Foon → Ludum Dare Explorer → Users → Cheshyr
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Bond | compo | 411 | 3.32 | 3.23 | 3.72 | 2.79 | 2.42 | 2.96 | 2.08 | 2.83 | 100 | |
| 2014 | 31 | Entire Game on One Screen | Brain Builder | compo | 921 | 2.83 | 2.10 | 3.98 | 3.16 | 2.77 | 71 | ||||
| 2014 | 30 | Connected Worlds | Delivery | compo | 977 | 2.76 | 2.53 | 2.84 | 2.74 | 2.58 | 2.56 | 3.00 | 2.83 | 100 | |
| 2013 | 28 | You Only Get One | Prototype | compo | 577 | 2.92 | 2.78 | 2.79 | 3.20 | 2.73 | 2.54 | 1.73 | 2.71 | 100 | |
| 2013 | 27 | 10 Seconds | Ambition | compo | 610 | 3.00 | 2.43 | 3.57 | 3.00 | 3.29 | 2.71 | 1.53 | 2.31 | 56 | |
| 2013 | 26 | Minimalism | Miximal | compo | 674 | 3.06 | 2.42 | 3.31 | 3.43 | 2.91 | 3.65 | 1.86 | 3.02 | 100 |
Excellent.
I love this.
Not a fan of the jump-only games, but this was surprisingly well designed. Nicely done.
I like the upgrade/score tradeoff idea.
I was amused. :-)
Alright, I've tried it twice, but nothing happens after the initial event. If there are clues int he audio, they are too faint to make out over the wind. Sorry I couldn't figure it out.
@stqn I believe the rules said "Photos and recordings you make of people or things are acceptable content, just you must acquire them during the competition"
I completely missed the one-button part, so I spent my first play-through actually hitting the arrow keys to change direction. :-p Very nice work; one of my favorite games of this LD.
blink. blink. nice.
@$&% ninjas. Good work. :-)
Clever. It glitches out my mouse a bit, but the gameplay was good.
Ahoy Potato! This was pretty amusing; I liked it.
Sorry, even with XNA runtime installed, I can't seem to get it to run. :-(
The new installer fixed things for me. Thank you.
I really enjoyed this. :-)
I can't really do anything. It launches, shows the worms, counts down... but hitting space does nothing, and if I attempt to drag the window, it freaks out. Can't really play it. :-(
I agree with Dark Acre Jack. Points for making a game in Matlab.
When I attempt to play the game, it locks up at launch. I've tried with both 32bit and 64bit binaries, in admin mode and various compatibility modes. Are we missing some libraries?
This is beautiful.
This just makes me happy.
DOTA Lite! :-) I spent far longer playing this than I intended.
This amused me greatly. Well done. :-)
Their eyes follow me. Why do their eyes follow me? Nice game. :-)
Thanks for the feedback. I agree that it could use some rework. The password mechanic feels disconnected from the rest of the game, and all the parts that would have made exploration *fun* were back-burnered until the bugs were sorted. I'm definitely open to suggestions; this code is going to be reworked eventually, either into a revised version of this game, or into a future game.
oh god, the screaming. rofl. nicely done.
good effort. :-) gotta start somewhere, and 48 hours isn't a lot of time.
That was a good time. Almost feels like it would have fit the LD27 theme better (10 sec). well done!
i would have liked to see a short distance projection line or something, just to line up the first half a screen. Otherwise, it was an amusing challenge, and quite pretty. Well done.
navigation is rather difficult, so I couldn't really complete the mission. graphics and sound track are excellent, and it creates a great mood. well done.
hah! surprise ending. :-p
dying in the coliseum is a form of freedom. analog combat mechanics are difficult to pull off; well done.
this was amusing. i didn't realize you could throw the ball for the longest time... I just kept bumping them around. good game. :-)
There were a few glitches that made it mostly unplayable, but it was a valiant attempt. networking is tricky business, and modeling is definitely a skill (one I don't have either). well done.
that was entertaining.
definitely a good first compo attempt. well done.
a little more clarification on the enemies would be useful. interesting mechanic.
same as above; without a zoom feature, it was a lot of wandering until I found the enemy. very shiny game though, and the mechanics appears to work... except the loop-de-loop tank render on certain hills. :-p i enjoyed it; well done.
interesting game. played longer than I expected. is it possible to win? 20 minutes in orbit with no impact, but no end either. controls were difficult, but gameplay was amusing.
