Dead Man's Volley by DragonXVI 2015-12-14T14:22:00
Very nice idea and gameplay but I find even the easy boss a bit too hard. Runs flawlessy in Wine on Linux btw.
Foon → Ludum Dare Explorer → Users → chriiis88
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Clear Skies with a Chance of Meteors | compo | 439 | 3.22 | 3.34 | 3.42 | 4.01 | 2.48 | 2.24 | 2.48 | 2.92 | ||
| 2021 | 48 | Deeper and deeper | Fish Slapping Simulator 2021 | compo | 775 | 2.94 | 3.23 | 3.00 | 3.07 | 2.44 | 3.07 | 3.82 | |||
| 2019 | 44 | Your life is currency | Slaves of the Carribean | jam | 798 | 3.18 | 3.02 | 2.90 | 3.20 | 2.84 | 2.66 | 2.93 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Super Soup Slicer | jam | 834 | 3.20 | 3.15 | 2.79 | 2.96 | 2.98 | 3.27 | 3.22 | 3.16 | ||
| 2017 | 40 | The more you have, the worse it is | Honey Empire | jam | 862 | 3.12 | 3.18 | 3.18 | 2.02 | 2.67 | 3.16 | ||||
| 2016 | 35 | Shapeshift | Alien Antiquarian invades Human Party | compo | 762 | 2.83 | 2.93 | 3.00 | 3.62 | 2.72 | 2.69 | 57 | |||
| 2015 | 34 | Two Button Controls / Growing | Vampires suck! | compo | 736 | 2.94 | 3.12 | 3.34 | 2.52 | 2.84 | 2.46 | 2.82 | 66 |
Very nice idea and gameplay but I find even the easy boss a bit too hard. Runs flawlessy in Wine on Linux btw.
Would love a non-web version since I cannot install the webplayer in linux.
Really cool idea, fun to play and nice graphics. My only criticism would be the controls (or physics): sometimes a specific angle to shoot the ball off is impossible to manage. There should simply be more different angles for a ball to fly to, depending on when I hit the key for the bumper.
Not very original but cool and fun to play. Mouse control could be more precise, though.
Absolutely brilliant. Best game I've played of the jam and compo by far. Well done.
It would be nice to know, what the goal of this game is. What do I have to do to win? And what is the stuff that I'm eating (the fries and the balls)?
Cool idea and really nice looking graphics. A bit too monotone to reach the 1 million subscribers, though. I stopped playing at 330000 subscribers when there was a sequence of 5-6 fake games which was really annoying, since you don't have any advantages by telling the fake games from the real ones.
Cool idea and realisation. The controls could respond a little bit better (turning is very slow, which makes rounding 90 degree corners very difficult) and a little more color wouldn't hurt either. Otherwise a nice game.
The screenshots look gorgeous and I would love to play it, if you published a non-web version (I'm on Linux).
Starting the linux version crashes with the message "Sdl.dll not found (which is strange, because it's right there in the folder).
Fantastic idea, love it. If I had to criticize one thing it would be the akward control of the voltmeter. Clicking the handle and rotating the mouse would have been better a better choice, in my opinion.
Nice and fitting graphics and sound. What I don't like, however, is that on a qwertz keyboard I have to do finger acrobatics to play this game. "a" and "s" would be better choices.
Found a bug: somehow the blue colored tiles vanished. And since skipping a turn is (for whatever reason) only possible in the build menu, the game got stuck, because without the blue tiles I couldn't get into the build menu.
Some things, that I noticed:
- the tutorial isn't very helpful
- most of the time I have no idea what I'm building, because I cannot see the name of the thing I'm building (it just says "Selected Tile: Tile" in the top left corner)
- I built some stuff and had about 5000$ left but yet could not build any more things
- the music is clearly not by you (even if the recordings are, the songs are not), so you should have opted out of letting it getting rated
This is one of the best entries I've played so far, great job. Fantastic atmosphere. If there's one thing missing it's a little better user feedback when the correct symbol was held.
Fun game, well done.
Neat idea for a card game, but I have a few questions:
Could you post a more detailed tutorial? E.g. what cards do I start with, how (and where) exactly does a card go when it's played and when not and (most importantly) when is the game over?
Trying to download from gamejolt (win) yields an "Internal Server Error".
Really impressive how polished this is for an 48h game. What I don't quite like about the gameplay is, that there is no way to predict where blocks are. Trial and error as the only option is not so much fun as it could be.
Amazing artstyle and sound but the animations are lacking a little quality. Sadly it's also not very fun to play since it's missing any difficulty (spam f and j, done). This could be great with a little more "spice" in gameplay.
