Keep the Garden Alive by gamepopper 2020-04-23T02:41:34Z ♥ 0
I disliked K being jump, would have preferred spacebar or something else. So I mostly just ignored the upper parts of the level. Even so I was able to get up to 5 minutes!
Foon → Ludum Dare Explorer → Users → ChainedLupine
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥈 | 2012 | 24 | Evolution | Kudzundheit | jam | Fun | 4.10 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Hector's Forge | jam | 4.00 | 3.00 | 5.00 | 3.00 | 3.00 | 3.00 | 4.00 | ||||||
| 2020 | 47 | Stuck in a loop | 👥 | Gravity Blade | jam | 1091 | 3.31 | 3.36 | 2.50 | 2.64 | 3.36 | 3.36 | 3.02 | ||||
| 2020 | 46 | Keep it alive | Gryphon Peaks | jam | 850 | 3.64 | 3.64 | 3.62 | 3.64 | 4.26 | 3.38 | 3.45 | |||||
| 2019 | 44 | Your life is currency | EXUBER& | jam | |||||||||||||
| 2018 | 42 | Running out of space | Area Assailants | jam | |||||||||||||
| 2018 | 41 | Combine 2 Incompatible Genres | Match Strike | jam | 294 | 3.74 | 3.56 | 3.79 | 4.23 | 3.66 | 3.79 | 2.73 | 3.49 | ||||
| 2017 | 39 | Running out of Power | Unfinished Ludumdare 39 Game | jam | 2.50 | 2.00 | 1.50 | 1.50 | 3.50 | 2.00 | |||||||
| 2016 | 36 | Ancient Technology | Airbattle over Paris | jam | |||||||||||||
| 2016 | 35 | Shapeshift | Fracteria VR | compo | |||||||||||||
| 2015 | 34 | Two Button Controls / Growing | Vectrex 2: Neon Boogaloo | jam | 17 | ||||||||||||
| 2012 | 25 | You are the Villain | G.O.A.T. | compo | 137 | 3.43 | 3.71 | 2.59 | 3.88 | 3.44 | 2.78 | 3.73 | 3.22 | 64 | |||
| 2012 | 24 | Evolution | Kudzundheit | jam | 13 | 3.88 | 4.10 | 3.64 | 3.58 | 3.82 | 3.57 | 3.18 | 3.36 | 10 | |||
| 2012 | 23 | Tiny World | Spaceman Biff vs The Red Robots | compo | 287 | 3.21 | 2.88 | 3.21 | 3.64 | 3.79 | 1.38 | 2.04 | 2.71 | 59 | |||
| 2011 | 22 | Alone | A Stitch in Time | jam | 34 | 3.13 | 3.06 | 2.13 | 1.33 | 3.69 | 3.81 | 3.31 | 1.92 | 2.67 | 10 | ||
| 2010 | 19 | Discovery | Introspect | compo | 79 | 3.15 | 3.05 | 2.32 | 3.10 | 3.50 | 2.16 | 1.55 | 3.50 | 4 | |||
| 2010 | 18 | Enemies as Weapons | Infiltrator | compo | 13 | 3.65 | 3.46 | 3.42 | 3.77 | 3.58 | 3.12 | 1.94 | 4.00 | 13 | |||
| 2010 | 17 | Islands | Jealous Gods | compo | 32 | 3.53 | 3.29 | 3.16 | 4.19 | 3.81 | 3.21 | 3.41 | 3.54 | 8 |
ChainedLupine leaves an average of 13.1 feedback comments each event.
I disliked K being jump, would have preferred spacebar or something else. So I mostly just ignored the upper parts of the level. Even so I was able to get up to 5 minutes!
I agree with earlier comment, a reset button would be nice. I had to read the instructions to understand what was going on, too, but that's sometimes part and parcel with a LD game. :)
Do like the art and presentation, really wish it had music/SFX.
Sadly I have to echo what others already have said. I hope you get this fixed soon!
