The Valley Rule by Raiyumi 2014-05-02T13:14:00
I was hitting a ton of lag spikes for some reason. It made the jumping challenges difficult, but I have a lot of patience :)
Great game overall, but I agree that the controls were a little wonky.
Foon → Ludum Dare Explorer → Users → ceosol
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | Dotworld | compo | |||||||||||
| 2016 | 37 | One room | Cold Day in the Office | compo | 620 | 2.35 | 2.13 | 2.73 | 3.32 | 2.77 | 2.73 | 3.53 | 2.61 | 50 | |
| 2016 | 35 | Shapeshift | Totem Chess 2 | compo | 820 | 2.74 | 2.21 | 3.03 | 2.56 | 2.15 | 2.94 | 2.03 | 2.23 | 66 | |
| 2015 | 34 | Two Button Controls / Growing | Control Two Buttons | compo | 742 | 2.93 | 2.54 | 3.82 | 3.17 | 2.12 | 2.56 | 3.35 | 2.70 | 55 | |
| 2015 | 33 | You are the Monster | Crossy Chasm | compo | 706 | 2.86 | 2.46 | 3.32 | 3.00 | 3.20 | 3.03 | 2.45 | 2.64 | 65 | |
| 2015 | 32 | An Unconventional Weapon | Rainyblow Bash | compo | 1048 | 2.50 | 2.78 | 2.58 | 3.38 | 2.30 | 2.76 | 3.16 | 2.77 | 59 | |
| 2014 | 31 | Entire Game on One Screen | Totem Chess | jam | 928 | 2.63 | 2.14 | 2.79 | 3.33 | 2.37 | 2.56 | 1.78 | 2.18 | 72 | |
| 2014 | 30 | Connected Worlds | Musical Trade Route | compo | 738 | 3.03 | 2.69 | 3.97 | 3.43 | 2.70 | 3.53 | 2.53 | 3.16 | 55 | |
| 2014 | 29 | Beneath the Surface | Beneath Your House | compo | 1099 | 2.56 | 2.23 | 2.46 | 3.41 | 2.28 | 2.90 | 3.36 | 2.37 | 71 |
I was hitting a ton of lag spikes for some reason. It made the jumping challenges difficult, but I have a lot of patience :)
Great game overall, but I agree that the controls were a little wonky.
This is a lot of fun to play. I think you made the right move working on mechanics over animation. There is a lot of content here for a short period of time!
That way fun. Nice entry :)
I felt like I was watching one of the many existential French films. This will definitely win some of the categories.
Great entry. The high pitched singing was annoying, but it evened out after killing a few :)
The game is very nice overall. However the weight thingy falls through the world sometimes.
There were just way too many keys to play with a touchpad. From what I could see, it was pretty amazing.
I like choose your own adventure time things. I was sad when I hit all of the endings :(
I'm a chair!
I agree with small trouble. With this type of game, a small beat in the background makes the game. Overall, the helicopter feel is good. Maybe lessen the gravity pull on it a tad to make it more realistic. Good execution on everything else :)
The scratch effect was great. I noticed that you can scratch in a circle at the bottom right of the boxes and it still counts win or loss without seeing the symbols. It didn't stop the game from being fun, just letting you know :)
You can get trapped very quickly when a bunch of the shapes are on the screen. Nice job!
Good entry. The frame rate went down to almost zero at the level with all of the enemies inside of the blocks so I couldn't continue. Had a lot of fun up until then, though!
I gave you bacon teeth muahahaha :)
ah, so that's why it took so long to stop the leak. They were swinging a cap into the ocean ridges :)
Other than the white screen at the end, I enjoyed this :)
My try crashed also. Fun game, great execution. The others are right, this would be nice as a mobile app.
Neat. I love how the sub tilts when you go up and down. The enemies look more like they were made for a deep space kind of theme, though.
Is the long jump possible? I was thinking about trying to land in different spots since the floor is invisible, but gave up.
This is a hidden gem of a game. I love the jaws feel to it. I encountered a few bugs with graphics and eating people in the larger ships, but it was still a great entry. Good luck with further development. :)
Really like this game. First time it closed on 5. Third time I got stuck on crates and the octopus and a ship took me out. I couldn't hit the ship because the oc was in the way and I couldn't move because the crates were jammed up. Still, very enjoyable game. Please continue working on and refining this. I think you have something good going on here.
The bugs didn't really affect my gameplay. Except for one major bug, you can't win - it just keeps bouncing after all of the blocks are gone :P I love the ripple effects in the background. I can kind of see the ripples beneath the board surface having a major thematic effect since it affected most people's gameplay.
Ditto, it requested me to log into my google account and then didn't let me further.
Either upload it to a different site or make it public view and/or unrestricted access on google (don't know exactly how to do that). Kongregate or Newgrounds might accept it.
Got in. You either need a google drive or to go to File > Download for all of it.
About the game, wow long level. I like the three types of enemies. When all of them are coming at the same time, getting hit is almost unavoidable. Luckily, you have hitpoints or regeneration (couldn't tell which). Nice entry :)
Nice little entry. The music/sound was definitely a good offset for watching ticks burrowing into the skin :D
Interesting concept. I saw a couple of bugs. There was a random computer monitor floating on the left side (not game breaking by any means). The other thing is that once the wall vanishes, the axes don't go past where the wall used to be. The last is that the game lags like crazy when the horde of zombies gets going.
I'm not sure if a midi version of Get Lucky is accepted for the compo, but overall if was fun. I definitely like the progression of zombies #s as you collect diamond. Also the skeleton was pretty funny. Congrats and good luck developing this further. :)
All I see in the zip are .py files. Is there an executable or web version somehwhere?
I completely disagree with the previous comment. This game is very well executed. The underground tunnel are a pretty neat touch. For me, the seed spitting was not very responsive. I had to spam click to get it going. So I could not get past the bird. Otherwise, I like the pixel worm and the sound effects. Good job.
I made it through without any troubles. Just need a little patience. You should definitely develop this one further :)
I found it at http://www.newgrounds.com/portal/view/638306
It seems to be about getting newgrounds medals. As it says in the description, a good way to spend some time if you are feeling lazy
I forgot to mention that the game autosaves at the mailbox screen if you want to come back to it later. :)
Thanks for the feedback. The holes are on a timer. If you try for a higher score, you might end up away from the ladder with no way back. Glad you liked it!
Hahaha One of my friends emailed me and was like "is that Chuck's voice on the rings?". Thanks for playing and the comment.
Personally, I love pixelart. I'm just not good/fast at doing it. Would have needed 48 hours just to animate the dude in pixels :) Thanks for the comment.
Thanks so much for all of the comments! Even if its not the best game out there, I am so glad that people are enjoying it :)
Ahaha, I actually started drawing them like Mario coins. I guess I shaded the interior too much and went more for a sonic ring :)
As far as sounds, I do not know much about sound engineering. With the time constraints I just hit record and started making noises. I was most surprised at the rumble sound. Even though it was me making grumbly noises, it doesn't sound bad. :)
Thanks for the feedback. I definitely planned on having more things happening. When I finally debugged as much as I could, there were 3 hours left. Instead of trying to add new things and possibly destabilizing it, I went for submission :)
Thanks for the comments.