Very cool and fun implementation of the "agar.io"-genre. You could improve the font a bit (took me about 5 deaths to really notice the onscreen-tutorial). And instead of using the 2-button-theme (you already have growing) I think it would be more useful to build in left and right movement.
Simple and fun but could use some landscape below the planes to spice up the mood.
Very cool idea, although it took me around ten rounds to understand how to really play. Also the random asteroid is quite unfair.
@sathorn: If they don't suck, how else do they get the blood out of humans?
Linux build works fine! The only strange thing is, that the GUI elements (botnet view and the explanations on the left side of the screen) are only half visible. Also the green computers always come up in pairs, which is pretty pointless, since I can only pick up one of them.
I like the audio and the cyber-mood.
Quite original concept, but what's the point? Are there any goals or ways to "win"?
Hilarious idea. The only negative point is that it becomes too difficult too fast. But otherwise really fun and funny.
I really like this. The aesthetics are great and the gameplay is fun. Well done!
It's quite a nice spin on the agar.io style of games. As others have said, though, it's hard to distinguish the small shapes. For an easier introduction into the concept, it would've also been nice to have maybe only one color and two or three shapes and then to gradually increase the number of different shapes/colors.
Really cool idea and fun to play, too. Well done!
I played multiple times and still don't have a clue what I'm supposed to be looking for. Such a shame that this doesn't even have a hint of a tutorial, because I really love the idea, the mood and the visuals.
Okay, you guys win. This is fantastic!
This game needs a proper tutorial (ingame or written) sooo badly. I have no clue what to do.
Best game I've played so far! Simple, but very fun gameplay. Fitting sounds (although it would be cool if the player actually played a song instead of random sounds), great aesthetics and quite addictive.
The only negative aspect in my opinion is the rather steep learning curve. A tutorial that introduced every key separately would've been a more user friendly introduction.
Love the style, but the gameplay was a bit weird. I had no idea what I was doing, why it worked and why I was doing it.
Tried to run it with LÖVE 0.8.0, which is the latest version available in the Linux Mint repositories (I know it says 0.10.1):
conf.lua:2: attempt to index field 'window' (a nil value)
Error: player.lua:15: attempt to call method 'getDimensions' (a nil value)
stack traceback:
player.lua:15: in function 'sprite'
player.lua:53: in function 'load'
main.lua:73: in function 'load'
[string "boot.lua"]:378: in function <[string "boot.lua"]:373>
[C]: in function 'xpcall'
Is there no way to package the game with an executable for linux?
I would really like to play this.
Running the linux version produced the following log (ommited file paths in the beginning). I only have one screen, not two, btw:
[...]
displaymanager : xrandr version warning. 1.4
client has 2 screens
displaymanager screen (0)(VGA-0): 1280 x 1024
Using libudev for joystick management
Importing game controller configs
Aborted
The windows version did run in wine, didn't show any text though.
Very cool idea! A bit hard to play on linux, as the contents of the game window are not visible, when it is resized. It's playable, though. Maybe an option to use the arrow keys to resize the window would be good.
Absolutely brilliant idea, that needs some work though:
- the Tetris part is too slow. When the down key is pressed, the stones still take ages to reach the bottom. It would also be helpful to see the function of each color (armor, weapon etc.) while a piece is falling down
- everything is too small :)
- there is no point in killing enemies as of yet, apart from getting more credits to kill more enemies
Just to emphasize, the game IS fun to play. It could be even better with a few fixes and a clear goal for the player.
Certainly one of the strangest LD entries I've ever played. And it was fantastic and great fun. Well done guys!
Really cool idea. This runs in wine on linux, if you extract the TileSnake.exe file, by the way.
Sorry to say this, but I'm on Linux and I won't play your game. Making the user download the source, then install dependencies (and also running make himself on windows) is an absolute no-go for a gamejam game that should be easy accessible for a lot of people. C/C++ might not have been a good choice of technology to use here without options to cross-compile.
Tried it in Linux with wine. The game runs fine, but whistling the song has no effect sadly. I have to say, beautiful graphics and sounds, though.
I tried it again in wine on a different machine, same outcome. It doesn't matter how fast or slow I play the notes/hit the keys nothing happens after releasing space :/
I even tried it in a Windows-Virtualbox and it didn't work. I'm starting to think it's not me but the game... If you ever upload another version hit me up on twitter (same username) and I'll be glad to test it again! Twitter, because the LD site doesn't really tell you if you get a message.
The idea, graphics and music is very nice, but I found the beginning of the game to be too difficult to be fun. I think the most "attacking things" I killed before dying was 5, because after the tutorial they just all come at the same time and too quick to really react while having just learned to dash and shapeshift.