Thanks for the positive feedback guys. I'm going to have to pull the soundtrack, since there's a loop in there that wasn't created during the 48 hours. During the rush at the end, I threw together the audio, and forgot I couldn't use those loops. I will turn down the mouse sensitivity while I'm at it, since I think that qualified as a bug.
It turned out quite a bit more fun than I expected. Glad you are enjoying it.
I will admit; I was not expecting such a positive response. I just like crafting systems and upgrade systems. <.<
To respond to a few of the comments:
The enemies start off with an advantage, but were tuned to allow you to surpass them after a moderate number of upgrades. I tried to keep the upgrade paths broad, so people could find their own way to succeed. The lack of content really gutted the depth of the upgrade features, but I'm glad that most everyone caught of glimpse of what it could be.
Yeah, the crystals turned out pretty creepy. I kinda like it. I had plans for 3 enemy types, but... well, you only get one. ;-)
The crystals can be killed. The blue/purple ones take 5 hits. It sounds like some sort of health indicator was very much needed. Also, auto-fire. Good call on both of those suggestions.
You may have noticed the soundtrack has returned. I asked around the IRC channel; since the synth loops were part of a sound font, and the actual music is built from them, it falls under the guideline of sampled instruments. Yay music.
Also, I've turned down the mouse sensitivity. Unity3D mouse settings are a bit weird, even with my custom mouselook script, and it's difficult to find a setting that'll play nice with both a standard optical mouse as well as an advanced gaming mouse. I should probably default to including a mouse sensitivity adjustment in every game from now on.
The graphics are all default primitives from within Unity3D, using the stock shaders, and simple textures; the exception being the crystal enemy, which was a rather rudimentary custom mesh.
I'm also pleased that someone noticed my attempts to match reload rates to the bpm of the music. ;-)
I'm seeing a lot of comments suggesting interest in continued development. That can be arranged if you guys are actually interested, and not just caught up in the enthusiasm of the event. Is there something here you'd want to play if it were built out more?
That was amusing. :-) well done.
amusing tech support game. ;-) the randomization and triggers worked well; nicely done.
i love customization games like this. great game.
this made me laugh. great game. :-)
amusing game. i was confused when I was playing CookGame, and the current occupation said playing GTA, but otherwise, nice puzzle. good work.
rofl. fun game. :-)
ok, this is hilarious, and crazy difficult. I've been pavlov'd into collecting coins and hitting blocks and such fort so long... i'm not certain I can ever stop. x.x great work!
i think the idea is brilliant. only so far you can take it in 48 hours, and the multiplayer aspect makes it difficult to evaluate. maybe an ai player as well next time? either way, i was amused. nice work.
Sorry dude, but I'm not going to authenticate my twitter to play your game. :-( I wont rate it, but you may want to fix that.
Apologies; I didn't read the full instructions. Didn't realize it was a multiplayer. That's a clever idea.
good use of mood, tone, and theme. not necessarily a kind story, but a good one. well done!
i like dexterity challenges like this. it got a little glitchy if you tried to move too far to fast, but a good game. well done.
First thoughts... that's a huge jump. :-p Is is procedural? It didn't seem to be repeating. The music was a nice touch. Does the game speed up as you progress? I can't tell if it's the game, or just my eyes. Maybe different textures, so there's less eye strain? Well polished for your first ever game jam entry. I liked it. :-)
great game. rough choice. solid gameplay. well done.
i was amused. i particularly liked catching a human in their way back down from an overthrow. i would have liked to see cargo bay capacity, and current health, to make decision making a little easier. either way, a good time. well done.
great game! the stark environment really brought the audio volume levels into focus. well done.