Nice job! I kept the god %100 happy! Only suggestion I can think of is the humans should not be allowed to enter the pit. Maybe the god would scare them away?
Favorite sprite: The angry dog. :D
It threw me that the controls were screen-relative instead of ship relative, but once I got the hang of it it wasn't much trouble for me!
I got up pretty far into the game, the capture mechanic is pretty nice. Good work!
Well, that's certainly two styles I've not seen yet in all the games I've played.
I did not realize you could switch tools on my initial play through, though. Oops!
Works pretty good! The rhythm was easy to follow and I figured it out pretty quickly. Art is very nice and so is the music, good entry!
If I only had to say one thing negative, it's that the game is just too short.
I couldn't figure out how to use the cards, though I like the idea.
Just as a recommendation: Games that you have to install are a big deterrent to some of us. It's better to have a stand-alone zip with just the executable and data in it. I'm not sure if GM2 lets you do this, but might help for the future.
Okay that's a pretty dang cool concept.
It's kind of relaxing to play it; Sort of like a builder game, but with the obvious set backs to keep it interesting.
Imagine my horror when I launched my first scoop and shot it too far -- right off the screen. 😁
Hehehe, always nice to see an alternate take on the theme like this. The randomness seemed a bit suspect at times (I had arguments where every answer was the right-arrow for example), but it played well and had the right level of difficulty, I think.
That's certainly an interesting two ideas to combine! Took me a moment to figure out how the baedar worked, though.
I have to agree with the other comments here -- the shooter part of the game ran really slow for me, and so it was very hard to play it. (I kept dying when accidentally slamming into spikes or enemies.)
Oh that's really cool, I like the mix up of bullet hell with the strategy of picking options for future fights!
I've had a similar idea to this (unrelated to this jam), and your game inspires me to try it out sometime on my own. 😁
Great work!
Nice game! I admit, switching between arrow keys and typing was kinda hard for me, but once I got the hang of it, things were easier.
I do say though, the horizontal line in the middle of the dungeon tiles was giving me a bit of a fit, visually. I would have slightly raised (or lowered) the viewpoint to keep that seam from being obvious.
Catchy tune!
The concept is pretty good, though it took me a bit to realize the traffic cones were for the cars, not the zombies. I was thinking entirely Lemmings on this one. 😁
Wow that one ramps up really quick. Before I knew it, the screen was filled with enemies.
But once I built a few turrets, it wasn't that big of a deal. As far as I could tell, though, you can't lose the game? My central core was touched several times by enemies (until I got the hang of it), didn't seem to do anything.
I can sympathize about not having instructions in the game; I wasn't able to cram my own game with a tutorial in the time I had left. Which sucks for people if it's a complicated game, or not obvious how you do things.
Looks really great! The music also really added to it.
It's slow to get started, but once enemies start coming at you, that's no longer a problem.
It's a little difficult to figure out which direction you need to work on, and I found myself panning down a lot to look at the arrows to remind myself.
That was super-cute. But man, those ground hogs really tear it up. I think they might be a little OP, particularly once they've been upgraded.
I didn't really get how the cards and money worked at first, seems like I got either rather arbitrarily, though it wasn't that big a deal.
Good job!
That's an interesting concept. It took me a while to figure out how to move the cards to my individual businesses (I didn't realize I had to move them from the deck at top to the business).
Fairly addicting once you get used to it, and it's fun to see what kind of cards will be tossed your way. This is something I can leave running while I vote on other LD games. 😁
Also, really nice touch on the time played counter!
Wow really cool game!
I don't know if you've played Children of a Dead Earth, but you should check it out. You have to do orbital mechanics as part of the combat, just like in your game.
The only complaint I had with it is that sometimes your laser seems to clip right through enemies. I was pretty sure I had a clear shot, but the laser would go right through them and not register any damage.
I like the look of the art style! Too bad you weren't able to complete the RTS part of the game -- the FPS side works pretty good!