Good game and it actually feels quite polished. It is made a bit too hard, though, by the controls. Especially moving is a bit too fast (or the screen scrolling is too slow) so you often can't see and anticipate what's ahead.
This is so much fun, great job! Love the graphics style as well. More enemy types and bosses and some different kind of levels and this would be almost ready to put on steam or something. Could you tell us which language/engine you created this in?
It's unfinished (as you said) but quite fun nonetheless. A bit more feedback for hits on enemies would have been nice (screenshake, bones flying off, stuff like that).
Beautiful graphics and good gameplay. I got stuck one time, when the fish was swimming from left to right exactly under a mine. There was no way around it.
Interesting concept and I especially like the idea of using fire to get a water blob.
It's also quite funny that this
> pool English
is about the only mistake in your description :) Don't write something like that. Your English is fine.
The controls are a bit iffy (e.g. the jump height is inconsistent between tallest, middle and tiny and the "slide" after releasing the run key is too long in my opinion), but gameplay and graphics are quite fun.
Cool idea, reminds me of that program that renders old snes games in 3d. Two tipps for improvement: 1) instead of spamming the space key, it would be better if space shot continuously 2) the camera on the boss needs some work since the boss is not visible if you run too far to either side of the room.
Pretty cool stuff. The music is good (although more songs would be nice of course) and the graphics are fitting as well. What would've been nice, though, is a more user friendly learning curve: first single strokes then two-key combos and so on. Also there is no chance to hit that 5-key combo, because the keys are not visible (sprites are overlapping).
That's actually pretty damn cool. You could post this to the NoMansSkyTheGame subreddit, too. I bet they'd be interested in the game.
Fantastic overall and pretty polished, too, really enjoyed it. Good job.
Very cute. I liked it but it would be way more fun if the controls were better (mouse to select square, mouse button for action, right mouse instead of shift).
Holy cow this is fantastic, straight 5/5 in all categories. A very minimal negative point is that for some hair configurations you barely have time to react to the visual line that comes from the top. As someone without any feeling for rythm, showing this visual aid a bit longer before I have to cut would help (at least in the first level(s)).
Very simple (mechanically as well as graphically) but a ton of fun. As others have said: a good soundtrack and some better graphics and this would be fantastic.
Very polished and fun game however I'm wondering how it is worse to have more fans. Maybe there should be some kind of drawback to have a lot of fans, to better fit the theme (if that's the goal).
I have no idea what I'm doing. The background music is quite annoying and buttons don't work half of the time. I can see the idea, though, and with a bit of time it could become a fun little game. I lost because I couldn't "close" the remote dialog and the anxiety just rose to the top.
Quite entertaining and also very polished, well done.
@umsingelopugmanco What do you mean by "the your"? It was, in fact, my 4th LD (6 if you count unfinished ones), but the other ones were before the new website.
@umsingelopugmanco The idea was that hundreds of bees should be harder to handle than a small swarm. I guess, I got too caught up in making the simulation that there wasn't much time left for the late game balancing and making it actually difficult ;)
> There may bee a lot of potential in this
@phi I see what you did there :D
Thanks for the comment. The late game was actually meant to be rather chaotic. That being said, it was not meant to be a spam-two-buttons game, so I agree that there is definitely some improvement that can be made.
About your 217 bees: I think it would have been enough to just let them produce the 10000 honey necessary to win without all of them dying on the way.
Surprising how much fun it is, well done. Shame that this one damned cane pushed off the other seven that I already had stacked... T_T
It would be more fun if you were faster than 1cm/h even without loot. Also the positioning of the sherrifs seems to be highly randomized and therefore unfair in some situations. Other than that it's a cool idea and the art style is absolutely fitting ;)
I played version 1.1. I really liked it but wished it had more levels. Some things I noticed: - there are some camera problems especially with the brown overhanging stuff in the mushroom area - it takes some time to get used to the controls, because there is no momentum in the jumps (let go of the key and the witch immediately stops moving) and there is no safety frame that would allow you to jump in the first frame(s) after falling. I highly recommend watching this: https://www.youtube.com/watch?v=hG9SzQxaCm8. - there is no reason not to hold down shift the entire time. Therefore one could argue that it has no place in the game and the witch should sprint the whole time ;)
@boaheck-artgent Oh wow that's interesting. I didn't think some of those jumps were even possible without sprinting.
This is hands down in the top 3 games I've played from this jam. Fantastic job! You could put in some more levels etc. and just throw it on Steam with this kind of polish to it.
I like the music and the idea. There are some bugs, though (e.g. keys not working when the reindeers are in the shadows, keys not readable).
