Bomb defuse - 10 seconds by choqaae 2013-12-09T18:45:00
Hmm, I can't move my robot.
Foon → Ludum Dare Explorer → Users → Benedikt Vogler
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Is This Me? | compo | 14 | |||||||||
| 2013 | 28 | You Only Get One | Weapon of Choice | compo | 724 | 2.74 | 2.70 | 2.30 | 2.70 | 2.60 | 2.29 | 2.56 | 44 | |
| 2013 | 27 | 10 Seconds | Title Unknown |
Hmm, I can't move my robot.
The game has very unresponsive controls. At the first play though I got stuck at the table and thought the game got stuck but I apparently had to click the arrow.
In the first stage you could see what you can click but in the second I did not know what I could click. I marked the calendar an replaced the food but that was all. It was not really fun but I think mostly because it was unfinished.
Nevertheless I really liked the animation and the graphics.
Sorry, but the graphics were hurting my eyes, the sound was annoying after some time driving.
I was like "WTF!?!" at the first guy but then nothing real happened until I found the second guy. Then nothing real happened until I found the graveyard I lost my bike and gave up.
The first 20 seconds of gameplay were good and I think there is potential in this "game" but it lacks content.
I also could not find the theme in this game.
How can I play it?
Does not run on my Mac (Mavericks, Java 1.7):
Exception in thread "Thread-2" java.lang.IllegalArgumentException: Width (0) and height (0) cannot be <= 0
at java.awt.image.DirectColorModel.createCompatibleWritableRaster(DirectColorModel.java:1016)
at sun.java2d.opengl.CGLGraphicsConfig.createCompatibleImage(CGLGraphicsConfig.java:200)
at java.awt.GraphicsConfiguration.createCompatibleImage(GraphicsConfiguration.java:178)
at sun.awt.image.SunVolatileImage.getBackupImage(SunVolatileImage.java:236)
at sun.awt.image.VolatileSurfaceManager.getBackupSurface(VolatileSurfaceManager.java:263)
at sun.awt.image.VolatileSurfaceManager.initialize(VolatileSurfaceManager.java:126)
at sun.awt.image.SunVolatileImage.<init>(SunVolatileImage.java:88)
at sun.awt.image.SunVolatileImage.<init>(SunVolatileImage.java:98)
at sun.awt.image.SunVolatileImage.<init>(SunVolatileImage.java:109)
at sun.java2d.opengl.CGLGraphicsConfig.createBackBufferImage(CGLGraphicsConfig.java:356)
at sun.lwawt.LWCanvasPeer.createBuffers(LWCanvasPeer.java:62)
at java.awt.Component$FlipBufferStrategy.createBuffers(Component.java:4016)
at java.awt.Component$FlipBufferStrategy.<init>(Component.java:3956)
at java.awt.Component$FlipSubRegionBufferStrategy.<init>(Component.java:4479)
at java.awt.Component.createBufferStrategy(Component.java:3833)
at java.awt.Canvas.createBufferStrategy(Canvas.java:194)
at java.awt.Component.createBufferStrategy(Component.java:3756)
at java.awt.Canvas.createBufferStrategy(Canvas.java:169)
at Framework.Screen.render(Screen.java:52)
at Framework.Screen.run(Screen.java:97)
at java.lang.Thread.run(Thread.java:724)
It seems you did not really finish.
I try to be objective and I am sorry if I am too harsh. So here are some critique points:
-You got only one life - calling the state "loosing the game" a "life" is … meh. You even have a health bar.
- There are no stats given, so I did not know how much my warriors costs and what they do. I had to find out that the swordsman seem to be the strongest unit but the order suggests that it is the worst.
- There is no curve in the gameplay, it is not getting any harder over time or something is changing.
- You can only use the special one time? I did not know this and also it is not explained what it does before actually trying it.
- Audio was okay but could be better and could vary more.
I quit because I knew spawning the swordsman over and over lets me win.
In general: it was okay
My critique points:
I picked the banana and even forgot what it does. Maybe try bigger impact of choice?
I liked the graphics with the doodle art style. I think more tiles and real pople would be better.
Maybe increasing the speed of the game by 1.5 - 2 would be better? It was a way too slow to feel intense.
Just want to note my stupidity: I thought the game was broken because I tried using WASD instead of the arrow keys. You could also accept WASD as input.
I heard no sound, so no audio score.
28,7MB that's a pretty big download.
The graphics and music were very nice.
The game is too easy and had too little levels. The lion sometimes got stuck, this was a bit annoying.
The game has so much potentially. Double the resolution, use less aggressive colors, add some basic sounds and add acceleration to the gravity.