I fell off the world. Like the music. :-)
the opening scene was definitely a wow moment, and the audio and graphics are really nice. it would have been nice if combat had been a little more involved than mashing your cast button as fast as possible, but there's definitely a lot of potential here.
interesting simon-style game. since it doesn't build on the previous level, it gets tricky really fast. liked it quite a bit.
addicting. definitely grows on you. nicely done. :-)
This reminds of the game Set. Well done.
This had a nice flow to it, and the subtle things like timers and distance markers fleshed it out. Well done.
what a great game. I'm amazed... nicely done.
fun game. is it possible to win? got up to something like 29k with no end in sight. O.o :-p
graphics were great, and the mood was excellent. tough questions. the voice audio was very low during gameplay, and I couldn't hear a couple of the endings at all. :-( that might be bugfix worthy. overall, I thought this was an awesome jam submission.
Much more legible; thanks! :-)
Nice little platformer. The aerial jump makes the level a bit trivial though. Good work on getting a game done in 48 hours!
that was a good time. S coin is overpowered with ability 3, but it didn't feel like a balance game, so no matter. nicely done.
music was excellent. the premise and implementation were pretty good too. i wish it had been a little clearer if I guessed right or wrong. <.< very well done!
i agree with the other comment; the level design was well done.
that was a good time.
fun brainteaser. well done.
The web version is quite slow in chrome. Otherwise, looks like an interesting mechanic.
targeting was a little weird. would have been nice to try the current level over again, instead of starting from the beginning. nice game. :-)
very pretty... couldn't evaluate it well playing solo, but an interesting idea.
jump was a bit dodgy, which made the game very difficult. the art style was excellent. :-) nice work.
wow. that was awesome. nicely done!
amusing game. i guess my only question is... why would anyone ever choose big in an evasion game? either way, nicely done. :-)
this amused me greatly, and used the theme very well. i was impressed.
this is a fun game. you adapted the classic style to the theme quite well. background music was nice, and the art content was well done. i liked the powerup system (although I don't think shield ever worked). nice game.
amusing game. perhaps i never stayed alive long enough, but i never gained any resources, even after funneling stuff between planets. from a game design jam perspective, great work.. audio, music, graphics, and it fit the theme. well done.
I agree with the other comments. Excellent idea, and a cool use of the theme. A little more time and/or control over the planets would make it engaging for longer.
clever idea. mostly a sit and watch game. it has potential, and the art is nice.
fun game. nice remix.
Interesting idea. I like the visual queues between worlds, and the old-school stylings.
interesting idea. a little more detail on how the controls work would help. nice game.
I will admit that i am confused, but the music was really nice, and it seems like it fits the theme.
@BloodJohn Thanks for the tip. That seems to fix the issue as well.
I had quite a bit more planned, in case I made it that far, but in the end I spent too much time re-learning Unity after 8 months away. Didn't even get the planet resources balanced right. :-p I'll consider expanding it as intended depending on the response here.
Thanks. I had a lot of ideas, but I think the two most critical unimplemented features were multiple items per planet (of the same category), and some players influenced small scale energy regeneration mechanism. That would have made the game quite a bit more playable. Next time.
The base colors were likely the same. I do randomize the secondary colors of the plants, but each planet has a base color of red, green, blue or purple. I don't believe it's possible for them to overlap, but green and blue can probably get pretty close to each other, and all colors can get pretty close to black.
this is a brilliant game. it's crazy taxi in space, with laser cannons. in retrospect, it didn't need the laser cannons; it was great without them. my only complaint was that something about it gave me motion sickness. excellent game. nicely done.
interesting idea. a little too twitchy at places, and the audio could use some tuning, but nicely done!
huh. ran into a couple glitches if I moved to fast (if I was dragging a tile when a chain reaction occurred), but otherwise a very smooth experience. audio was good, and the transition was clean. being able to see the other world at the bottom of the tile let you plan a little in advance. honestly, a really good submission. nicely done.
I'm amazed how much you got done in such a short period of time. Good framework!
Audio and setting were great. The draw mechanic was a nice touch. Didn't realize moons were a problem at first. I like it; nicely done.
I don't actually know what this is, but it would make a cool screensaver. Interesting simulation, and nice use of special effects.
ok, creepy as fsck. the mechanics were a bit weird, but it was interesting and novel. nicely done.