I'm sure you've got a lot of ideas on how to implement the RTS side, too. Giving the characters more to do when in RTS mode, instead of now where you can just use a single guy to mow down zombies.
The idea of building a moving city and defending it tower-esque, is pretty neat!
I noticed the number text for the costs being glithced after a while in the HTML5 build, dunno if it applies to other builds though.
Hey, I like this one. Reminds me of an LD warmup entry I made a while ago, so makes me nostalgic. The solutions were a bit too obvious but good basis for a post-jam game.
Cool idea! Though I have to agree with above, mixing the board with the text game would have been easier to figure out. Like, maybe you could trigger a visual representation of the board (even if just shown in broken text) somehow.
I mean, the mapping part is cool, that's also part of the old school era of these texture adventure games, too!
I did have some minor glitchiness with the text input, but nothing that liberal use of the backspace key couldn't fix.
Cool concept, though I am disappointed that you can't fly off the edges for going too fast. That would give it more of a sim aspect, and make your choices have more weight. Once I got past the ratpack at the beginning of the game, I found nothing challenged me from that point onwards.
The track looked really neat.
Haha, great. This reminds me of a pre-LD warmup game I did a long time ago, though it was a garbage truck trying to pick up trash cans (in the most rampage-y way possible). Good work!
Nice idea for a game! I didn't understand at first how the move mechanic worked, but once I got the hang of it, it was fun!
Well, some people took the theme to mean gameplay genres, other took it to mean other forms of genres. Which one is correct? I think both are! So it's nice to see more along those lines.
Neat game, I like the life-as-a-stage presentation of it. It was a bit small to play in the browser, though; I also missed a lot of the dialog, and that made me sad since I wanted to hear what the two characters were saying.
Good entry!
Woo! Now that I've fixed that crash bug in my own game, I can sit down and play more of other's.
Love the concept! Cooking while on the go, would be a fun game to play with friends, if I had any to join me for this one right now. Will have to kidnap the roomie to join me, later.
And don't feel bad, you can move outside the boundaries in my game world, too. Sometimes fail-safes are the last thing we have time to implement in these jams... 😁
Really catchy tunes!
That's a pretty neat concept! That's cool that Pico-8 can export to WebGL, didn't know that.
Liked it, very polished visuals. Really dig that bootup animation of the board.
Clever! I really dig this.
That's pretty clever! I enjoy how my mistakes in the match-3 can prevent me from taking certain story paths. Very nice!
Neat idea for a game! Took me a short bit to get what was going on, but once I did, I found it fun!
Woot! Another SameGame with shooting mechanic. Welcome to the club!
Wow, this was a really cool idea! And such presentation, art and flair! I very much enjoyed this one.
The mood is perfect, spot-on. Reminds me of Stanley Parable but with 100% more guns and typewriters. And that's awesome.
Yeah, this is a pretty neat concept! I like it!
Interesting idea, though I think the timer was a bit too hard to see. It made it a bit difficult to plan moves. Maybe an idea would be to have the enemies change color when it's their turn.
I'm gonna have to agree, tank controls for the player just felt weird.
Hehehe, great combo of ideas. Great presentation too, catchy tune!
Pretty neat idea! It was tough to get the hang of it, because I didn't realize the middle mouse button doesn't work in the WebGL version! (At least for me.)
Very interesting blend of genres, and I loved the setting! However, I do agree above about the traps. They were glitchy and seemed to kill me arbitrarily, and it was the least fun aspect.
I thought I'd be good at this game, being I'm a long-time Tetris player. But having two boards to manage really hurt my brain!
Great concept. 😄
Very slick presentation! It took me a while to get used to the controls (I felt like I was hanging up on the corners a lot at the start), though.
Also, HaxeFlixel, represent. Old-school Flixel user myself, though never made transition to Haxe. :)
Pretty much the only way I'd ever play golf...
Very cool concept. You were able to do a lot more with the match-3 system in your game than in mine. I do like how you have to be frugal with your ammo for the various moves, makes it challenging. Good work!