I quite like the concept and I think this could be a fun game, but so far pressing left/right and space and then waiting an eternity for the two waiting bars to fill is not very fun. Some interesting encounters in the rooms might make this more interesting.
This is fantastic and has quite a bit of depths to it. The only thing that's missing is a bit of variety in the streets (some curves maybe or making some streets lead over a bridge) and some different cars. But seriously I love it.
Couldn't get past the room with the spikes but until there it was great fun. Is it intended to be impossible to get the slingshot? The dude in front of it just steps to the front of the ledge when he sees me and then there is no way to jump over there. But I guess it would be too powerful.
I think it's a bit unfair that you cannot see which passengers are still coming (or even just the next one as in tetris). Other than that the game is fun, funny and fits the theme. Well done!
I was a bit shocked by the start screen graphics but I'm glad that I tried the game anyway. Although the controls could be a bit improved it's really fun. Just an idea if you want to keep working on this: how about only draining the battery, when a key is pressed? I mean, why would the robot drain it while doing nothing? ;)
Two things: - Unfortunately I don't get the rules. I had "Population: +0.01" per turn. I hit "finish" without playing a card for a few turns to grow the population. Suddenly everyone's dead. I think there needs to be a better explanation about the interactions between the resources. - The "boing boing boing" is reeeeaaaally annoying
That being said, card games are cool and I can see how this could become really fun. Kudos to you for finishing your first LD!
Looks great, has a great concept and is quite a bit of fun. The only thing I have to criticize is the controls. You could make things easier, if you allowed, for example, to select the weapon mode with the mousewheel and also to sidestep (so more like a modern fps control scheme). Also X/Z is hell for qwertz users :/
Beautiful and relaxing. Though you can't lose (or really win) it's strangely fun to play.
Nice game for your first time participating. Some more game elements would have been nice (especially when drunk), but it's fun nevertheless. My highest score was 49.
Cool little idea. Unfortunately the controls are a bit strange and it's not difficult to jump out of the screen if you have enough momentum. It's fun for a while, though.
This was a very unexpected entry but very well done. Thanks for the interesting experience.
It's quite unfair to provide a (granted: very good) tutorial but then immediately change the music speed with the first enemy. I get that this is supposed to be difficult, but would it really hurt to make the first two enemies beatable if you've just come from the tutorial?
I found two little bugs: - mouse works for scrolling in the menu but not for clicking - there are non-registering hits (so neither damage nor blocked)
As is somewhat of a tradition by now, playing one of your games is a highlight of the jam. The story is as funny as it is stupid and the (minimal) gameplay is really satisfying. Well done.
The controls are very clunky and a bit more feedback for player actions would have been nice (e.g. better sound for hits and getting hit). It's also not transparent, at which point you can attack/dodge. Both seem to cost stamina, but no idea how much. So you're pretty much left with standing around until your bar is full again.
Other than that I had fun with your game and it's not far off Bloodborne's fighting system.
Edit: I just noticed that the stamina upgrade price is wrong. It says 70 but only costs 1.
I'm not quite sure what to think of this or what the aim of the game is. It might not be fun, but it's definitely interesting.
What a well made game, especially with the smooth movement. Had a lot of fun playing this.
@avsc Thanks for your feedback and for playing our game. Did you play the web version by any chance? The quit button just closes the desktop app, so I guess it's not useful for the web version.
I couldn't get past level 4 (or 5? with the 4 dudes) in 4 tries and it seems like there is a lot of luck involved (if you don't get the "block" card until level 3, you have to restart the game basically) but it was fun nonetheless.
I see the potential but unfortunately in the current state it's not really fun. Some hints: - there is no way to exit the game apart from alt+f4 - tooltips would help a lot - ui elements (=selecting something to build) MUST have precedence over clicking on the floor (e.g. I was not able to select the woodcutter building because it always placed a street below the icon instead) - walls are useless if the goblins run straight through them - there is no indicator on how many people you have - add hints/tipps to indicate what's missing to grow the population
I like this game for it's graphics and mood, but unfortunately it lacks a bit of compelling gameplay. A few hints: - get rid of the screenshake. it adds nothing to the game apart from sore eyes - the help text in the menu is shown for less than a second, that's too short. but you wouldn't need it if you had some prominent way of explaining left/right ingame (like in Reigns for example, which was clearly an inspiration for this game - make choices matter: having money doesn't count for anything if you have no way to spend it. don't mark decisions as wrong/right but add something in between, e.g. someone is unhappy with his surgery etc
Quite enjoyed this, but I wish it had more levels. Also if the level could immediately fail as soon as a positive score (which I guess is the condition for victory?) is not possible anymore, would be more transparent for the user.