It's interesting. The gravity meechanics make side attachments tricky and fun. Nice idea.
interesting game. music was good. the lack of visibility through the ship made navigation nearly impossible, and the asteroid field density encouraged me to just avoid it altogether. however, the idea was fun, and it met the theme. nice work.
clever and cute. nice work.
Impressive to get network code running in that much time. Soundtrack is pretty nice too. Well done.
Level 7 mine costs 20, but never have enough resources? ;-) You're welcome for the 'on fire', btw.
Sorry, I know you can't fix thigns like this now. I'm more amused by this than I expected, frankly. I said it before, but again... well done.
think the math might be glitchy. level 6 was 110k. either way, hive mind ftw. i was thinking of a network game in the coming months as well, so it'll be fun to see how this one turns out.
I am amused. Fun game.
not a fan of the forced sit-and-wait mechanic. the synchronization with the music wasn't worth it.
idea was cool. graphics were nice. audio was excellent. overall, good submission, and ncie work.
Very nice. Didn't realize the yellow highlight was how you indicate a found clue, although that was probably in the instructions somewhere. I've always enjoyed AR-styled games. Good work.
nice graphics and audio. shooting is a touch glitchy, but fun overall a very artistic entry.
I like it. As an EE, the graphics are near and dear to me. Amusing game, and quite addictive.
The crafting aspect is interesting. It's a cute game, and nicely done.
Gotta say, pretty heavy topic for a game jam. In my experience, being lockstep doesn't always make for the best relationships.
Game is excellent. Nice mood and very good use of audio. I don't think I'll see a better use of the theme. Graphics also held the mood very well, and the difficulty curve kinda meshed with the theme. Great work.
Definitely took a little while to get used to the screen switching, but I was amused. Tutorial windows blocked vision, but the existence of a tutorial was a nice touch. Clever level layout.
Interesting idea. difficult to get the hang of at first.
This is a rather complete entry for such a short timeline. The little details really stand out when you look for them (background trees really made a difference). Showcases your pixel art well, and was fun enough I played through a few times.
I would have liked to have auto-fire when you hold down space. Dodging required enough effort at times. :-) nice game.
Art style was good. Voiceover was great. Finding the relays was a bit of a pain, but overall an excellent submission for 48h. Nicely done.
Very smooth gameplay. Controls are slightly awkward, but not too bad. music, effects, theme. All good stuff. nicely done.
multi-jump is a bit twitchy. can't make it past the first overworld. amusing story.
Could be an interesting resource management game. I would like it if the order of the colors coincided with the numbers 1-6. Also, many times I lost because all 3 planets lost all of the same color. :-( Good idea; could be fun. Effects are nice, and good soundtrack.
Nice work on your first game, and well done for having the courage to do it at a game jam. Clever idea.
I enjoyed this. The music and audio were nice. Gameplay was smooth, content was amusing, and it was just an all around pleasant experience. Nice work.
The parallel worlds were nice. Artwork was pretty. Nice work.
This has so much potential. How the heck did you do this in 72 hours? Just... damn. Wow.
Amazing submission. Audio is great. CUSTOM SHIP BUILDING?! Great work.
amusing game. nice remix.
the energy-based multi-jump is novel. good background music. nice work.
this is ridiculously clever. I like it. hopefully audio next time?
this is kinda cool. just a little wider field of view would have been nice. i like the audio quite a bit. nice work.
no apologies. this sounds like it would have been fun. I'll have to echo the sentiments mentioned by others... fail faster. ;-) a playable version with only a single DJ that you could mute and unmute would have been a good submission by itself.
This was cute. I liked it. The graphics are nice, the idea was pretty novel, and the gameplay was intuitive and fun. nicely done.
music is excellent, and I love the gameplay. it actually got bogged down when I get about 50 animals on the screen.
Controls are a little rough, but it's an interesting espionage game. nice work!
Clever. Fun little puzzles; it was difficult to get the blocks in place in time.
Colliders are a bit large, but a clever idea and a fun game!
Interesting multitasking challenge. Nice idea!
