but I imagine this would be hectic with 4 human players!
Nice! Gets quite interesting once you've tried a few upgrade options. That basic gun though, I can't hit anything with it! Takes me ages just to get the first couple of coins.
Nice game! For the first while I found it much easier to steal the package that to push the guys of the bridge. Takes a while until you feel like you have to do both. Good job overall.
Finished it, not bad for your first go. I liked the music, even though it gets a little repetitive.
I had a lot of fun with this. The art is simple but eye-catching, and the mix of different damage types and the ability to switch turret around gives it some depth.
I had a little bit of trouble working up which turrets I was switching in - some indicator on the tile to which turret is on its opposite number would help with that though. Overall pretty good.
This is pretty cool! I've seen color-switching mechanics like this plenty of time before, but here you really work it into the aesthetic of the level in a cool way.
It is pretty challenging, but doesn't feel impossible, which is good. So far I've only made it to world 2.
Only complaint is the control layout feels a bit funny to me - i think i'd rather use WASD to run and jump and the other hand to switch colors.
Overall really good though, well done!
Great use of the theme! The graphics and audio are good and work together nicely to create a relaxing atmosphere. Only thing I didn't like were the controls - I'm sure they would be good on a touch screen, but they are a bit awkward with a mouse (second mode especially made my hand cramp up).
Quite nice 3D graphics for a jam game, and it has a good arcade-y feel to it. Unfortunately I keep getting a bug where the jeep will get stuck and can only spin on the spot. Otherwise good job, especially on the models.
Took me a while to figure out what the gameplay mechanic actually was - main difficulty was working out why I couldn't connect the red planet (and then what the target number to fill it was).
Once I got passed that though, I got quite hooked. Can't think of any other games that use this mechanic and it feels pretty natural once you understand it. Good job!
Very moody graphics and audio, but I couldn't figure out any way to win! Just needs some mechanic to make money out of trading.
Fantastic audio and visuals. The style reminds me of Rez. Gameplay is solid, but gets a little repetitive once you've been around the map once or twice.
Hyper-realistic hacking simulation.
OK, guys, we can all stop voting now. This is clearly the Best Game.
Really, the time limit hurt this a lot. I only found it playable once I started ignore the text entirely and only glancing at the arrows that explain how the effect of the decision.
The actual mechanic of balancing your favour, and choosing when to start pandering to a side that's picking up influence works really well, but the timer makes it very difficult to learn the system, and impossible to read the text.
Could work really well in turns or with some kind of tactical pause option.
Cool game! I liked the concept a lot, but I never felt like I was really able to build up a very big base solo, which is where much of the appeal lies for me.
Controls felt fine to me, but I was mostly playing the Ranger. I think the fact that the soldier needs to get close, but can't back away and shoot, might be the problem for most folk.
Sadly not able to play on Multplayer, but I suspect that with more players, the base building would be a lot more rewarding.
Great game! Took me a bunch of tries to finish it, though it did get a wee bit repetitive to keep rewiring the comm panel each time.
I think that lower costs on commands, so that you've got more room to experiment, would have been nice. Also a display of the remaining time on the main screen, since I'd often not remember how much I had left to work with.
Art style is great, sound was atmospheric and the use of randomization to make the diagnostics important each time was good. Overall, best game I've seen from this LD so far!
Nice, I like that I ended up looking at the level and trying to work out where they were going to screw me over when the lights went out. The scrawled messages were a great addition.
Love the visuals here, the awesome ship sprite (right down to the little blinking consoles in the cockpit) gives it a cool industrial future feel. The gameplay is a bit basic, could have done with more than just asteroids to shoot at, but the way the ship moves is fun.
I am also confused. I was able to bounce, I think, but the game ended with what looked like an error message. Although that may have been a score in units I didn't understand. Looks nice though.
I like this a lot. As a big fan of Pirates!, Mount and Blade, Darklands, etc it cool to see that this kind of game is still fun even when stripped down to the bare bones. Only criticism I have it that that, first time through, I spent quite a while staring at some of the stat lines trying remember what "F" or "T" were. Symbols would have been nice! =)
Regarding the gameplay, pillaging seems to have better returns for cost than attacking ships, and comes up quite often. And you can often go quite a while without seeing a port where you can get more cannonballs. Maybe the cost for attacking ships could be tweaked down, or the benefits improved?
Also, anyone beat this score? http://img.photobucket.com/albums/v514/Atolm/best_pirate.png
Interesting. It like the idea, but I got bored repeatedly typing "scan, proximity, city, direction, angle, distance" over and over. A one-line command like "scan moscow 0 100", or even the option to automatically scan an area over several days would have been nice, since effectively that's what I ended up doing.
High point for me getting two digits mixed up and accidently bombing Volvograd. I should have called Dimitri to apologize.
Snap! http://www.ludumdare.com/compo/ludum-dare-26/?action=default
Obviously, to certain people "minimalism" means "it is cold".
I liked the sound a lot, the visuals could have done with a little bit of animation. At first I couldn't move for potatoes, then once I managed to harness the powers of fire (after dying once) I could find nothing but sticks for moles. I don't know if this was on purpose, but it felt apt.
Is there an end point? Third time through I managed to keep going for ages, even getting to a point where there didn't seem to be any more trees, but it seems like the only way to finish it is to die.
I like the idea of hiding in the zones by matching their colour, and it is quite satisfying when you successfully evade the sweepers. Trying to keep where you are, where the sweepers are, if they are targeting you and where you are going to jump to in mind, all while the map keeps shifting is really difficult right off the bat, though. Starting off easier and then ramping the difficulty up over time would help a lot!
I really liked this. The controls are smooth, and the graphics and sound were really nice. I didn't notice much of a change from the procedural enemies thing, but it was just really fun to play.
The difficulty curve is crazy though, the first few levels are really hard, but later on (once you can spam multi-directional missiles) it becomes trivially easy. I had something like 40 extra lives because I ran out of other upgrades to buy.
LD35 — Shapeshift (2)
Omnixis by Auroratide 2016-04-19T13:09:00
That was cool! Unique little puzzle game. I wasn't always able to tell when a row was long enough to be scored, though.
Good job.
Species by JaviCepa 2016-04-19T12:48:00
Nice game! Look great, love the shapeshifting effect. And 360 degree camera is a neat idea - the game effectively plays in 2D but feels like a 3D environment.
Feels like it was missing some mechanics behind the shapeshifting though.