Jupi got greedy in the video. The ladder was right there :P
The miner's face is hilarious. Nice job for how quickly you produced it.
Good luck next time.
Good job on this. I agree with the others that the enemy pathing was the best part. Even if there wasn't an end, it would have been nice to see points or something.
Very nice game, I appreciate the amount of time you must have taken in designing the levels to be difficult, yet achievable.
This was very difficult with a touchpad. I found myself waving my finger back and forth. That worked on the regular guys, but not so much on anything else :)
I think the spike detection is set a tad too high, but otherwise really fun. I think the music fits a sort of melancholy - black and white - mood. Too bad the theme wasn't contrast, this would have fit perfectly, but interesting take on beneath the surface.
Good stuff. Excellent job on the animations.
I love the faces. Great artwork. "Toothy munched you" made me laugh out loud. I also like the random net that you can trap yourself in :) Would definitely play a fully developed version.
It was a tad too fast to tell exactly what was going on. Is there a way to avoid the flying thingy?
I hope you develop this further. It would make a great kids' app with the bunnies and carrots.
Tried again. Still can't figure out the bird. I faced him, I jumped into him, even managed once to jump over him and he still gets me every time :)
I always do this kind of stuff when programming to see whats up with the features. My family complains whenever they see it when I'm testing my current builds. Thanks for making a game based on it :D
Didn't work on my laptop number keys nor the touch screen keyboard.
Like the artwork and the dark/spotlights. Well executed, congrats.
I was lol'ing at the sound effects. I did the same on my game. I was confused at first about the controls, but get it now. It would be awesome if you added an enemy AI. Even if you get had random number generators changing every second or half second would make this amazing as a single player version.
I'll be sure to check it out when I can :)
Good job on the single player update. I was getting these matrix style near misses :)
Very nice rubix cube kind of feel. Keep at it :)
I love the jumping and dashing. Very nice look and feel to the whole thing.
This is a very nice interpretation of the theme. I especially enjoyed how your choices produce some subtle changes in future options.
I don't know if you meant to do a batman voice, but that was awesome. I had no idea what I was doing at first. After looking at the help menu, it almost became too easy. Nice work on this. You have two separate games going on to complete the story.
Other than you saying in a story cutscene that worlds are connected, this did not focus much on the theme. However, it was a very well made entry. I think the execution was smooth and so was the gameplay. I would definitely play more.
Very nice entry. I wouldn't really call it an rts game. It seemed more like a 2.5d epic war game. For the most part, everything was in a straight line. Not that I am saying it is a bad thing, I like those kinds of games :)
I really like the story here. It is a tad comical (and creepy) that the way the character remembers its life is by taking huge pills that are the same size as he is. A very fun entry. Thanks!
I fell through the world on the birthday cake level. I think I ducked right when I entered the screen. Still, it was fun while it lasted. Some of those levers are really tough :)
In response to your comment on my game. I wish I had more content also. I wanted aliens and curve ball asteroids and such. Too little time for such ambition :)
Your game though, I think is the most well rounded games I have seen this competition. Some games may be rated slightly higher in certain categories, but you hit all 7 aspects very well. Great entry.
I am horrible at these kinds of games. However, this was fun and addicting. The camera shifts were not incredibly smooth for me, it made it difficult to see enemies in the direction I was running. I think that could be fixed by zooming out by maybe 25 or 50%. This was very well executed otherwise. Good entry.
This is a very nice game. I love the entire concept of creating a world and walking through it. I had trouble also with not having enough strength to damage boulder guys and have bad tiles popping up a bunch of times in a row. One of my plays had quite a few enhancements right away. Eventually I got stuck with the choice to get poisoned or fight maw... I fought maw and lost :)
I was going to rate this game, but I only see the version you released on 8/28/14 on Gamejolt. Could you please put another link with the contest version up? Thanks.
The bugs made this almost unplayable. She seemed to be hitting invisible barriers in a bunch of places that delayed her movement. This was a very cute entry. I think the jumping was really neat how she thunked down on the ground. It would make a nice post-comp puzzle platformer. However, I think the link to the LD theme was a little weak.
I was just playing along, went to work and saw the stock market crashed. I was like, ok bad day at work... moving along. Come home and eat some food... mercury poisoning?!?! Oh ok, I say to myself, this is a game showing all of the bad things that can be happening under normal circumstances. Chilling at time with everyone being a puppet or hiding behind a mask on tv. Very nice entry :)
It was hard to understand what was going on. Randomly clicking around would sometimes allow you to move. I could not tell if I was playing solo or with someone else. The game crashed for me the second time I tried playing. I like the sliding match 3 concept with having it online. I also like the quite literal sense of the theme you used "connecting worlds" to make a match of 3. Keep working at it.
The cat swaying with the ba du du du ba du du du da da da da da da in the background is hypnotic. You could have some serious subliminal messages going on. Buy Friskies cat food... buy Friskies now... :)
The phone minigame was difficult. Around score 20 I could not read the messages anymore. However it was worth playing it a few times to get to the bwaaawaaa sound effect changing into a human. Nice job on getting all of this done in the time frame.
Replying to your comment on my game. I totally agree with the bad tone, different weapons and/or chords. I plan to continue the project and add those things in as I get the time :)
About your game: It is definitely something that you should develop further. The actors moved a little bit to quickly and sometimes the godfather was stuck moving behind someone else. That being said, I could see this being a big hit on the mobile app market. People are looking for something quick to spend some time and your game would do the trick :)
This is a very nice entry. I think it could be improved by either having a stop rotation function or by having the planets continually moving - of course one way making it easier and the other harder. I only played the heavy mode for a little bit, but I really liked the feel of the controls. It made it seem more like you were trying to push a planet.
At least with this game, you do not have to be a great musician to make music :)
Thanks for leaving feedback!
Thank you for the comments. I made the asteroids random just to mess with people try to play full songs. It would be pretty awesome having asteroids coming out in a certain order to create an actual song :)
Thank you for all of the comments, good and bad. It is really helpful for planning out the future of the game :)
Even in the comp version, you can use the mouse and drag over the keys :)
It was a really neat game. I think if you take it further, you could add some cool eyes-closed effects. Whenever I close my eyes it is not just black, there are some patterns. I would also change the collision detection a tiny bit. The lava and poison had a little bit of a preemptive response on kill hits.
Overall though, this was a good entry. Please continue this project.
The jumping felt a little off for sometimes having to jump on a ledge half your size. I do not know if the climbing the walls was intentional or not, but you let the players know about it. I redid the last level at least 15 times before the skull opened up the wall for me to get through. Then I realized that you can just climb the walls.
Please do not take this to mean I did not like the get. I did. It was fun entry, good job.