The graphics are definitely 5/5. With a little more work (even just finishing one level) the game could be a lot of fun.
Interesting game and well executed. Definitely one of the few ones the "mood" category actually applies to. The last level is actually impossible if you don't know it's coming and you don't get enough resources in the previous levels, but if you do get it, it feels very rewarding.
One of the best games I've played so far this LD. Very polished, art, music, gameplay, everything fits together nicely. It also has the perfect length for completing it before rating. Maybe a small bug (?): bullets pass through dead bodies when shot by the eyes, but not when deflected by me, but once you know it, you get used to it.
A little complaint about the score screen: if you're playing and dodging stuff and hammering an arrow key, you might accidentally skip the score screen, if an object hits you while you're still pressing the key. This is especially frustrating, if you have a high score and then don't know how much it was.
A better way would be to use space or enter as continue key.
I'm going to be fair and not rate it, as I had no clue what was going on. Switching characters did not seem to make a difference - the mage and rogue do ranged attacks no matter where they stand and all characters are attacked no matter where they stand. Also switching characters is unnecessarily complicated with the arrows. Why not have a single button that rotates them (including rotating animation - currentlty only the positions are exchanged immediately which is not very clear).
Very cool concept and a very polished entry. All in all quite fun, albeit short.
Also: please add a link to this page to your itch.io page. I only found you by your username! (initially found the game on itch.io's Ludum Dare page).
Phenomenal work! Superb artstyle, very innovative restart mechanic (awake, got back to sleep). All in all a very polished experience and the first 5/5 that I've given this LD.
Some negative points: - it's very hard to aim with the character, because the model is so large (you can't see below it) and the controls feel non-linear (if I press "up" the movement seems to get faster the longer I press it) - once you miss a pillow it's basically game over. I never managed to get further than the red bony area. Checkpoints would have been nice
Also found this: Screenshot from 2021-04-27 10-30-47.png
@dmitry-kaidash
> maybe it depends on the device
If it helps: I'm running it in Firefox on Linux Mint 20.1
i5-3450 CPU
GeForce GTX 1050 Ti
8 GB RAM
Anyway, it's not a game breaking bug.
I would've appreciated an option to turn off (or lower) the camera roll while turning as it makes me physically uncomfortable. Also found a small bug: in the non-fullscreen web version the "back" button is almost hidden in the lower right of the controls screen.
Very polished, well done. Reminds me a lot of Supaplex. Some restrictions feel a bit arbitrary, e.g. why can you jump up through the slabs but not down?
I like the premise of the experience (it's not really a game, is it). The music is quite serene and produces a great mood. It might even have replayability, if there was more to the gameplay: some interesting things to find (crazy thoughts, happy thoughts, a song stuck in the head etc) or more things to interact with. Only pressing W gets old quickly.
You should also add a/some screenshot/s to this post and label the itch.io link as "web" to get more people to play this!
Bugs: - mouse sensitivity was way too high for me, without option to turn it down on the web version - there is a gap in the floor and at first I thought it was a line leading to something - "I have never accomplished anything" writes over the "press space to remove thought" text
Love the graphics style, but it's not very much of a game, is it? A bit more gameplay would have been nice.
On Firefox, the Enhanced Tracking Protection has to be disabled for the web version to load. Also pressing space scrolls the page in the web version.
The graphics are top notch! With more time and polish this could be a really addicting game. For example, currently enemies just spawn in front of you and you barely have time to react. Increasing the level size a bit and spawning all enemies at once, so you can see them, would allow for a more tactical gameplay. Allowing to move around while casting (or shortening casting time) would increase the action.
@eugenik, in addition to the concerns voiced by @anonymoose and @burneraccount, you're also in direct violation of the license under which the author of the Hitler model published it. You did neither credit its author nor link to the license both of which are required steps to use the model as described on its page.
I did not manage to complete it. Even though I was spamming the power generator a spike spawning at the bottom killed me (is there a way to duck? Otherwise that's an unavoidable insta kill).
I like the graphics, sounds, gameplay, everything.
I maxed out all the stats but was a bit disappointed that I did not get a "well done" message or something like that. Nevertheless, quite a fun game. Some soothing music would have been nice as well.
This is so silly, I like it :laughing:
To improve the gameplay, some kind of time-based scoring or booger collection size highscore would have been nice.
I think slowing down everything (rocks falling upwards and also the player movement) would improve the game. I always dodged the green things as well (I think they might be health or points?) because there's no time to think, just to react.
Very innovative idea, however the execution lacks quite a bit, unfortunately. It's not clear at all when a key has to be pressed to be successfully. There is no feedback for the player. Sometimes the items go to the left, which apparently is good, other times I press the key and they just stay in the middle.
