Hide 'n' Seek by totalspelnerd 2012-12-17T23:19:00
I like the idea; it was fun to drag the people over to the closet before being caught. I do wish the "Game Over" screen returned the player to the main menu though :)
Foon → Ludum Dare Explorer → Users → char68
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | Binary Opposition | jam | 530 | 2.53 | 2.53 | 3.32 | 2.65 | 1.89 | 1.81 | 32 | |||
| 2012 | 25 | You are the Villain | PsychoTherapist | compo | 593 | 2.58 | 2.42 | 3.26 | 2.45 | 1.81 | 2.03 | 2.07 | 2.17 | 58 |
I like the idea; it was fun to drag the people over to the closet before being caught. I do wish the "Game Over" screen returned the player to the main menu though :)
I was able to run the game, but no matter what I do it seems to remove the main character anytime I press the spacebar. I figured that the purpose isn't just to move in the small small with the arrow keys, but the readme doesn't give any further explanation in regards to the gameplay..maybe I'm missing something?
Funny idea, I wish I could be more of a bastard in a sandbox environment. If you took any of these minigames and expanded on it I think it would be a more fulfilling play experience. Pretty funny though.
The graphics were great, but the jump controls were a little difficult to work right. I kept getting stuck pressing the mouse button and would stay on the same tree, maybe there should be a really small timer?
Funny idea (although rather morbid :D) I agree with csanyk's comment about the change in audio to reinforce a train's location, but considering the press of time it's well done. Also, I really liked that the train is simply shown as "train" and the hero is simply shown as "hero," reminds me of VVVVVV
Really awesome game! It's unbelievable you got all this done in 48 hours :) The audio is awesome, the graphics are great, and even the animations are fantastic. Nice work, I hope to be playing more of your games in the near future!
I was able to get the 64-bit version running. It seems like it'd be cool to play with, but without the sound it seemed difficult to figure out if I was doing it right. Perhaps the gun should recoil as well?
Such an awesome game, I can hardly believe you made it in just this one weekend :) Controls were difficult to get used to, but in a good way. Once I had them down well enough it was really cool to try out different missile riding tricks. It seems like a rough learning curve, but it's fun even to only get a score of 2. Thanks for that experience!
Really liked the graphics in this game, although I'm wishing there was some audio (even just for the hits). The controls of the little meatguys were really awesome, I loved the way they jump. I'm just not sure if I feel like the little meatguys are the villains. Sure, they're not knights in shining armor, but that knight kinda seems like a bully in this setting :]
Able to run, although I'm not sure why there's even a right arrow button if you have to move right (maybe for momentum to play a role). I accidentally fell off the side early on and seemed to miss a bunch of the tips, there should definitely be a readme :)
Kinda funny seeing yourself as the foe fighting the good guys. But the gameplay was stuck as a simple RPG style with nothing interesting (and progressing really slowly). It would be cool to see a game developed taking on the role of the "random encounter" minion and see how they get to the position they are in. I liked the godzilla stomp! Took me a bit before I realized I could use it :)
I really likes the graphics assets you created, and the music fit the clown theme as well. I'm not quite sure how this would fit the "You are the Villain" theme seeing as I don't know the struggles of clowns vs mice, but as a clowns vs mice tower defense the idea came across well. Cool game!
I wish I could jump higher! Actually, I'm not even sure if I could reach the donuts near the exit without being able to jump higher... Definitely liked the music, and the looks of the level were pretty good as well. Nice use of flixel!
I started on the tutorial level but even when blowing on the fire it didn't seem to blow anywhere. It also seems like the air takes a long time to recharge. I think if the recharge was sped up, and the pace was quicker it would be easier to stay engaged.
It doesn't seem like it's too different from the original grand theft auto games. Fun to noodle around with, but doesn't really keep me playing for long
I really like the concept! and it's definitely good work for 48 hours for your first game :) One thing I'd like to see in the game is some audio (the heartbeat getting faster near death). Also, I had no idea when the heartrate was near death. The graphics were cool, I'd like to see your games in the future LDs
Wow, I am just blown away by the animations and design of the characters in this game. If there were any way I could give you higher than 5 stars on graphics I would do it. Absolutely amazing. I really look forward to playing more of your games in the future.
The dialog throughout was great. SPOILERS! The zombified versions of famous physicists was pretty funny :) Only thing I'm wondering is why you used the 'W' key for jump, the spacebar would have made so much more sense! Great game though, so much content for a 48 hour jam.