This was a fun entry. Concerning a innovative entry, I think you hit the nail on the head. It needs a little bit of work as far as a platformer goes, though. The ledge detection is off and the jump mechanics were very unforgiving. I am horrible at making platformers, so I cannot tell you how to fix that :)
I think you should definitely develop this game further. I think it would market better as a puzzle game after seeing v2.0
It definitely was like the beneath the surface theme, but the evolution of the graphics/audio made it into something completely different. Tiny tiny lag spikes while scrolling kill you in this game. You definitely need to plan your jumps in advance. :)
I like this entry. I dropped the fun score a little because you should not need a guide to play through a game made in 72 hours. I noticed something was odd, but never would have thought to use the apple like that. The music was perfect for the mood you were setting. I was sad that the planets didn't actually get to the point of hugging each other :)
Definitely cut down the first part. A lead should be something like 8 bars. That was around 25 bars (Although I couldn't get an accurate count since you have to pay attention to get that far). The best part of the game was the turns and how it synced to the beats. I got up to the upward zigzag and finally called it quits because it took so long to get back there every time.
Love the music and game.
Very slow to pick up. It would have been nice if you had more time for the real levels. The 2nd from the last was a lot of fun figuring out how to use a bunch of different spheres to get across. In a full length game, the intro levels would be a perfect amount.
This has been my favorite play so far. It reminds me of that Katamari game. I don't remember the exact name, the one with rolling the ball around until you engulf entire planets. It is a shame that there are no indicators for when you can collect larger things. I did not see any highlighting other than one of the planets would sometimes turn blue.
The was a bug on light pink planet. It pulled up a navy blue starline that you could send resources, with no planet selection. The second to the top planet needed zinc to continue, which I am assuming could be found on the navy blue planet. Nice and peaceful game, though. Good job.
I like the overall concept. It runs very smoothly for the amount of content you included (enemies, fireballs, obstacles, gates, flapping and numpad). I did not pick up too much on the theme. However, I think you could have used two game modes at the same time as connecting two worlds or even two game archetypes being connected.
So it looks like you can win the game in 5 levels regardless of which door your take. And the coins and the martian have no purpose, correct? For future games, especially Ludum Dare ones, make sure that you focus on getting a well rounded game over the number of levels. I have seen games on LD that have 2 minutes of gameplay and rank really high.
I think you have a nice concept here. Definitely plan out the purpose of the coins and the martian. It would be neat if you had levers or sensors or lasers up high that the martian could interact with while the man was on the ground. For the coins, you might need to get 20 coins (or whatever) before a door will lead you to a stage with a rock. You have a nice premise to the game with your introduction, but the story has no involvement in the actual gameplay. Work on these things (and the graphics, of course) and you will have a killer game on your hands. Good start and nice job finishing up a game on time.
It was a cute little game. I did not understand what the point was, were the planets fighting each other or were there random portals? Some type of short story or something I think would have added a lot without actually having to expand the game (since you had a shortened time). I do not know if that makes sense :)
Fair enough :)
The bgm cut out about half way through. I agree that the jumping was a little bit off, as the forward acceleration was set a little bit too high. Still, I was able to complete it at 185 after a rocky start :)
I think you did a great job of adding something new to the regular platformer mechanic. Very nicely done.
Funny and cute. It would have been even better with a little gameboy kind of jingle background music with the mmm bacon :D
The scrolling was a little choppy, but overall a nice entry.
The graphics were great and it was a neat twist on a ordinary platformer. However, I thought it did not meet the theme. If it was "entire game in one scene" then I think you would have had an incredibly creative interpretation.
Since you used outside bgm and sfx, you should probably opt out of audio.
I absolutely adored the strings attached to the graphics. It made me feel like I was watching a puppet show. I wish you had that style for the entire thing... the car and enemies seemed very out of place. I didn't count that against you, though, I understand the time constraints :)
I didn't like the feel of the controls. Gravity felt a little bit too strong (i.e. bullets being pulled downward and car jumps barely going anywhere). Other than that, I had a lot of fun playing the game. And I am usually not a fan of platformers. :)
Very interesting. I get a very lonely feeling when playing this game. As far as a post-comp version, I do not think that a one player pong would be received incredibly well. However, the idea of a single player doing both sides of a two player game is great. Definitely apply this to a different type of game and I think it would make some interesting products.
I was thinking of a similar idea for if the theme was going to be "play both sides". I really like the concept... however the game seems fixed since there is no real way to spend down money. I tried having one side stop to force the other side into expensive repairs for a bit, but then the 3 archers attacking became invincible and I could not recover. Good job, though :)
This was a great game. It was very smart having most of the bad guys using simple AI. I'm sure it left more time to get the artwork done. It looks like you had a box set up with clay laid out in patterns. You took a picture, and then cartoon 2-tone stylized it. If that is how you went about it - brilliant way to make the building. If you didn't, then I am amazed at your artistry.
Absolutely love the zoom part of it. I've seen a few whole dungeon on one screen entries and they could all do well with your zoom. I get the point of the game, but it was difficult to play without any graphics. There were things everywhere and having them all as boxes made it confusing. Anyway, controls seemed solid and overall it made for a fun couple of minutes.
I think this would do well post-comp. I would even say to keep it all on one-screen because the biggest draw is the complexity that having the world all there brings. Like the others have said, I would change the orb/gauge/timer stuff to make it more balanced. However, in post comp, I think you could add in many addition challenges (10 sides? 20 sides?) like having the damaged looking teleporter needing to be repaired by water creature droppings or whatever.
I love the gameplay. I think it is very unique in a sea of platformers :)
I think would do well post comp. One change is that the ball feels very heavy. With so many straight/sharp edges, some of the random pieces make it impossible to hit all of them. I do like that you kept it all on one screen, but having to scroll down to hit the play button made me miss some of the action up top.
Great job on this. I thought you adherence to the theme was fantastic and the transitions were awesome. I felt the guy was a little too "slidey" on the platforms. The part with the spring in the center of the board was much more difficult than the rest of the game because the guy hits the ceiling. Other than that, I think your puzzles had excellent construction for the time frame.
The combination locks on the chest and phone seem to be broken. I tried all of the combinations that you can get by examining objects and none seemed to work. Just by happenstance the things unlocked as I was clicking through possibilities. I don't even know what I was on when they opened. Was there a purpose to the cat other than looking cute?
Don't take all of that to mean that I didn't like the game, I thought it was fantastic for 72 hours :)
Loved the interpretation of the theme. It was fantastic. The gameplay itself was little lacking. But then the storyline completely made up for it. Going forward, I think you should have the gameplay relate more to the storyline. Maybe have metaphors become things to squish (in addition to "You gave me butterflies..." actually making butterflies appear. Also, you might be able to make the gameplay somehow relate to a heart monitor... either have the attacks on the butterflies cause a zigzag heartbeat spike... or maybe in another way.
Thanks for the comment on my game. I totally agree that the gameplay needs extras. It was not the original intention for the game to have a game board, but I was confined by the theme. As far as other extras, I just ran out of time. Had to cut my losses lol.
Very clever. I love how you interpret the themes of these jams. It was definitely fun for a bit and made me laugh. I think this will have a huge following just because of how silly it is :)
This is a solid entry. It is a little difficult to control the blimp. Remembering 50 things on the ground and having a half a second to see what is coming next does not work too well together :)
I definitely agree that the time should have been shorter. Speed it up to 5 minutes or even 3 minutes with faster board conversions. But overall, the physics were great and you really exemplified it but having changing terrain.
