The Compactor by Skosnowich 2018-08-14T21:10:44Z
Wow, this is a tough game. Keeping track of 4 dudes isn't easy. Fits the theme perfectly, and overall executed pretty well. Nice job.
Foon → Ludum Dare Explorer → Users → Celdur
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Combat Medic | jam | 1693 | 3.28 | 3.23 | 3.09 | 4.07 | 3.21 | 2.54 | 1.94 | 2.95 |
| 2019 | 45 | Start with nothing | 👥 | Space Office | jam | 362 | 3.62 | 3.62 | 3.84 | 3.75 | 3.84 | 3.55 | 3.78 | 3.72 |
| 2018 | 42 | Running out of space | CrumbleDungeon | jam | 802 | 3.19 | 3.03 | 3.17 | 3.79 | 3.33 | 2.26 |
Wow, this is a tough game. Keeping track of 4 dudes isn't easy. Fits the theme perfectly, and overall executed pretty well. Nice job.
Overall pretty well made, though the hitboxes on the enemies are a bit small in my opinion. Also, the shotgun bullets spawn a bit too far ahead of the gun, causing you to shoot beyond the enemy if you get too close.
Interesting game. The controls get a bit to get used to but once you do they add something to the challenge. Found it much more effecient trying to just survive rather than going after the enemies, it was pretty difficult to actually land on them before they jumped away again.
One complaint I have though is that sometimes the platforms don't actually dissapear but you still fall through them, or some other times they would start falling and drop mid-jump.
Other than that, I'd say this is a really good entry, and with a bit of polish you could make something really nice out of this.
Fun game. Could be a neat party game if you expand on it. Some of the physics are a bit floaty though, the floor seemed like ice sometimes.
Cute game, didn't really grasp the whole point of the game until I got my first ending though. But once that clicked, it was a lot more interesting trying to balance saving people with the space you need for other things.
For a moment there I thought the stomach was way too big for what was coming in, but man was I wrong haha. In fact, it seemed nearly impossible to keep up after a while. Also, I had no idea what any of the abilities did. Anyway, I'm not a huge fan of clickers but this is a neat spin on it, nice job.
Nice concept. It doesn't go into the theme that much but if you developed it further it could be a really neat game.
I think your link is broken, but I managed to find it at https://adam.vittoz.co.uk/ld42/Haunted_Win64.zip .
You have a pretty nice idea here, not sure how well it fits the theme though. Also sometimes my mouse would sort of get locked out of the game, making me lose control of turning unless I alt-tabbed out and in the game again. If you spent some more time on this though, you could make a pretty spooky exploration game I'm sure.
Nice idea, though I'm not a big fan of getting punished for doing bad. Maybe it'd work better if you grow for doing well instead.
There's a bug that makes it so you can hover over multiple boxes at once. That wouldn't be too much of a problem, but when it happens you can't pick up any of the boxes. Once things got out of hand it became really difficult to pick anything up anymore. Other than that, it fits the theme nicely.
Doesn't seem to work for me, there's just a mostly empty screen with some grass.
I redownloaded it, seemed to work this time. Though the rate at which the world gets flooded seems unmanagable. If I don't put down a drain I will drown in no time along with the rest of the world, and even then I'm stuck on a 3x3 little island. Not sure if I'm missing something or if this is another bug?
Alright, well, good effort anyway. I see what you were going for, even if the difficulty makes it kinda hard to test things out. But overall I like the idea quite a bit.
What a cute game. Fits the theme really well too. Although I think some of the levels are impossible? maybe I'm just dumb, but I couldn't figure out level 3 or 5 at all. Oh and maybe don't have the tutorial show up on every level, it gets a little tedious. Other than that though, nice job.
I would agree with the above comment, getting bigger yourself is a really nice spin compared to what most other people are doing, but losing mobility on top of it kind of makes the game too hard after a while. Maybe if you could see what's coming earlier you can avoid things better, but as it is now you just can't avoid eating trash sometimes.
Also did not appreciate that game over sound, ouch.
I really like the minimalistic style, although I found stuff moving a bit too fast for me. The controls aren't entirely clear either, not sure if you can move your items around in your inventory or if they are stuck where you put them.
Overall this was nice but I really don't think the music tracks after the first one fit the aquatic theme, threw me off completely.
Fun little short game, probably not enough there for a full game but could be fun as a minigame in something larger. It doesn't really fit the theme though, since there's plenty of space for all the boxes. You're only really worried about the timer.
Very fun and challenging. Placing a box mid jump can be a little finicky sometimes. I think your options would improve a lot if you could place a box beneath you mid-jump.
I agree with most of the comments above and think it's a really novel idea. But one complaint I have is the audio, when a whole bunch of elements start stacking up it really hurts my ears.
This is really good, you could easily turn this into a full commercial game. Also fourth.
Hey this is pretty similar to my game, half of it anyway. That was pretty enjoyable though I kind of wished that the installed modules would get removed once they've run their course. But then you wouldn't run out of space I suppose.
@frittatenbank You're free to use them if you like https://i.imgur.com/V3AN6uQ.png
Very nice game. I think it might work better if you actually have to place the buildings on the map. You could probably expand this into a full clicker/city builder sort of game.