Ok, that was fun. I wish you could shoot them out of order, but I enjoyed making a monsterously huge snowman. Nice work!
Thanks! I started with how the brain actually works, and it slowly devolved into abstractions, and outright fallacies for the sake of gameplay, but it was fun, and I learned quite a bit. Like, next game has no UI. None. Too tedious. (grumble)
Thanks for the feedback so far. I've updated my description to give a little more direction.
@sandbaydev Yeah, each lobe controls specific resource distributions and upgrades for all lobes. The idea was to try to maintain balance during growth. Only the basic mechanics made it into implementation, and the interface is really bad, frankly.
Interesting game. Controls were novel, and I never quite figured out how to move. Nice idea and music.
What a tremendously addictive game! nice work!
Factory Factory seems to be bugged, just fyi.
nevermind; figured it out
This... gets stuck in your head. Fun game.
FUn littel sim game. Nicely done.
Interesting concept. Interacting with invisible doors and objects makes it a bit weird, and some spaces are too tight to land while doing a wall jump. The fading and tiling is really nice though. Good work!
This reminds me of the Lumosity games. Hard is pretty hard, but fun. Nice game!
This was a fun little puzzle. Nice work!
I played this for far longer than I expected. Really fun game. Nice work!
that is awesome... why, tree, why?!?!
that was a lot of fun.
Nice platformer, with some personality. Great work!
I enjoyed this quite a bit. I 'won' but did not get a victory condition, but otherwise a fun mindgame.
Excellent game! Had a lot of fun playing it.
this is amazing, and awesome. great work!
Good times.
Interesting game. Stars seem to be very rare; every time I lost it was due to no energy. Good game; I enjoyed it.
Amusing game. The bonus boxes were a nice touch. Well done.
Hehe... digging the music and them. Nice work.
Heh. Fun little game. :-) Nice music, good art, and smooth gameplay flow. Well done.
That was awesome.
This is clever. Game 2 is bugged, but 1 and 3 were a good time.
That was difficult. And excellent. Nice work!
stark and moody. nicely done.
This is excellent. Great work!
I like the co-op angle a great deal. Controls are a bit clunky, but the music is good. Well done.
Controls were a little twitchy, but I like the idea and enjoyed the game!
The 3D orientation of the weapon is pretty difficult to acclimate, but the idea is interesting. Nice game.
I'm in the same boapt as Doitle; no presents arrived after 60 seconds. The art and music are nice, and it could be a fun reflex-style game. Good first Jam submission!
ok, the recursion is a really clever touch. fun game; nice work!
Very pretty graphics, and well scaled upgrades. Nicely done.
Interesting game. A little overwhelming at the start, but it grown on you. Smooth gameplay; nice work!
heh, fun game. nice work.
Amusing game, although rather difficult. The dialogues were fun and clever. nice work!
that was fun. :-) nice work on the art.
this is amazing and highly disturbing. O.o great submission.
this is fantastic. clever mechanic, great visuals and audio. nicely done.
amusing idea, and the audio was well done. nice submission.
i am so confused, but it played it for a bit anyway, and it was entertaining. :-p
i am confused and enthralled. music and graphics were great, and i'm still trying to figure out some of the poetry. :-p great game.
nice graphics and smooth animation. audio was subtle and pleasant. amusing idea; great submission.
bread throw mechanic was a great take on the theme. seems to be a really solid platformer; nice work!
the selective collision mechanic is interesting; forces the player to switch between aggression and avoidance. nice animations too. well done.
fun little tower defense. nicely done.
amusing idea, and really nice graphical menu system. glitched out a bit when trying to get my idler to go back to info, but overall a really nice submission.
hehe, i enjoyed that. took a few tries... i'm terrible at bluffing. really nice mechanic, music, and artwork. great work!
that was a good time. nice work.
Fun game. We came up with similar mechanics, but you actually made a good game out of yours. Nicely done.
@elpaulo: sorry to hear that. did you try making steps?