This is a really neat idea. The take on the theme is impressive. It literally is the screen being the main object in the game. I felt that the controls were very slow, having to be right on top of the guys to shoot and needing to move your mouse all the way to the other side to shoot that group, while 10 more guys just landed.
Just an idea, maybe have a direction control for the lasers, off of the x,y of the mouse compared to x,y of dude. The dude would then shoot in that direction when you click (or press space). This would give the player the ability to quickly change attack directions without needing to move the mouse much. It would also be cool in post-comp to have special multi-hits that activate every 5 seconds or ever 10 kills or something.
I really like this game. The bgm is a nice mix, as well. Even though I like both separately, I don't think the bgm really fit the game. It seemed out of place. Maybe have the trail coming out of the ball pumping to the beat of the music? Anyway, nice level design and gameplay :)
Actually, this is the best game I've played. I'm so sick of platformers everywhere :)
The box seemed a little long. I think that's because I wasn't viewing it as a puzzle/math game. The nested doll feel is fantastic. I think you should expand on this and make it a full game. Maybe have different levels/dolls with different puzzles. Have a young children's level where it is a set of matching puzzles, like your tree. Then have a simple math group for elementary age children. And have a more intense logic combination for young adults and older. Parents would eat this up, especially with a holiday theme. (one last thing) My sister in law says that she only spends money on mobile apps when it something my niece can play. Think about that :)
Very nice frogger entry. I thought your mechanics for getting everything on one screen were great!. However, as the river widened, the number of actors on the screen started dropping the fps to unplayable levels (since timing was everything). I didn't count that against you since my computer has never liked playing flash games, anyway. :) I was still able to get the jist of the game.
I still wish you had utilized your 3:2 screen dimensions to make an oval track. It might not seem like it, but I believe it would have made for even better gameplay. You would have had two types of navigation areas to play through.
The music is neat. What program did you make it with?
Fun little entry. Most of the time it didn't seem like you needed to shoot, however right when you were reloading, you needed bullets so bad.
I totally agree. I would love to have it as multiplayer. I'll look into it for a post-comp version :)
Generally in idle games, you do not have much influence, but I wanted to try something I had never done before. :)
Thanks for the feedback!
@drludos: I had to throw snowmen in there lol
@The rest: Thanks much for the feedback, I will get to your games as soon as I can. Idle games are not for everybody. I completely understand that. You have very little control over what goes on in there. I know I will not score high because most people do not like idle games. If you rate fun based off of your involvement in the game, then of course you will rate this a 1. I find it enjoyable watching the fighting even if it is 4 AI players. :)
Thanks for all of the plays and feedback. If you stop by the game, please drop a note and I'll check out your game too :)
@f7f5: noted :)
Idle games are definitely not for everybody.
Nice job, it seems like you put equal time in to all of the aspects instead of just focusing on one. It makes it well balanced.
I finally managed to get it to work. Fullscreen in firefox. The controls are left to buy and right to place (opposite of what is written). Explosives don't seem to do anything, so stick to surrounding the yellow with houses.
Instead of making this a christmas box game, I think it would have been a fantastic curling game. It would have been better received that way since the mechanics (speed, weight, collisions) are almost a perfect match for the sport.
Really fun to play. I finally passed on my 3rd try with 5/10. I agree with t4u on skipping text, but only the beginning part. Once the test begins, I don't think you should be able to skip. But the beginning part seems to take a long time when you are playing a second time.
Mark the new version as post-comp so people do not confuse it with what they are judging.
I too think the music is amazing - obviously it is perfect for a disco kitty :)
I have absolutely no clue how to play. For me, only two direction keys seemed to work. I shot a bunch of guys and nobody seemed to die (except for me). That being said, I still really enjoyed this game... wait the music just changed while I was typing this... just awesome! :)
Thank you for the comment on my game. I am so glad that someone finally understood the concept :)
Your entry is loads of fun. Having everything breaking and being thrown around gives some visceral satisfaction. My only real complaint is that there isn't a real goal other than breaking things up. Instead of focusing on the bommerang in post-comp, maybe switch gears to developing a purpose. You won't be confined to "entire game on one screen" anymore, so use that to your advantage. One of my favorite parts in the various "Lego" games is when you having to construct something to complete a goal. In your game, you would not specifically need to construct anything, just destruct enough to make a pile of pieces that you can climb or weigh down on a trigger button or something.
I think this was a really cool entry. There are many things you can do with the super punch. Right when I saw the top and bottom long line of spikes (that I assume you have to punch through), I just gave up without trying. I agree that the controls feel very slow, but I hope you continue post-comp :)
I did not see the theme represented. I don't know how others felt about it, but you might want to opt out of theme so it does not affect your overall score.
I really like the direction that this is going. I too think that the controls were a little "floaty". The circles were sometimes right above the lava, maybe make the y center at minimum halfway up the screen. What you could do is lower the jumping height and make more platforms appear in the upper areas of the screen. This should alleviate difficulties with being trapped at the bottom and requiring lofty jumps. :)
Nice take on an infinite runner/platformer!
Fun little game. For future development, I would look into the firing mechanic. Since you are spinning the (satellite???) thingy around the planet, it makes it hard for precise shots on far away asteroids. You can be firing away and missing, notch the satellite a little and be missing on the opposite side. It almost makes it more worth while to wait until the asteroids are right on top of you before firing.
I disagree with most of the comments. I think that it is properly balanced for cost vs. upgrades. What I hit is that you can never get to zero pollution. I managed to get to 1 a couple of times, but if you kill that farm it goes up to 2. I'm assuming year 20,000 with level 10 meteor counts as a win? :)
really nice game. I had two issues, though. When firing, my guy would stare in the direction of the gunshot for a split second to a couple of seconds. This tiny lag blip make it difficult to play. The second issue was that the game would freeze at the restart. I was running os/x.
I didn't hold that against you because I figured it was on the mac side of things.
This was fun and interesting, although I did not see the connection with restocks... it seemed to just randomly happen regardless of what number you set it to. I'm glad you opted out of audio, because it started getting annoying after a short time.
The illuminati guys were really funny, but I never saw a cop. I started shooting everyone, even buyers, and still no cops.
I got so many of the -1000's lol. Nice game. Definitely continue this post comp. I would try to add more turns "types", I was generally seeing maybe 3: dip down 3 squares, loops up 3 squares or turn back on itself. It is a good twist on the idea of platformers.
Since the background was flat, it gave a sense of a lot of movement offscreen. I think it was a creative take on a dodge game. For future development, I would add a requirement to collect data. Otherwise, like someone else said, you can just hide in the corner for a while. As someone else pointed out with health, the file collection could also serve as a health meter where viruses make you lose data.
This game definitely made me laugh. However, I too was running laps in the end just shooting forward. The pushback when hit was a bit excessive considering how little time you had and how far you had to run (randomly, granted). I got trapped because you can shoot diagonally and there was an enclosed "Staircase" with 5 donuts in there. There was no way I could set up the shots and make it to the next frame while avoiding getting pushed back a couple of inches.
They may have sounded harsh. I really did enjoy playing this entry. With a couple minor changes, you could easily pack this up and distribute it.