£324 in debt yay(?). Is it intentional, that there is an upper click rate limit? If I spam left click, none of the clicks get registered/none of the clicked items are picked up. This limits the absolute highscore one can get.
I've been playing this for about an hour now. This is so damn addicting (although 1/5 innovation, as it's practically a carbon copy of Vampire Survivors, but who cares :laughing:).
I still haven't found the fourth magic power (got wind, ice and life steal). The tornados are broken, I think, because if you have enough of those almost no enemy will appear on the screen and XP just flies to you from everywhere:
Screenshot (151).png
PS: meteors are cool, my game has one, too. But yours is so much more fun :wink:
All in all quite a fun game. Graphics are good, the music is non-intrusive (I would have expected something a bit more fast paced, though) and the different enemy designs are interesting. On the negative side: the font in the main menu is very hard to read and RNG sometimes puts you in situations where you have no chance but to die, e.g. lasers spawning to the left and right of you and moving towards you.
@bit66 Thanks for the hint, I added an explanation for "pay..." to the keywords.
@benbennett That's a good point about the same cards. It feels like cheating to "fix" the deck to guarantee different cards, but maybe this could be solved if only unique cards were used :thinking:
Over 9k points, this is a lot of fun! Some kind of exploding screen clear ability would have been satisfying.
Bugs: - having Escape close fullscreen and also the pause menu might not be a good idea ;) - hitting restart after dying at level 19, I continued with level 19 (although the xp needed per level reset correctly) and never saw a single damage update
Edit: Yay, 13200
It's a cool idea, graphics and music are well done and the controls are very responsive. However the parry system is a bit lacking. This is mainly because you cannot learn the enemy behavior, as you would in similar games. Every enemy (at least the first 7, couldn't get further than that) looks the same, but has different timings. Once you have learnt the timing of an enemy, you have no stamina anymore to learn the next enemy's timing. Making them look different would be a better feedback for the player and, I think, would also be more rewarding. This could be a small change: e.g. different colored belt.
Also found a small bug: I thought I could test the controls during the tutorial popup and drained my stamina with dodge but then the stamina didn't refill for the first enemy and I had to reload the game.
@fidrik I did not get addicted and play for another 30 minutes and got to 24 enemies, no, not me :laughing:
The presentation and polish are impressive and I like the deck building and the card variety. However, the existence of certain cards does not make much sense (e.g. why would you ever take a no-ability 1/1 creature instead of anything else?) and the matches themselves feel a bit boring because essentially you only wait for your deck to do its thing. Some form of interaction would have been nice. And yes, that's why I don't play autobattlers.
I had fun playing the web version for 20 minutes or so and I think that's the best compliment I can give :) I think I saw all available content (full party, bought everything in store) or are there any hidden/unlockable player updates etc?
I also found a few bugs: - the guild screen says "the party is already full" but still shows two empty slots at the same time (if you haven't bought the updates from the store yet) - the Quit button crashes the game in HTML5 version - showing spell costs and how much each spell heals is useless as long as I don't see how many HP a party member is missing and how much mana I have available - Guardian Angel is always disabled, even with full mana - the encounter with 3 mages is impossible to beat (at least with a cleric/mage/tank/goon party) - is that on purpose?
@antti-haavikko Good tip, with three mages its almost easy :thumbsup:
A funny idea that could be improved on and quite easily so I believe: most importantly there should be better feedback for hitting the rabbits, either visually or with punch-and-hit and punch-and-miss sounds (it literally takes 5 seconds to generate those with sfxr.me, for example). Making the sounds funny or brutal could also influence the mood of the game a lot.
The mouse controls are slightly bugged as I was turning without touching my mouse. Maybe there is no dead zone? Other than that it's a cute game with nice graphics.
Pretty impressive for 48 hours, especially the graphics are nice. On the con side: I'm not sure the combination of larger entities (player, enemies), i.e. making it harder to dodge because there is less space on the screen, and basically flappy bird controls for up/down adds anything in terms of gameplay in comparison to Vampire Survivors. Also only having two upgrades is a bit sparse.
I did not expect to have so much fun with this. There are obvious flaws (no sound - not even a little hit sound, no music, always the same enemies, only one weapon etc) but the core gameplay loop is still fun. Also the end of the game feels a bit artificial: the items get way too expensive and on the other hand you always have enough money to extend the clock.
Screenshot (195).png
Let's be honest, the graphics and sound can be improved a lot. What are the yellow balls for? What is the red stuff? There are also quite a few visual bugs: Screenshot 2022-04-18 153624.png
But that being said, boosting yourself up with the rope is quite fun. This could be a cool game if you built on the good movement mechanic. Also, I have no clue what I did to win the game (shoot the worm? which worm? there was no worm).