Also, the audio does some nasty things if you gather too much stuff at once.
I loved the mood of this. And I got through the game fine without the easy mode. The only thing that threw me off for a bit was the light part, I thought it was a static image since I thought the controls were just typing, but then when I moved my mouse I got it.
Oh, and there's a slight bug when you overflow the text box.
This took a while to figure out. The instructions being scribbles made it hard to read, and even after that I had trouble figuring out what I was supposed to do. After playing for a bit though, everything fell into place.
It's a really nice idea, I like having to balance between building defenses in the center and maneuvering on the right to get pickups. My biggest complaint aside from instructions though, is that there is no clear way to delete buildings, which can really screw you over if you place a tile in the wrong place and suddenly you can't build anything in that spot.
This would be a great board game, one of the most tightly designed games I've played this jam. The manual was mostly find, I was just a little confused about adjacent buildings helping you build stuff.
Nice concept. Reminds me of a zachtronics game, but a bit more hands on. I can easily see how you could expand on this, adding more tasks to complete other than just getting to the exit, and more puzzles that require you to make your code function while looping.
You could probably gracefully borrow zachtronics games 'JMP' functions to make more complex code, if you decided to keep working on this.
Oh, and I like the very literal interpretation of the theme.
Reminds me of an old DOS game or something. I like the music getting more complex as you gain parts. Level tiles were a bit wobbly though, and sometimes they'd disappear while still on the screen. Also would've liked some more character animations, but I know how things go with time. Overall though a pretty creative little game, lots of potential.
Neat game, Impressed with how much stuff there is. combat is a bit rough around the edges though.
I can see this turning into a great game if you spend more time on it. The art style is great, and while the gameplay is a bit bare bones right now, the punch does feel very satisfying. It's a bit tough having to deal with the enemies having longer range than you though, you kind of have to approach them from the top or bottom
I have to agree that the music and art are really great in this. The controls and movement could've used a little polish though, but I know how these things go. Also, aside from changing the music, which was a really nice touch, the lenses didn't really do much? At least, I didn't need them as far as I could tell.
really juicy game, I can't imagine how satisfying it would be to play if you had the time to put in sound effects. Would be nice if you could pick up dead bodies to throw and stun enemies, or if you could throw knives as well.
One thing I noticed though. This probably won't matter for most people, but if you run out of viable weapons to kill one of those big turrets, you're kind of screwed. I guess you could say that you deserve to lose the level at that point but it wouldn't be the most fun way to lose. It's kind of a nitpick but I thought I'd point it out anyway.
Cute game, one of the best theme interpretations I've seen too. All I'd really ask for is a fast forward button.
Those are some intense jumping noises. Art style is quite interesting too.
I know melee combat is very hard to not make janky, but on top of that there are so many enemies. I just want to explore but it's so easy for them to get a cheap hit in.
Some kind of feedback for the levers would be nice too.
Oh man, this is such a good idea. If you refined it a bit it could be a great little roguelite. I also really like the art style, reminds me of old final fantasy or something.
One thing I would change is how the minesweeping detection works, it's a little tedious to do right now, and it doesn't give you much information. Once I had a decent weapon I wasn't really worried about what I'd walk in to and was basically just mowing the lawn. What you could maybe do is have the enemies have different difficulty levels, so you'd have to explore and try to find treasure or weaker monsters to fight before tackling the more difficult ones. Could also throw in some random event types or something, who knows.
Another thing is that I found the map a little too big, at least for this version of the game. Once I had a strong weapon(spear is ridiculous btw), I was just wanting to face the boss, but it took me a long time to find him.
Cute game, really liked the art style. The room with the moving platforms gave me the most trouble, since they lacked any friction.
Beautiful game, really liked the direction you guys went with.
Few nitpicks though. The menu opens and closes a bit slow, so it can get tedious when you try to pick up an item but miss. Also had a bug where I unequipped the double damage ring, but it still had the effect on.
Love the tile fade-in effect. And I too fell prey to the elevator slide. Guess I should've checked the comments.
This is a neat idea though, but I wonder how well it would work on a full scale game. After the intro, it'd probably just turn into a metroidvania of sorts. Real neat intro either way.
Love the art style, and I enjoy these kinds of puzzles.
Wish you could do a test run without having to place every tile, also removing tiles can be a bit unresponsive.
cute game, I really dig the art style.
It would probably be better to have the witch aim in front of her, since having the shots go slightly to the side makes it hard to gauge your shots. It was fairly easy to herd the cats into a big conga line, some better AI wouldn't hurt. Overall though, a really nice entry.
Game won't run for me sadly.
I'm on windows and I have an rx580. when I try to boot the game I just get a cmd screen for a split second and then nothing.
Man, the ocean is really messed up huh. Even straws are trying to kill me. I feel that the first level's difficulty is a bit too high to start with, mostly because those fish hooks sort of lock off to top part of the screen. I also had to keep reminding myself that jellyfish are actually good to touch, and I wish the powerups were use based instead of time based.