So you plug you ps3 controller in and it works as a gamepad? I've never tried that. I'll come back to this later to test
This was a really interesting game. I think you should definitely develop this concept post-comp. As you've seen with other comments, definitely work on the controls. With the spawn rate on both side, you need really smooth controls for switching. Clicking the pictures doesn't cut it. I was even saying in my head, "black reindeer, brown yellow, purple santa" and the game was still incredibly difficult. The other option is allowing the player to change the pictures with keyboard and click to spawn the guy. You could still have the same spawn delay as before, but at least the player wouldn't be killed by a spawn occurring while they are switching pictures.
Really neat entry for 72 hours. The graphics are beautiful. A few critiques, it doesn't mean I disliked the game - just trying to help: the controls feel sluggish. Maybe increase the speed of the characters. The spam shots feel a little off. The graphic of throwing/shooting has a 2 second delay, yet the "bullets" are coming out without delay. Create a shoot boolean where you cannot shoot if it is true. Set to true when Ctrl is hit and set to false after .5 or 1 or 2 seconds. That way you can match the firing animation.
Lastly, I am attempting to create AI for a 2-player shoot em up game like this one. If you want to talk about creating a single player version of your game, feel free to shoot me an email ceosol.feedback@gmail.com
Awesome game for the amount of time put into it. Best part in my opinion was running away and shooting behind you. That made me laugh :)
I saw a video on "game feel" for shooters. I think the pointers said in the video would apply here. There were at least 20, but I'll only list a few: bigger bullets; faster enemies; less hp on enemies; faster respawn.
Very nice tech demo. Since you recognize the limited time you had to put in to this, maybe you should have opted out of some categories.
Good luck with further development. You have a pretty solid base right.
Totally didn't get what was going on at first, but then I read your note about the spyglass. Absolutely beautiful. You shouldn't have opted out of innovation or fun, because this one is off the charts. I don't even care about the so called "lacking gameplay", I would love sailing around worlds and looking through the spyglass. Most gamers don't understand real design (hence the infinite number of platformers). Kudos on making something that has never been done before.
Again, I wish you didn't opt out of most of the categories. This was awesome.
Good, solid entry considering how much you have going on. You need to make sacrifices somewhere. You went with tons of content at the lack of testing - totally understandable :)
I am very impressed with the amount of AI happening. Even though the AI was a tad overpowered, it was some stellar work.
The audio was kind of annoying. And the game is really slow to pick up. Once you are around 10,000 and they start spawning like crazy - that is a lot of fun :)
This was an awesome game, but didn't really apply to the theme. Loved the different objects coming in (a toaster at one point??? hahaha). I thought the music and fly noises were wonderful. However, it was really slow. It took five minutes to get to 20 things on the screen and then my fly got randomly squished on nothing.
I am in the credits, so I won't rate the game. It was a fun project to have contributed to. Please don't down rate the different art styles too much. I just threw in a couple animations and then was too busy with my solo project to finish the rest :)
It doesn't run for me.
I love idle games. It might be better if you had messages on a delay timer. That way you could walk away without having to click through all of the transmission messages... but still sit a read them if you wanted to.
I think you did a nice job on mission generation. Some of the transmissions are pretty comical too!
Fantastic game, you have so much detail on such a small scale. I think you could package and sell this game as is. If you added some levels and maybe different weapons/enemies/surroundings for those areas... forget about it. This would be ranking up there with some of the best dungeon crawl games.
Two critiques: 1. The shooting weapon has too much collision with the walls - in some rooms you only have a couple of pixels to stand where you can actually shoot. And 2. when you get the map reveal - it makes it harder to navigate because you can't tell rooms you've been in since all doors become open.
This is an incredibly neat concept. The dungeon transitions seem really smooth. The controls were a little too "floaty" for my tastes, both in moving and attacking (I couldn't tell exactly what the hit radius was). I think a post-comp version would do very well with the changes you talked about making. Great job on this done in 48.
Definitely sound needs to be looked at, it gets really loud really quickly. It was definitely a neat concept, however the controls need to be tightened up. I was finding that even tapping on a key would send me a block and a half away. It made it difficult since the game is completely based off of positioning. Nice job getting it done for the jam, though.
I didn't play the post-comp, yet, but I think this has a nice open concept to develop further. It might be beneficial when distributing the game to write up some AI for a single player version. You already have a solid foundation of mechanics, but very few people can get two people on one keyboard to play. I know you wanted avatars, but I think the balls in the curved terrain kind of makes sense :)
I am completely in love with the concept. I wish the controls were a little bit better. Maybe have the fingers adjustable so you can pinch at a head without needing the entire body. Nice entry, and I hope you continue developing it in the future.
It was an interesting take on the theme. Sorry, I didn't finish the game. Puzzle platformers are not my cup of tea. But still, you did a fantastic job creating this in the time frame!
I think the cat head is hilarious. I just shot upwards and had it rainy cats.
Other that the cat, don't think that this fit exactly with the theme. Guns and knives are pretty conventional in terms of weapons. It would have been nicer with throwing lollypops and candy canes. Or since they are marshmallow, toss a bucket of water :)
Truth be told, I did not find this particularly fun to play. However, I had to score it high on everything else. It is a really great entry for this particular theme. Nice work.
Thanks for all of the feedback! I was going for completely bizarre, fast-paced imp/goblin carnage, so I guess I succeeded in that respect. Admittedly, it was way too big of a project for 48 hours. I wanted the boss fight in there, but ran out of time. I know the boss is broken but I felt it was not game ending so I did not fix it after the comp was over.
Skill jump platformers are not really my thing. But I do think this game was incredibly well executed considering the time frame. The music, graphics and feel are mesh very well together.
Great entry. It ranks up there with the bests I've played. I'm being a little nitpicky here, but it would have been a lot better not being so blocky. There was very little chance to hide since all of the corridors and walls are just as big as you are. But still, it has amazing potential for further development. I would totally play the finished product.
I think it would have been lightyears better with a "hit" boolean. You could have had "when collided with enemy, If hit is false, set hit to true. After 0.5 seconds, set hit to false". That way it wouldn't be instant death whenever something touches you. Otherwise, it was neat what you attempted with the bushes and carcasses.
Fantastic entry overall. You really had a handle on the theme. Though, I am wondering why you opted out on sound or graphics? It makes me think that you had outside assets, which is against the compo rules. Please clarify :)
Love the idea of a toaster fighting poptarts. I did not see a real impact between light toast to flaming toast. The light toast almost seemed better because it would roll a little on the ground. Without having an upgrade system, I think it definitely needed clear toast power levels. That was my only real complaint, it was still a great entry!
I was really happy playing this. It is fantastic seeing a story based game in LD. Every time I see one I have to play it.
Donni, it is a great accomplishment to get something together for an LD. Be proud of that. Next time, try to make your game more focused. It looks like you bit off more than you can chew here. The main point of LD is to get a very concise idea and build that. If you have time for extra assets or polish, wonderful. If not, well at least you have core game mechanics that people can play.