Enjoy the art and sound and ambience too. Very cozy little room. That you have to escape. :)
Poor raccoons, always looking for the trash..
Neat idea, though it took me a while to figure out what was going on.
But the catchy little ditty playing in the background kept me there until I figured out how to play!
Very nice feedback on this game! Though it seems I cannot die?
I very much enjoyed the presentation on this one.
The button-mashing is fun. :) Though the fact that I have to click on an enemy to cycle to a new target slows that down.
But I dig the concept!
A comment. (No seriously, will play game in a few!)
Nice! I like the theme and look of the game. Audio was somewhat minimalist but it worked.
Only real complaint is that the enemies seem twitchy and unpredictable. Someones when they do their patrol, they might randomly change direction when hitting a wall. That, plus the fact that being seen once instantly restarts the level, made the game a little frustrating.
I enjoyed the take on the Breakout game!
What would have made this perfect, though, was tossing in a little Rampage, ie: The buildings fell down after you did enough damage to them. This would have avoided the tedium that's already been mentioned about having just one or two oddly placed "blocks" left.
Nice! The graphics are well done, though everything is a little small. (Would have preferred the game to be about 2x the size as it is now.)
It gets hard later on, with those building-ignoring Arrowmen! Nice relaxing tune, too.
Nice work, though I agree with Ashkin, there's not much to do other than discover the right unit and then just spam it.
Reminds me of my second LD entry! It was kind of difficult to control the vampire though, I commonly pounced through light only to land right inside of the light-radius surrounding the juicy, blood-filled humans.
Congrats for finishing your first LD game!
Like the art! Fun, though a little short. Game seemed to be hitting its stride when it ended, sadly.
Yeah, I agree with the confusing comments. It was also difficult to get the enemies/good guys to do what I wanted them to do.
Welcome to LD! Glad you finished something! And decent artwork, too, particularly for an LD game.
I like how the princess runs away at the end.
No audio, so rating N/A in audio category.
Oh! The spacebar thing helped me a lot too. I died once because I kept aiming too far. :)
It's like a turn based Combat!
Does not appear to be winnable, or losable? I got to 1K research, but then everybody died.
Cute! The theme is simple but nice!
Not really much of a challenge, though.
Congrats for finishing LD!
BTW, a little feedback when hitting buttons for attack and whatnot would be nice, otherwise it's a bit hard to tell when I can press one.
Finally killed that knight. He has a lot of health.
I like the little jumpy platformer critters.
N/A for audio, as it looks like it either didn't work or you had none.
Nice, I agree, cool idea!
No sound, guess this is intentional, so you got an N/A in audio.
Is it me or does the enemies sometimes pop off a shot as they are dying? :)
Nice game, like the tons of abilities to upgrade. Quite challenging, too.
Nice idea! Game works though it sometimes gets stuck. The ball seems to lodge itself somewhere offscreen and the paddle just wobbles in the corner, trying to get to it, and I eventually lose.
I love Tyrian, so I definitely give you props for making a game inspired by it. The combination system is pretty cool, though initiall difficult to figure out.
I have to be honest, I really didn't like the actual shmup part though. The controls were stiff and actually lining up on the enemies was hit and miss.
Unskippable intro really did make it a bit tedious to play this game, especially since it was easy to die at the beginning.
Glad you finished you first LD48 though!
Awesome graphics and car sounds.
Only real complaint is that it kills you way too quickly at the start. You should start closer to the right side of the screen at the beginning (and delay the starting cars).
Add some powerups (that repair you, give you bumpers for knocking cars out of the way for a brief time, etc) and this could be a fun little endurance game.
I've made it around 35 or so!
Nice wall-jump mechanic!
This game is rather hard and unforgiving! But not in a ragequitting "this is bad design" sort of manner, more of a good, old fashioned challenge that doesn't bug me.
Haven't yet to make it to the king, but will keep trying. (I get greedy with my kills.)
I love the look of the sprites, and how well animated they are. (For what they are composed of!)