Moving and shooting feels great, so good job on that. Unfortunately, the enemies not making sounds, especially when they're near you, is pretty game breaking, since the player does not have 360 degrees of vision and they can just spawn behind you.
Cannot rate, as I have no idea what I'm doing or seeing. Spamming left click does not prevent me from dying within a few seconds. There is no indication (and no feedback) for what the rewind and fast-forward buttons do. It's a shame, because the style looked promising :shrug:
Wait, how have there been 31 people rating this game before me, but the leaderbord was empty?
Really entertaining and complete game for a minute or so of downtime. I got 48.
This is surprisingly fun! The presentation is nice and the car feels good to control. @raxah hits it on the head with the "GTA vibes".
I have a few suggestions, though: - the arrows are vital for knowing which cars are closest to prison, but a minimap would be even better and also if it would show the items. It is especially difficult to guestimate when and how fast a white arrow will turn yellow/red - since the game is very fast, selecting an item with 1-3 and only then activate it with space seems a bit slow. For the bombs, this is logical, but repair and spike traps could be directly activated with the number - controller support would be perfect for this type of game - having to use the mouse for menu/overlay feels disruptive to the game flow, because anything else is controlled with keys
The graphics are nice and building stuff feels good. I built towers all around the city. That covers roughly the first minute of gameplay. Then "Surge" pops up and the blue bar empties and it's game over. No feedback about what I did wrong, where the enemies came from and what I could've done better. How was the city even attacked, with every tile covered by towers? Oh well... It's definitely a fun base for a game, but I feel it needs quite a bit of polish to work.
Very polished game. The graphics and sounds fit well together. I would've prefered a slower rising difficulty and a little help aiming. Especially when aiming diagonally it's not always obvious where the shots land. Allowing shooting and moving could solve this issue, too. You are too slow to hit most asteroids anyway.
Wow. This was... interesting. Unexpected but not unwelcome. Not fun at all due to the lack of actual gameplay, but I'm very sure that it wasn't meant to be. Much like one of those melodramatic movies that you watch not because they're "fun", but because of the atmosphere and mood they put you in. If anything, this entry fully deserves 5/5 mood. Well done.
I played for quite a bit, then died and the score screen was skipped due to me still hitting spacebar (and Z) :(
Also, while having to press spacebar for each hit with the hammer is fine, an autofire or at least while(Z) shoot(); would really reduce some finger pain. Especially on QWERTZ keyboards.
Other than that the game is quite fun for a few minutes.
Obviously the graphics, graphic style and sound are fantastic as others have said. But unfortunately I don't think the game is much fun as of now. This is firstly due to balancing: I was able to pump out a few buildings and than let the game run for 20 minutes (!!) without doing anything and did not lose. And secondly the controls are a bit cumbersome: why make me drag all units from the left side way over to the slots in the building instead of providing a drop down to chose a unit, for example?
I also think I broke the game. Mowser and the princess got stuck in between screens 2 and 3 and Bario happily fought through all (empty) buildings and then ran out of the last screen but I did not lose and the time was still running:
bario.png
The level of polish on this is crazy good, well done!
Typing games are my jam and the execution and polish in this one is very good, congratz! That being said, not having real words is a big downside for me and takes out a lot of the fun, unfortunately.
Well, it's not my type of game (a bit too dialogue heavy - I skipped most of it :blush:) but it's very well made and art style, graphics and music are very fitting. Two little suggestions for improvements: a little warning that the wolves one-hit you would have been nice and I think it's a bit unnecessary that you have to go through the long dialogue again, if a wolf kills you in the last act.
I'm slightly confused by the AI. A knight that spawns will attack goblins that are close by, but as soon as you move him once (and stop doing it) he just stands there and let's the goblins kill him. Also: how do I kill the brown circles with eyes? Knights don't seem to do damage to them when running "through them", as they do when they run through goblins.
That's a really neat idea and quite abstract which I did not expect. A bit more polish would have been nice (e.g. pickup effects, little sounds or even music), but other than that well done.
Screenshot 2022-04-20 225138.png
I played through the first few screens but don't feel like it would be fair to give a rating since a bug (I think) prevented me from playing much: I couldn't get any further than the screen with the 3 groups of 3 barrels. It feels like it's completely random, whether I can put out the first 3 barrels. In 2 of 3 attempts I immediately died and in the third attempt I got to the fountain but then immediately died putting out the second group of barrels. Afterwards I closed the browser tab in frustration.