I don't know if you took assets or code or music or anything from anybody else - and I am not accusing you of doing so either. Regardless, try to make all assets on your own (or on your team's own) during the competition. Practice your game mechanics for the next go around and I am positive that you will get ranked better.
It would have been nice to have a super easy puzzle right at the start so people would know what to do. Since there does not seem to be an attack button, I assume you have to walk into things? Anyway, it was a really interesting entry. I love how there are objects all over the place.
Great game. I was horrible at it, but it was a lot of fun. I think you should make L and K have more influence on the sound. I heard a few misplaced guitar string when missing K, but overall hitting or missing it did not affect the song like J did.
I just had to come back again and play this. It is so charming. It just makes me happy listening to the music.
Keep in mind, for LD, that people only play a game for 1 to 2 minutes so they can rate as many games as possible. Even playing for 10 minutes, I did not see any indication of unconventional weapons. The unconventional part was disrobing, but that was not used as a weapon. If you had instead make disrobing your main attack, you could have had the enemies die from shock. Great rpg and story in general. I think it would do much better in a different venue.
Controls would lock up depending on your location compared to the location of the mouse. The mouse click would randomly stop working also, probably for the same reason. I got frustrated and quit. What I did play of the game was really interesting. Supersoaker to destroy demons was a great idea for the theme. The spray mechanics were really nice, too.
Fun and quirky. There is definitely a market for a game like this. For some odd reason it is a lot of fun slapping enemies around with fish. I wish there was more of a connection between the bowl, food and cracks. At times it almost seemed random.
The controls were a bit too slow, sometimes it would be impossible to move out of the way. The moon ran at the same speed as the meteors which added even more to the difficulty of motion. However, I think the game is a great idea. People would definitely play it for the quirkiness of a boxing moon! I also loved the moon's facial expression when you die.
I picked up on what was happening. The pies trail behind you and if a villager touches it, they all go back to their original positions. That's fine in terms of game mechanics, but it was too easy to hit a villager with pies just by turning directions. Or else someone 50 feet away would see a pie and chase it down. So the game became running back and forth to the closest slice.
I thought the graphics were great and the concept itself is a fantastic interpretation. It just needs a little bit better execution.
I think the airplane hitting a skyscraper is a little bit of poor taste considering the date coming up in a couple of weeks.
That aside, I love clicker games and this was extremely well made with a lot of content for the time frame. Good job!
I am very impressed with this entry. The way you have the story laid out and even have part where you can change the story mid-sentence were all very well executed.
This may be biased, as I am a sucker for choose-your-own-adventure. I think you could easily make this into a full game that rivals text adventures like Wizard's Choice.
Last stage was tricky. I think seeing how the physics work in each of the situations was the right way to go with this. I completed a few stages without using all of the pieces (i.e. 3or 4 pieces left over on the last stage). The alternate solutions were probably not intentional, but it was neat being able to solve the same puzzles in different ways.
I think the "working for a company that is run by monsters" was a little bit weak for the theme. The game itself is fantastic. Very nicely done on the mechanics.
This would be a neat game to develop further post comp. I think the controls /animations could use a little bit of work. I felt like it needed an up/down animation since you had a 2.5D feel to the game. Also, you could walk "in-front" of the houses, but not behind. It would be a simple fix to adjust the collision boxes of the houses. This would make for a nice twist of having people hiding behind the houses.
I think the game really needs some z-order attacks. It kind of looks like the children are z-ordered, but eating them is not. You could have made 3 z-orders and then said if a collision happens between the monster and the children, if layer of monster = layer of child, then eat, otherwise don't eat. I think having it based on where you are on the street compared to the children would have a major impact on the fun of the game. Kudos to your two teammates for producing their first LD game. I hope everyone had fun working together!
Awesome AI for the Mario's. I really liked how they changed directions even when they were close to the top. It made the game exciting when it could just as easily been boring and repetitive.
Very nice take on the theme. It was a little difficult to tell when the bait is working. I found that spam clicking wins the game.
Ditto, same with the source code.
I remember something about unity player not working on some browsers. I just got it to work. I agree that the controls are very difficult. The squiggly lines only randomly work on the turnips. It is an ok attempt for the time you put in, but it might have been better to use Sunday night and time on Monday to enter the jam.
RIP Bird lol. 120 seconds seemed a little long. You put in a lot of content into this game. If it was maybe 60 seconds or less per trial, I would have played it multiple to explore everything. It was fun rolling around and the music was very fitting.
It just sits at "A new game has begun"
The volcano level was pretty sweet. I really like how you have the same concept for all of the levels, but charge one tiny game mechanic to create a completely different atmosphere. I hope you continue working on this post comp. I think you could have it as a mobile game since the controls are fairly simple.
I thank all of you for the feedback. As all of you are aware of, you cannot always tackle everything that you have planned in LD. I completely realized the need for more details in the selection menu. But in the "fixed" version, I was only allowed to make the game winnable. I was not allowed to add in the pieces that I knew were bad :)
Yeah, there were things I wanted to add to the powerup screen like not letting you click again on the left until the current powerup is finished and starring or highlighting the current wave selection. I just ran out of time. :)
My favorite part of the music was when you took a breath. It made it so relatable and I think exemplifies the spirit of Ludum Dare (making something from top to bottom within the time). Nicely done all around.
I definitely think this has potential. I couldn't beat the stage where you ride the blue guy across the top. He just continued freaking out without end :)
Nice work
It sounds like you have multiple layers of songs playing at the same time. That is really interesting in terms of timing upbeats to match what is happening in the game. The design is simplistic, but the ambience is very intricate. Nice job.
5193. The head shots definitely make a difference. This reminds me a lot of your toaster game from last LD. I agree that the big/small mechanic is very nice. It is a neat concept to balance getting hit, damage, possibly losing and point adjustments after 60 seconds that way.
Since you didn't create any of the audio, I think you should take that out of the ratings.
I don't think you should be focused on leaderboards and such. You should focus on the game mechanics and really hammer out what you are trying to do. Artwork can draw people in, but the game mechanics make them stay. Nobody cares about leaderboards unless they actually want to play the game.
I love the silhouette art style. It made for really nice graphics and feel to the game. I agree with others that having it be a trial and error game made it feel a little repetitive. Also, I did not see a strong link to the theme.
Overall I do like the game. It has an impressive amount of design for 48 hours.
There was a goose infestation where I used to live. This game definitely makes me laugh. I completely get the "you are the monster" reference in this!
The attack controls were very unresponsive for me. I found you had to spam the buttons to have a small chance of actually attacking. I got the idea of the game, though.
Interesting entry. Overall I liked it, but found the link to the theme a little weak. I do agree that you can associate war with monsters. However, in this game, both sides seem to be monsters and it starts to blur where the theme plays in.
I like strategy games and this one had a lot of fine details (units, attacks, audio). Very nice.
I really want to play this, but new grounds isn't loading games for some people (including me). Could you put this up somewhere else?
This would have been my favorite game. All you needed was some point. As others have said, just surviving was too easy. The entire aesthetic was fantastic.
The comm chatter was a nice touch. I think the game would have been better if you made faster spawn rates instead of faster spawns. It got to the point where it was impossible to dodge the missiles.