This would be so litte work and would double the fun.
Also the sun could move fluid.
Downloadlink broken. Also which platform is this?
You should have sorted the GUI a bit more, format the numbers because that's the important thing in your game. It also would be easier to read if the text was on some sort of one colored background.
The changes on the swag price were to low to have a real impact on the game. It would be nice if you had to take a look on the price all the time to sell at the right moment but the changes were too small and could not really predicted.
All in all the game was only "meh".
Hey, I added some notes how to run my game if it fails. Maybe want to try again?
I tried passing the guys at the top right until I gave up. Then I realized I can go for the sword. So I went there. Tried picking it. Pressed x and I was asked for a name. So I entered another account I own. And then I got "game over" reloaded and were stuck in an "game over"-loop.
So ratings may be better if I could see more of the game.
Maybe you could explain why this game needs twitter.
I liked the idea and the minimalistic approach. I knew there is a trick and my the whole time I was looking for the trick and once I got it, I think after level 3, it was relatively easy. It felt like the point of this game is to find the trick while trying to not loose. :-D
I don''t know how you intended it to play, maybe I did it "wrong"? :-D
Some points which could be better:
- Maybe add some instructions, what you are supposed to do
- Add sound
- more colors
- make it bigger, it was getting hard selecting the pixels
Solid and simple but too little content to stay fun for some minutes.
Some notes:
- Too blurred
- Sound was too late
- Instructions not clear enough: "press any key" sounded like "press any key to start game". I failed twice before getting the controls.
Crashes on my Mac (Mavericks, Java 1.7):
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
_NSJVMLoadLibrary: NSAddLibrary failed for /libjawt.dylib
JavaVM FATAL: lookup of function JAWT_GetAWT failed. Exit
I can agree on what SkyWOlf said:
1) medium
2) easy
3) very easy
4) easy
5) too hard
…
I would have tried more times if not every time the level would reset.
I found it hard to see where the neutrons were going even there was a grid. Maybe some sort of mouse-hover effect would help.
I won't rate the art because I don't know which of the sprites are your work. I can just say that they are good chosen. ;-)
Nevertheless of my critique I liked it. Pretty solid work.
Crashes on my Mac Book Pro (java 1.7.0_40).:
Dec 16 16:44:11 demon.local java[2228] <Error>: The function `CGContextErase' is obsolete and will be removed in an upcoming update. Unfortunately, this application, or a library it uses, is using this obsolete function, and is thereby contributing to an overall degradation of system performance.
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
_NSJVMLoadLibrary: NSAddLibrary failed for /libjawt.dylib
JavaVM FATAL: lookup of function JAWT_GetAWT failed. Exit
AL lib: ReleaseALC: 1 device not closed
WOW. So much content.
I really love the details like the sails getting bigger in the wind, the pirate ai, the wind mechanic, the deer...
My settlers were somehow stuck, they just build two towns and then ran around but did not collect any resources.
The sound lacks a bit of quality in comparison to the rest of the game.
Sorry, but I just felt like a crappy clone of Motherload.
Graphics were not goods, collision and controls felt "choppy" and the upgrade system is too complicated. Maybe use icons the next time?
Would have liked it more if something at the core mechanics felt fresh or creative.
@archaeometrician:
In fact I think 1/3 of the time were spent on the shooting functionality because: complexity = dimensions^2
I'd like to have a punch/sword animation but then I would need 8 sprites for each effect.
I uploaded a new unbundeled .jar file so that you can run it at a custom resolution from command line if the game won't launch. It may fix it.
More like an interactive movie but nevertheless it was nice to play/view.
The turning sprites did not really fit into the pixel grid and therefore felt somehow out of place. I also think the colors could be used with more care. Everything was black and white but a little red on the wheels. Audio was great.
You could get more stars if the game was easier or had some fresh gameplay elements.
Thanks to let my skip the beer thing...
Don't like that graphics stile that much but nevertheless the graphics were good.
I enjoyed it!
Some instructions would be nice. At first I wandered around without a plan then I realized there were three colors and some buttons and I could push them. I heard sounds when I pushed them but I don't know what they do.
You have to turn the blue light somewhere but I don't know where. I pressed the white button and some orange buttons turned black after pressing them in the right order.
Atmosphere was great though.
Water sound was a bit annoying because of it's lack of quality.
Hey, I hope that fix of my game fixed the crashes. I would be happy if you checked it out :-)
I also saved your game for later. :-)
hmm, I will check it out. Thanks for pointing it out.
Okay it should be fixed now.
@mortus: the sexual violence was something I wanted to implement but I had to drop it then.
4 points - "you're good".
Music was a bit too much