Oh, and is the audio original to the game as well? I thought the boss music was awesome
Hmm, I seem to have broken one of the levels when I absorbed the blue orb before I should have. Otherwise it had a really unique look that I'd like to see pushed further
The gameplay is awesome. The lockpicking game seemed really unique and made it a nice balance between more and less light. The only thing I was confused about was the line from the green guy to myself, it made me think that was the path he was going to take (but that never seemed to be the case)
Really great game. The atmosphere was well set up for both graphics and audio. The only issue I had was that the puzzle's weren't so intuitive. Sometimes it felt like I was just guessing as to what I had to do, but in later levels I think I got a hang of it.
It was pretty cool, but difficult to tell why I would choose one unit over the other (without reading the instructions :D), but after reading them it made sense. Perhaps there should be an attack/defense display under each unit?
It's a cool idea, being the wolf and hunting down the sheep. I just wish they didn't follow a set pattern. I think as a wolf you would want to corner the sheep in order to feel like you're really hunting them. Otherwise it seems like the sheep don't care whether they live or die.
I wish I would bounce off the walls when I hit them. It seemed really hard to navigate through the halls, but the acceleration was a nice touch!
I really liked the premise of the game, and the tactics style gameplay was great too. The only issue I had was that it took a couple tries to beat level 2 because it seems like enemies would repeatedly block the bridge until I ran out of time (although I'm sure that would be something that's easily fixable).
Yikes, that really is brutal. Poor kitties :( The audio is really well done, and I like the pure red of the world
Definitely enjoyed this tactics game, I'd love to see it developed further. I think the theme wasn't strong enough (it seems like you just changed the model and called the character 'dark' to portray villain), but the random setup of characters made it cool to play a couple times. If the combat were deeper, and more levels were created I could see this idea being developed into a full-fledged tactics game. Nice work!
I love the interactions with the environment, and controls seemed responsive. The only issue was that after firing a few shots rapidly I wouldn't be able to fire for a while (maybe 10 seconds). If that was done on purpose perhaps there should be a more obvious indicator of overheating?
Nice game, although I wish the "pull" switch were connected to a wii mote. I think I might even mod the code for wii mote input hahaha
I definitely see what you mean by concentrating on the feel of the game. The dragon-like character looks menacing and had a really nasty bite, I almost felt bad for the sheep but then remembered the theme! I thought the music was well done too. Although I agree with other comments that the color palate should be brightened.
The maze structure/colors were pretty cool. I don't think the time to bullet firing system really works though. The best strategy is essentially to fire one bullet as fast as possible, wait for a second to chamber the next bullet, and repeat. It slows the gameplay down so instead of firing quickly I'm conserving time and relying on my ability to click my mouse button as fast as possible. If the bullets were fired as a stream that might be a different story. Maybe lasers would work :]
Oops, seems like I cut that out of the description! The board is 11 tiles across with 1 tile falling each second. The idea is to either throw your opponent off the board, or hold the center board position at the end of 10 seconds.
Really nice idea. And the second level sealed the deal. I want to see some more of this!
I like it. Incredibly brutal. It seems like you spent a lot of time figuring out how this little dino could die and it paid off :)
Nice little mini-game. Really tough to click fast enough to complete everything in 10 seconds, especially with having to move the mouse to the bottom left to select new resources, but overall a fun experience.
I liked the feel of the simple graphics and the sounds matched them well. But after maybe one or two rounds of fish spawning it felt a bit repetitive. I'd like to see where the game could go if the safe zones were procedurally generated and forced the player to find new safe zones.
I think the graphics and audio were great, although the controls were a bit lackluster. It felt a bit like if I knew the optimal path I would just need to follow that path and I would be done, but I'd like to see how the levels could add some challenge to the controls other than something to navigate around.
Really enjoyed this! I'm not sure how it would feel were I to play this game until I had all the upgrades, but I grabbed maybe 6 or 7 and had a lot of fun while doing so. The absurdity was awesome, controls felt great too (although bumping into people was SUPER frustrating, i'm sure it was intentional). I'm looking forward to seeing more of this style of game in future LDs :)
I like the sentiment. It feels a bit like Passage considering how quickly you live through a lifetime (or at least your avatar does). It did feel a bit awkward in that even though I couldn't go back to a younger age, I could go back to get all the gold and all the hearts, maybe that was on purpose to show that it doesn't really affect the outcome? But nice game, I especially enjoyed the end :)