I got up to 17 with 5 on the screen at the same time. I've cannot kill guys from behind. Going from the front is just about timing the landing. I still say that you kept the Marios spinning off into outer space. This is very well done considering you just started game devving.
The colors weren't really coming through on my laptop. It made it very difficult to play (since you HAD to put things in certain places). What I could do in the game was really neat. Nice job.
The flash was very laggy. Seeing as the graphics were small, I think you used the 4x, 3x, 2x graphics to make it 5 MB. It should be around 0.6 MB. Go into setting, display and uncheck all of the high-res graphics. Then do run>clean project and debug>cleanup unused files. Close and reopen the game and it will be a lot smaller. This should improve performance.
I see where you were going, but it is not always that simple in life to make these kinds of decisions. Plus, the green guy seems to be making a lot bad choices on his own when he only has $100 to his name (which was given to him by the wise one) and keeps getting his lover pregnant.
I got to 37 and it became unresponsive. The green dragon was in the middle and E was not killing the green birds. Maybe has a soft reset whenever the dragons switch in case of this bug.
I really love how mellow the game is. I would really like to see this on mobile where you tap the dragons instead of QWERT. I think it would do very well. Hit me up on the forums if you would like to work on a mobile version together.
Nice entry. I think it has huge potential to be something great. However, right now it is solely based on random chance. It would be neat if you programmed some AI. For instance, two of the people might like each other and go to the bedroom. Or all of them go to the living room to watch tv and one goes to get snacks. It would also be neat to see them freak out when they see a dead friend.
I really liked the game, but it seemed very slow. I know you were trying to maintain the theme by using two button controls, yet the having to constantly turn around seriously cut into the gameplay. I think it would have been better with mouse click as an automatic turner (i.e. making three spin moves instantly). That still would have been two buttons (Z and mouse).
Concept was great. The art really suited it well.
I was at 124. I played a few more and got up to 223. That was a fantastic game. I like how most of the levels were under 20 seconds long. You did a good job "teaching" us the mechanics.
@TsFreddie: I agree. Creating such an odd game mechanic was difficult in the time frame. I wish I could have spent more time fleshing out the gameplay. :)
Hi everyone. Thanks for checking out the game. You need to drop a cell with numbers in it on to the paperclip (or other assistant). Your first step is getting a cell with a number in it. Since the computer adds numbers at a random time, make a bunch of cells at the start. Once you have one with a number, copy or cut it. Add a cell around 5-10 cells higher than the paperclip, paste the number into it and drop it.
Thinking back, that is a very complex procedure to play :D
I had that getting on ledges also. It seems like if you are pressing an arrow key and hit up, you catch the corner of the ledge. If you press up and then an arrow key, you do not catch it.
I think the darkness was a little bit too much. I got to level two and was able to kill the first few guys, but then kept dying. I tried moving around to find if there was one of those red 'V' things, but didn't see anything. It is nice in these game to be able to learn from your mistakes. If you can't see anything, how can you learn?
Other than a number going up, what grows with the narrator? I was hoping that your light source would grow.
It was cute and simple. It is lacking something in the gameplay. I don't know which mechanic you could have (not talking about Easter Eggs) to change it. Maybe something with outside influences - food, shrinkers, growers, etc. - that change what is happening causing you to strategize when to tap and when to let them get a little bit bigger.
I did not mind the colors.
I think it was a decent game. However, your adherence to the theme was very forced and took away a lot of the enjoyment. Having to click on the right side, then the left side, then the right side, then the left side... and finding that you only got 1/4 through a fairly small sized level became tedious. I think this would on mobile and might try downloading the android version. I hope you take our critiques to heart and continue developing it post comp!
I love me a good simulation, and this one is very good. My biggest critique is that Orange is the only one that actually looks and builds like a city. Orange creates new blocks and expands in random directions. The other three all expand in the same way. It would have been nice for green and purple to change directions to look more like roadways. Also, blue (the capital building???) could have split after a certain time to make a plaza look instead of a giant block.
I definitely think you should pursue this further. Already having touch controls makes it perfect for mobile applications. I would even say to keep the graphics the same because when it is zoomed out, orange (for now) looks like a city scape.
Very cute concept and graphics. I think it was very well executed. However, it was difficult to tell what was actually going on. You can't see what is above you so you basically keep blindly jumping. Sometimes I hit the yellow things, sometimes the redish brown things (that killed me?). I think one thing that might improve the game is having the squirrel bounce a little - like a Burrito Bison. I agree with Warzone that it was a lot of fun having a squirrel fly around. Why not extend his flight by bouncing off of the birds?
I think you pick great sound and music to fit with your overall concept. Everything meshes together very well.
I think this was a really neat concept. Sort of like a fez, but without the same exact puzzle mechanics. I did not really get why the robots swung their arms as if they were walking... If almost seems like remade models were used for them. Also, I would leave out the orbs. They did not serve any purpose for the game. In order to beat you, you were forced to collect all of the orbs anyway.
I would like to see this continued post comp. I think this would look and play great on mobile. You are have some nice puzzle mechanics. You could easily have ten levels as a tutorial teaching the player the base mechanics. Then make some levels with various interesting combinations.
The lighting was the main part of the game, however you had it centered around the torch instead of around the player's feet. If you think about this a 2.5D or even top-down, the lighting was being cast to the player's left hand side but not his right.
I everything else about the game. The lighting irked me a little :)
I think this was the best incorporation of the two-button theme that I have seen. It was not a forced mechanic like most of the other game (i.e. able to do the game some other way - a better way - but forcing two-button controls). Your's flowed very nicely using two buttons. I definitely think that you should continue working on this post-comp.
The game was a little difficult to control. I would tap a or d and spin completely around. Any time I descended at all, the red things would appear out of no where.
I think this was a little too big of a project for 48 hours. I hope you have a chance to fine tune it for a post-comp release. But great job getting this far in a short time.
@goffmog, Ooooooh. I didn't know what the tripod things were. I didn't realize that they were shooting at me :)
That was pretty funny with the robot arms :)
I wasn't sure what I was really doing other than spamming keys.
It was interesting. Unfortunately I could never get close to the powerups to see what they did. You pretty much get insta-killed if you are anywhere close to the middle.
Thanks for the incredibly detailed feedback on my game. I will check out your game when I get a chance. :)
It was interesting. I think keeping a highscore board is a brilliant idea for LD.
Regarding TLansdale's comment. I wanted this to be fast paced. Admittedly, maybe it was a little too fast. :)
Here are the fizzles to help everybody out:
Opposite elements. Fire-Water/Water-Fire and Earth-Wind/Wind-Earth
Earth is the brown/green one
Fire is the yellow/orange one
Water is the navy blue drop
Wind is the light blue one
The game was very choppy. Also, when I would move my mouse slightly, I would spin around and not know which direction I was in. Still, with those issues, I stuck it out and found the four green items. Then a larvae appeared, humping a console. I ran around the place a few more times and couldn't find anything else to do. Is the humping larvae the end of the game?
I see great protential for this project, but I think it was too ambitious for 48 hours :)
Love how psychedelic this is. Normally I hate games that are 3D with no reason to be. This one meshes 3D with simple mechanics. I think you did a great job bringing them together.