@cgmorton: glad you had fun. Honestly, the first 3 levels were effectively tutorials, so I'm not surprised they weren't as fun. I need to find better things to do with moveable blocks. Maybe near-misses could attach close. Yes, I used mostly torque for motion, with just a little force so you could move in the air to get on top of blocks. Arrow keys actually work too, but when embedding the game on certain websites, arrow keys scroll the entire page, even when the game frame is active. Thanks for the feedback.
Thanks for all the wonderful feedback!
I'll start from the top...
Puzzles and physics definitely need a little refinement. I took them to a point that felt reasonable for a 48-hour game jam. Likewise, I probably needed to provide a little more guidance on objectives, and perhaps a couple more incremental trainig puzzles early on.
I did notice that the physics reacted differently in different browsers, and on different PCs. I probably need to tune the graphical quality a touch, and constrain things just a little bit.
For lefties: If you use arrow keys for movement, what keystroke is prefered for releasing the bond? It feels like Right-Ctrl or Right-Alt are the best placed, but I thought I'd ask. I assume Colemak and Dvorak users have no problems with similar mappings?
Click accuracy was mentioned more than once... adding 'close enough' zones to both the mouse and the objects is one approach, although a player-bond shortcut or ability is a great idea as well. Thank you for those suggestions.
Regarding movement; I used torque instead of force, since I wanted the spinning ball feeling. I know it made control feel looser, but that was supposed to encourage foresight, and reliance on the bond-mechanic for precision. Did it work? Did I make it a little too loose?
I may tweak the discovered self-propulsion into an actual mechanic witha dedicated block, since it was so popular and novel. Props to those that found that; I missed it entirely.
I'm torn on adding an actual combat mechanic to this. I had considered throwing stuff at enemies, or throwing enemies at enemies, or throwing yourself at enemies... In the end, I had no time to add it, so it's not present in the compo submission, but maybe in future versions.
I'll work on making the tutorial levels more focused, and making puzzles more puzzle-like. I want to keep some of the sandbox feel of the game, so that'll be fun to figure out.
Amusingly enough, I have a persistent audio effect when both ends of the band are attached, but not when only one end is attached. Thanks for the heads up; I'll fix that.
In retrospect, the Crystal Blocks shouls have had collision with the plyer disabled entirely. More intuitive, and easier to implement too.
Getting WebGL to work was the hardest part of this, frankly. I only spent about 16 hours on actual game development, the other 20 hours were spent trying to make the toolchain work as expected, and working around some new and/or resurrected limitations of Unity in v5.0. The loss of Native(RAW) Audio Import comes to mind.
Glad the music wasn't too obnoxious. Not sure what to say about audio levels, other than they needed a volume control in game, but I didn't find the time.
I'm glad everyone enjoyed it. It's rather motivating to finally create something fun after such a long drought.
interesting idea. a little difficult to lose. :-p nice graphics and sound; well done!
fun mechanic. music was great! really nice submission.
this is fantastic. thanks for creating it; really excellent.
door puzzle lighting was really nice. rock collision detection was weird... sometimes had to make a running start at it? the ghost mechanic was excellent. nicely done.
interesting concept. good art and music; the multiple endings was a nice touch. well done.
amusing game; the flavor text was clever. nice submission.
fun twist on the connect mechanic. music was very nice too. well done.
I liked this a lot. Getting the colors to match up just right was pretty difficult. Music and graphics were excellent, especially for such a short dev time. Well done!
i'm not entirely certain what's going on here, but it made me smile. music is fun, gameplay is... something. i dunno. felt very lighthearted and silly. i liked it.
quite enjoyed it; very moody and stark. it does paint survival in a very difficult light. :-p it seems the darkness timer and the campfire timer run at different rates... seemed to be 2:1. art style was pleasant, and the audio was excellent. nice work dude.
oh, other bug is fishing doesn't seem to refresh when traveling. made it over 40 miles, but there were never any fish at any location.
that's a clever mechanic. became really difficult to collect your bits and pieces as time went on. right mouse button on the web player generally doesn't work either, sadly. overall, great submission!
interesting idea; the netcode must have taken you some time. would have liked to see the health of the enemies scale with the number of players active. nice submission!
that was cute. :-) nicely polished game. well done.
haha, love it. really nicely done.