That first jousting knight nearly killed me. I was lulled into a sense of killing the easy ones...
The ability to shake off mines by actually shaking the device would have been cool beans. Otherwise, great little game.
Only real complaint is that sometimes it's a little hard to tell when you're covered in mines and just one mine away from death. Visual feedback of some kind would have helped.
Well, it's pretty much what it says on the tin!
I could not find the BBQ pit (?) shown in the screenshot, however. I am sad.
Very rare that someone would do acapella for their game music, so I must give you high marks for that! You need far more to do than clicking on the little doves, though.
BTW, thanks for including the source as a series of files instead of just one .GMK bundle. I wish more GM users would do that.
Sorry, I had a good laugh at this one, but I agree with oldtopman!
I agree with Rose, spacebar causes the window to scroll for me too (Firefox on Win7-x64), making it hard to play. Very nice graphics.
I love the fake color fringing effect! Nice touch!
Fairly accurate game, in a "what the real hardware could do" sort of way, so props for that too!
I do agree, game would be more enjoyable if you had a way to see what place sold what. It's fairly information dense (with 3-4 places in one screen) and hard to remember. At least for me!
One fireball at a time really makes this a hard game! Seems like it would be easier to play with a gamepad versus a keyboard, though.
Wow, intriguing concept! I usually do not like puzzle games of any type, I kept playing this one.
I liked the open cutscene!
It was hard to tell when to attack/absorb other villagers, some sort of feedback would have been nice.
Sorry, does not appear to do anything. I just see a blank screen with a green button that says "Play." But when I click it, nothing happens. I tried both Firefox and Chrome. Running both under Windows 7 64-bit.
Woot! I shanked that king. Place is mine now.
Jumping physics did need a little work, though.
What's the fear level for?
Quite nice! Though it gets difficult rather fast. I enjoy chucking cows at my enemies, too. Just for fun's sake.
BTW, when people comment on your game, their name is a hyperlink straight to their own LD entry. No need to actually post links.
Ha! The name had me somewhat worried, I admit, but I tried it anyway.
I am a bad, bad goat.
Haha, very fun! Reminds me of a much more fluid Flashback.
Great idea!
Execution wise, I found it really hard to locate other players. I'm not sure if this is because I was the only one playing or if there are no indicators when others are nearby.
If, as Porpentine says, the screams I hear in the distance are just ambiance, that might explain why I am confused. Some indicator of the number of connected players and some kind of in-world way to point me to other players would be nice. Chat doesn't do the job since you must be near someone to see their chat, which is the whole problem in the first place.
Other than that, like the idea! I hope to find other players to interact with soon. :)
Was the hero supposed to look a little like Professor Bunsen? :)
Not really much of a game, but I agree, very nice audio and presentation values!
Okay, a nice change from LD23's prevalent "stuck on planet, shoot aliens that are attacking from the outside" theme. :)
Interesting concept, but the controls are way too sensitive for me!
Pretty good game! In fact, this is pretty much what I wanted to accomplish, save I ran out of time. :)
Okay, I really like the concept! You already know about the controls, people have detailed the problems already so I won't go over it again.
Nice job! I find I play this just like an RTS. Kite to get an enemy to attack, then hammer him with multiple units out of the range of his buddies. Made easier by the fact that his buddies won't join in to assist. :)
FYI, I'm getting a dropbox error for the direct download. The web link works fine, though.
Slick presentation! Controlling the ship might have added to the gameplay, though the fact that you *couldn't* control the game added a bit of strategy. Rapidly tapping the spacebar works pretty well as an overall strategy. Maybe the bigger enemies should have required more powerful shots?
Really dig the vocoder voice!
Very slick presentation! The zooming in was really cool.
But I kinda have to agree about datahaven's "whack a mole" comment. It really didn't fit. The collecting game sounds far more fun and in line to the build up, but I can understand running out of time on these sorts of things.