The voice acting was a little over the top. Neat mechanic with targeting shapes.
Interesting puzzle game. I was confused at first and kept dying. Once I figured out that you position and timing was crucial, I chomped down on all of the people :)
I would suggest adjusting the graphics in the post comp version. It would be nice to see more contrast between movable spaces.
I didn't really see any shapeshifting other than the pumpkin getting smaller at the end.
The particle effects were really nice. My only real complaint is the game started lagging a ton around the pumpkin fight.
Needed to have both hands on the keyboard to move. Horrible controls but awesome game. Was there anything past "I ran out of things to say"?
Thanks for the feedback on my game. I'll try out your's in a little bit :)
That was a really fun physics game. Nice job!
This is one of the most bizarre games I have ever played :)
It was a great entry. The only issue I have with it is that you cannot set the knee or elbow joints, yet some of the poses require bent knees/elbows.
The game was a fantastic idea. However, some of the shapes looked nothing like what I would picture the animal as. For instance, the accepted donkey looks more like a coyote. I think the issue was perspective - the chihuahua was only 1/3 the size of the giraffe.
That being said, I was extremely impressed by the amount of content you included. Very good job overall and sorry if I sounded nit-picky :)
Really neat concept. How would you explore this in the future for creating a game? One suggestion I have is making a hidden picture type of game where objects can become more discernible or even found by blending the scene. I would buy that, I love those types of games :)
I am quite impressed by this entry. Your take on the theme is really inventive. I just wish that is didn't take so long. I've made it halfway a couple of times, but even that takes forever.
Just a matter of opinion, the air supply should be at a set rate and not random chance. The first time I played, I did not even know there was air until after I had suffocated and saw a blue thing. Really cute graphics - I know most were just stock shapes/textures, but it worked with the feel of the game.
Interesting choice for interpretation. This is very impressive considering the time frame. I don't agree with the difficulty. I love impossibly hard fighting games. Unfortunately, there was no life bar or real way to see who was being attacked until one of the enemies dropped or you died.
This is just fantastic. My only criticism is that the moving edges are too sensitive. A lot of times when I was clicking on something, it would be moving the edge instead of collecting.
On a personal note, I had a dream about living in three time periods (Present, Victorian and some type of future warzone). I've been wanting to make it into a game, but could not conceive of the exact gameplay. Your game has given me great inspiration to try that one again.
It was incredibly hard to play on a Mac (for reasons described above). Somehow I was able to beat it. It was a really quirky game :)
Yay, finally hugged him. I was streaming this last night and someone made fun of me saying, "no hugs for you". I am glad I came back and tried again.
That was fun even though unfinished. I think you should definitely continue working on it.
Wow, the switch the door theory really works. 4 times out of 5 I won. The theme is a little bit of a stretch since you can pick one room and then switch rooms for the first gameshow. But still, I like your take on it.
Good fun with the game show feel. I don't know if it was just me, but the shops seem broken. I had no clue how much money I had and it randomly let me buy some things and not others.
I was wondering how many different things the nurse says. Unfortunately, I was live streaming and didn't feel like sitting there for more than a couple of minutes.
Crazy game. It took me a bit to realize what was going on (i.e. crumbles means the floor falls, green guys are basically there to trap you, floor falling on you makes you lose life). I was streaming this last night I said my goal was 50, but only made it to 46. I think one thing that would make this better is having random floors falling instead of first making the entire floor come down. It would have been neat seeing 4 different floor types at the same time. Interesting take on the theme, but I think you stretched it a little much. If the theme was "One Floor" then you would have nailed it.
Gameplay was kind of meh. The theme had nothing to do with the game, and it was generic FPS. However, you totally nailed it on sounds and ambience. If you were stuck in a larger room with the snow monsters busting it, this game would have been the best one I've seen.
Someone else mentioned that you might have used the unity asset store. The food and snowmonsters look like you made them. They totally look like they were assembled in less than 48 hours. Considering how much more detailed the sky, terrain and trees look than the enemies (the ones that SHOULD be the most detailed), I have a feeling that those assets were imported. This technically should be a jam entry with graphics taken off as a judging category.
It would be good having some visual feedback when attacking the boss. Even a little blink would let the player know that shooting him has an effect. I know it makes a buzz sound and sometimes says "Ouch", but while you are avoiding spikey wheel turtles, you aren't really looking at the top left.I was live streaming this last night (although I do not know if anybody was watching) :)
That turned out to be a lot longer than I thought it would. I was think of a few 25x25 puzzle levels, but it turned into this massive maze. Once I got going, I had to see it through to make it "worth it" :)
Thanks for the comments. Like I said, I decided to just have some fun instead of making winning and losing conditions. If that kills my scores, then so be it :)
With ludum dare, nobody "plays the game a fair amount" anyway. You are lucky to get 1 minute of anybody's time :)
Thanks for the comments. Glad it gave people a laugh.
This is such an odd and quirky game. It took a bit to understand, but then is becomes easier. Just have to watch the red squares.
Nice idea. The problem is random generation. There can be times where all blocks are in the same spot (computerized random numbers often migrate towards each other). In that case, it is impossible to tell. I think with some refinement, this would be a neat alternative to Find the Lady.
Really nice entry. Simple mechanics with an elaborate upgrade system and enemy AI.
You had me cracking up. I was live streaming it last night and just laughing my head off, especially eating my brothers.
Absolutely loved this. I made a video of it I'll send a link when it is uploaded to youtube.
Here you go: https://youtu.be/tI64G-SVvJQ. I am not very good at making gameplay videos. I just thought you'd enjoy seeing someone play your game :)
I agree that it needed something more for controls. Unity-made basic controls are usually crap on most people's computers. Since this is more of an RTS, you really need a way to select multiple ships at a time. The enemy AI is able to control every single ship at once and it basically makes it impossible to play. Also, you did not follow the theme. Yes, you put a box surrounding the ships with some funny trinkets around. However, you even say "save the Earth" in your description. If you said they were all toys flying around to save the "planet of Badrum" or something, that would have been both funny and focused on the theme.
All of that being said, I think you have the start of a great game here. Once you fix the controls and make it so the enemy AI has the same limitations as the player, this will be a great game to play. Please continue developing it.
Interesting entry. It probably would have been a little bit better in 2D.
I think you have a really neat idea here. I don't mind the clicking controls. Personally, I like simplified controls where you either use the mouse or use the keyboard. If you want to use both, have the player move through WASD or arrow keys and attack using the mouse (one hand on each input device). Here are some notes to help you improve for future LD's:
1. 10 minutes is incredibly long for an LD game. Most people will only give you 1 minute of their time.
2. If you have it last for 10 minutes, you need some spectacular finish rather than "You win" message.
3. It doesn't matter if you are good at writing music. LD players will appreciate badly written music and sound effects more than a 2 second loop.
4. Check out Vlambeer's video on "Game Feel" (caution, there is profanity). If you had faster responsiveness, enemies with less hitpoints, and more enemies, this game would become very exciting.
Agreed on the slowness and annoyance of the labyrinth. However, I think you have the makings of something special here. All you need is some better level design to make it flow.