The description says, when I move I lose water. But there is no indication of that. In my example above the blob died being far larger than the displayed "end phases":
Screenshot 2022-04-18 124104.png
Well polished game: great graphics, nice audio and really satisfying and motivating gameplay. The only negative point I have to mention is that you could've made it a bit easier to plant seeds. For example, just have one seed that spawns different plants at random, so you don't have to switch between the single seeds in the menu.
I'm not 100% sure, because my rhythm is not the best, but I don't think the ticks that I have to hit are in sync with the music which is kind of the most important thing for this type of game. Good idea though.
It took me a while but I finally beat it! First game I've seen this LD that fully deserves 5/5 in innovation, well done. At times it was quite frustrating, though.
Better a small and fairly polished game like this than a long and tedious one. I enjoyed it! Good job.
I don't get it, to be honest. The round things open with their buttons and then close. Nothing else happens. I couldn't even get to the state shown in the screenshot. Some kind of tutorial would be nice.
Cool game for two actually incompatible genres. I wouldn't have thought this was possible. Well done!
Great idea and really fun to play. It would make a great mobile game as well, if you need something to do for after the LD :)
It took me about 10 tries to get the carot pieces exactly lined up over the pan because of the unfortunate camera position, only for one of them to bug through the pan :(
Fantastic game, guys! A lot of fun, nice to look at and great effects. I wished it had more songs (if you detect the bps automatically: any chance of an option to import custom music?). Also the main menu song is the best song in the game imo, I was a little sad that I couldn't play a level with it :)
I like the idea and the graphics, but I have to say the controls are a bit stiff. It doesn't feel like I'm controlling the gameplay because there is not enough feedback for fishing in the correct or wrong spot and for hitting or missing a ship.
I feel like the balance is off, somehow. I can never get above half of the meter on the top right, because there are not enough enemies to shoot before it gets lower again and there is no chance that you can shoot one of the shooting enemies that spawns on the left, when you'are on the far right. The player ship thing is just too slow. So I never got to see the boss.
Sadly I have no idea what I'm doing. I immediately built the generator, the robot working on it fell apart (which I only realized because after 2 minutes I was looking for the "quit" button - which there is none of - and accidentally tapped q/e) and the other robot meanwhile wouldn't do anything if I rightclicked any of the already existing buildings. So I have no way of generating money and no way of exiting the game. I'm stuck here for good I think :(
I enjoyed this one a lot. Perfect in length for an LD entry and hilarious as well. The gameplay could have been a bit more than just cookie-clicking, but the humor definitively made up for that.
The graphics are minimalistic but very nice and fitting. As others have already said, it would've been nice (and kind of essential for this type of game to work better) if the notes fit the music. Also maybe you can come up with a nicer integration of the notes and the rest of the game: when I'm looking at the notes, I can't see what's happening on the top half of the screen.
Quite fun to play, although having no mouse sensivity slider makes it almost unplayable for me. Also it's kinda unfair that you play against 4(?) robots who can shoot a lot harder than you.
And, please, for the love of all that is holy, STOP SPAMMING THE FRONT PAGE with your game.
First off, please do everyone two favors and a) change the keyboard layout for the left dude and b) just upload the zip to itch.io as web-game, so it can be played directly on the site.
Hmm, I think I got the message of the game: The easiest way to "win" is to not build a wall. The mexicans don't do any damage this way and you also don't need to buy bullets or bombs. I guess that makes sense.
First of all let me say that I really like the idea of the game and that I had quite a lot of fun with the execution of it (even more impressive considering you did it in 24h). Remember this, when you read the following list of things I did not like ;)
- there is no hint anywhere that you can double jump! this is vital! - there is now way to exit out of the game - I had to manually tab out of the game to disable the music for it in Windows, because the background music, to me, was very annoying after 1 minute (sorry) - have some indicator of which ingredients the player needs to collect apart from the ones in the kitchen. Running all the way down just to have forgotten something is demotivating. - there are too many tiny platforms for my liking that are also too close together. Try and make things more open, give the player more space to play with the (excellent) jump and double jump. Btw, make platforms that are reachable with a single jump - I don't think there's a single one, making the single jump useless! - sometimes the background and the foreground are not differentiable, meaning more than once I ran into some wall that I thought was part of the background
Again, please don't take these points the wrong way. Your game IS impressive for 24hs of work and fun to play.
Cheers.
Pretty cool idea, I'm sure that something could be done with this. Apart from the obvious things (car graphics, enemies bla) it would be smoother if the cube/car kept momentum when the next target point is clicked, instead of stopping immediately.
Btw, you should opt-out of getting votes for humor and mood, since they're not really applicable.