That's a fair amount of game play to pack into 48 hours! Interesting mechanics, though I found it hard to stay alive after hopping from my second planet to third. It could have used a beginner mode where food/heat didn't run out quite so fast, I think.
Very nice! I really like the subtle health meter GUI, that's very well done.
Spoiler: Poor monster in the end.
Pretty nice concept, though it would be more fun if I could get an indication of what lines on the out-of-sight side. Maybe alter camera just a bit so you can "peek" over the edge a bit and see the mountains?
Sweet, nice to see #flixel folks teaming up. Unfortunately, the game seems to be pretty buggy. (I seem to instantly die every 3/4 times I start a game.) I dig the cutscenes though!
I find it strangely hard to play Katamari from a FPS perspective. ;)
I found a friend! YAY! But capping the velocity on the ship might be a good idea. :)
Congrats on finishing it! And I like the tunes.
The doggy is so happy in that one ending...
Cool idea. It took me a little bit to get the game mechanics, but once I did I thought it was quite interesting.
Congrats on finish something for Ludum Dare!
Interesting idea! I unfortunately couldn't get the compo version working (it never progressed beyond the "Press SPACE to continue!" part of the tutorial screen), so I tried the post-compo one. I am voting anyway though because the post-compo edition works fine for me.
I don't see what it has to do with the theme, but I enjoyed the humor. :)
Haha, I love the little mouse silhouettes in the chopper.
You get an extra star for allowing me to stand on a Dalek's head. :)
I like! I wanted to last longer so I could hear more of the tune. :)
However, the fact that enemies attached only certain unoccupied spots, and only in the direction you are currently facing, made this game almost unplayable for me. It would be easier to understand what's going on if the attached enemies "auto arranged" themselves. I know that gives up part of the gameplay freedom, but I think it's a willing sacrifice in order to get the aiming issues sorted out.
I liked the idea; The levels with the streaming bullets were most creative to me. A brief "get ready" sort of thing would be nice; Too many times I instantly died because of not having milli-second reaction times at the start of a level.
I like how you can either use the captured enemies as rams, or sling them into each other.
Since I liked G-Darius, I give this a thumbs-up. Very nice, hope you flesh it out.
I do agree that the slo-mo powerup just seemed pointless.
I concur with sfernald, I do not like games that require installation for a compo.
Welcome to LudumDare, I hope you enter again!
I thought the platforms and how they interacted with the enemies were neat.
Hmm, getting enemies to collide for ammo was more or less pointless, as random collisions would keep me with enough ammo to last for as long as I wanted.
I would have it so that there is more of an incentive to actually make enemies collide. Say, bonuses for making enemies cluster nearer to you, or some such.
It's hard to figure out what's going on. The enemy shots are very small, and the fact that it's unclear where the level boundaries are, make it difficult to judge what's up.
The tongue was neat though!
I concur with Last, the fixed jump height made it hard to maintain a rhythm when it came to landing on enemies, so I am going to have to knock off a star for that one. With some tweaking, this could be quite playable.
It's a little hard to manipulate the monsters when the screen tries to scroll as you're moving around. Otherwise, great idea!
Very frenetic, but once I figured out what was going on and what the surprise was, I was able to play it just fine. Good job!
LD47 — Stuck in a loop (2)
You booped me! D: by detectiveLosos 2020-10-08T06:16:09Z ♥ 2
Catchy music. I felt the jumping was a bit twitchy to get right but not annoyingly so. Fun to see how far you can get! The music helped keep me in the game, too.
Everything was well animated and dynamic, and that adds a lot to a game.
⛧ Hellycoaster ⛧ by TennoTako 2020-10-08T05:47:50Z ♥ 1
That was a very unusual game. It took me a little bit to understand what I was supposed to be doing but once I picked it up, I was able to have fun making weird little tracks and slaughtering people.
It does feel a little slow and doesn't push you enough to improve. I was able to coast along (ha!) without much difficulty and just a few traps.
The little touches are very cute, like how people will wave their arms on a fast run and so on. Nice!