The Channel switching is really clever. Good game.
so I left the tab open. :-p honestly, what you have there is amusing, even if you didn't reach your goal this time. nice work. :-)
hehe, that was a good time. the animations and art were really nice; your effort there showed. well done!
heh, interesting game. nice music and graphics. it does get impossible quickly. :-p well done.
that was a really clever idea. it looks like navmeshing is quite burdensome. I had a good time. :-)
hehe, good times. got crazy tough at the end. :-p nice work.
hehe, poor water sausage. and all those poor dead shrimpies. :-p that was fun; nice submission.
hahaha... that was ridiculous and awesome. music was quite good too.
hehe, music is epic. clever puzzle game, nice work!
hahaha, that was great. sound effects really made the game, and the mechanic was a good time. well done.
heh, funny. nice audio, and interesting mechanic. nicely done.
amusing game, with an interesting concept. nicely done.
fun little game. nice graphics and physics, although keyboard layout was a little rough for those of us without gamepads. nice work!
this was clever. the different weapon types were a nice touch, and being able to kick a dead body to cause it to fire another round made me laugh. nicely done, especially under the additional constraints.
Nice quick little brawl. Nice work for 48 hours! Well done.
hehe, clever idea. nice work.
hehe, cute game. the random gun each level was clever, although the 'useless' types really worth useless. cat faces were a nice touch; well done!
amusing game. i didn't realize the item spawns were weapon power-ups at first. clever idea; nice work!
fun game. i wish the numbers were guaranteed to have answers; frequently there were just no correct answers. otherwise, nice submission!
hehe, weapon 2 is so overpowered. fun, silly game. nice work!
interesting idea, and really nice audio. seems pretty easy to panic yourself right off the ship. :-p never did quite get the hang of it, but great submission.
that was a good time. slick game. great submission.
i liked it. definitely unconventional, but fun to play. nice work!
dfficult game, but really clever mechanic. i liked it. audio was great too. well done.
Art and music are a good time. WebGL took a few attempts to load, and attacks didn't seem to do anything. Fun idea.
that was fun. nice work.
fun little shooter. nice work!
that was entertaining, and scaled up nicely. i should have built more barricades sooner. nice work!
ok, that was fun. nicely done!
hehe, that was fun. cows are dangerous! good submission.
silly and amusing. great work.
the planet hopping is clever. laser beam never rendered for me, but the sound effect was neat. nice work.
ok, that was pretty clever. the color mechanic was a nice touch. nicely done!
i also got the same error on Chrome, both with the embedded and direct link options. "could not load memory initializer Release/webGL.html.mem". Perhaps you're missing that file from your upload?
having a little trouble knowing what's gonna kill me, but the chain of green bodies was hilarious. music was nice too. well done.
hehe, clever. mouse-lock for windowed mode would be nice. :-) felt like fighting weeping angels from dr. who. nice work!
interesting concept. jump mechanic needs a little work, but overall a nice entry. well done.
cute and clever. i felt so bad having to leave a few behind at the end to make a mad dash. great graphics. nice submission.
excellent game. I may be biased, since I love digital logic, but you've tackled a difficult subject, and made it work well. nicely done!
made me laugh. great use of the theme. nicely done.
hehe, nice submission.
Fun concept, although may need a little tweaking. Nice music and graphics; well done!
ok, i played this for way too long. sometimes you just want to blow stuff up. nice smooth gameplay, and the effects were excellent. good music too. great submission.
fun mechanic. took a little bit to get acclimated. nicely done.
Very cute. Nice models, animations, and sound effects. Great submission.
amusing mechanic. nice work!
That's was a lot of fun. Great job! I hope you'll make another game for the next one!
I like the sideways take on the theme. Funny audio, and interesting strategy mechanic. Not actually sure how to win, since the enemy gets 2 moves for every 1 of mine. Ending conditions were a bit weird as well... usually lost when I still had 60%+ population left.
Either way, nice entry! Thanks for the laughs!
That was a fun mechanic. Nice use of color and sounds. Good submission.
wasn't able to get it to load, but the screenshot is interesting. ldjam takes some acclimation, so hopefully you try again in august.
This is brilliant.