Other than that though, I had some fun with it, it controls pretty well, and I really like the art.
@mao if you're on day 2 or 3 you might be missing something, yeah. New problems get added as the days go on and that should be part of one of them(unless I did overlook some bug).
@danilo-freire I'd love to, but I don't have the engine license for that right now sadly.
@washingmachinae Yeah, I assume you fell for the teal one. I made teal look way too similar to green, which was unintentional, and most people don't notice the difference at first.
Really great effort on the atmosphere. though keep in mind that light is used a lot in games to guide people. So all those little panels that lit up kind of threw me for a loop, I kept thinking I could interact with them somehow.
Love the presentation of this, and only being able to parry is a very interesting idea.
I do wish the dash was a bit more smooth. After you dash you're stuck running in place for a bit, I'd either add some kind of recovery animation or make that flow more smoothly into normal walking. Also, in a few stages the enemies kept attacking out of the room, made it hard to see what they were doing.
Fun game, really hectic. Would've loved some audio to really sell all the destruction going on.
I like this one. The idea of having a roguelike that incentivizes speedy play is interesting. Not sure if restricted vision is the best way to do that, but I like it either way.
It'd probably work better on a larger scale, with less predictable enemies roaming around, so you have to always wonder if you should sacrifice vision over health. In its current state you can just run off and hide for a minute to heal up. Speaking of that, I noticed that you can overheal, but if you go over 25 you loop back to 4. Is that a bug or is that intentional?
So far out of all the games I've played this probably fits the theme the most. I guess a clicker game is a pretty natural fit, and I like that the gameplay progresses as you get bigger.
Though, in the war stage I lost one fight and since I don't know of any way to get more power, I was kind of stuck losing from that point on. Maybe I missed something?
I'm impressed you managed to get this much done in 3 days. I tried making a tbs once and it took me forever.
This game is kind of beautiful, but I'm not sure what I'm supposed to be doing. I'm assuming it has something to do with the music, and I have to place the planets so that there is more harmony, but I'm terrible at music puzzles so I had to give it up.
Pretty fun game, I liked the upgrade system. Didn't get much use out of the dash though. Also, the audio got very grating very quickly.
Really impressive for 7 hours of work.
Fun game, I like how dynamic your movement speed can be.
I never had to worry about enemy types though. I don't think I even know what most of them do, because the game is a little on the easy side. I know there's descriptions for them, but those were bugged as stated by others, even in the fixed version.
Also you weren't kidding about that cannon being busted, I had a drink while it was going at it and the heart was fine.
I'm a little confused about how this game is supposed to go. I understand that red is health and green are enemies, the colors kind of confused me at first though.
But I'm not sure how you're supposed to shoot the enemies when it takes so long to turn around to shoot them. I just ended up going really fast so that the amount of health I picked up outweighed the damage I took.
Also, Both smell and nose didn't do anything for me, I'm not sure if it was broken or if I was missing something.
All in all though, I did have fun zooming around the place. This is pretty impressive for 6 hours of work.
Really impressive for a one man project, you even put in difficulty levels. Wondering what Oogy would become kept me playing until the end, simple but effective.
Fun game, it's like a hyper focused sims. This guy is lucky enough to work from home at least.
I am very impressed how many different systems you managed to cram in here in such short time. There honestly isn't much of a game here yet, but there's a very solid foundation for one. If you put some more time into you can make something really nice here.
Really cool concept although one complain I have is that the vines are very hard to control since they don't seem to respond until a few 'steps' later.
Absolutely love the art, especially the little screen in the back. Enjoyed it enough to play it twice too. Though, the second time through the time kept going even when I scored all the ghosts, not sure what happened there. Overall one of the better games I've played this jam, but I'm not sure how it relates to the theme.
Fun idea, you could expand on it easily by adding more stages to the plant's attacks. Love the art too, what's there anyway.
Really nice game loop you got here. Though I do feel that the difficulty scales a bit too quickly. Also had a few issues with pathfinding. One wave all the enemies got stuck, and I had to go over there to beat them up.
This is a really good idea, even though it doesn't fit the theme too well.
I had an issue with connecting things though. Didn't matter what I connected, it wouldn't get pushed or pulled not would it give me any points or cost any lives. They just stuck together and that's it.
@disthron
Ah yeah, big oversight but I forgot to mention that you can't use the medkit unless the patient is cured of any ailments. That's a shame though, did you try curing him with bandages?
One of the more fun games I've played. I kind of expected you'd be able to lure the enemies into your traps with barricades, but I guess that kind of pathfinding is a bit too much to ask in such short time.
Fun game. It wasn't immediately obvious that the lasers could only hit you though, and the black holes or whatever are a bit hard to see. Laser sound effects also get a bit grating. Other than that though, it's a fun little time waster.
Art is really great. Platforming is alright but a bit floaty. got a bit confused by the ladders though, I guess you don't really need them but it seemed like you could climb them. Not sure how this fits the theme, but I had fun with it, as short as it was.
The main character is cute. The ground textures were a bit repetitive though, kind of hypnotic in a weird way. I really like how the monsters just stun you instead of killing you, it keeps things focused on the main point of the game.