My damn coffee. by dementor561 2012-12-17T20:57:00
Fun game. I thought the voiceover was very funny - shame you couldn't put a little more in the main game :)
Foon → Ludum Dare Explorer → Users → chrismwaite
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 25 | You are the Villain | Micro Mob | compo | 254 | 3.19 | 3.09 | 3.29 | 3.51 | 3.50 | 2.97 | 2.19 | 3.03 | 74 |
Fun game. I thought the voiceover was very funny - shame you couldn't put a little more in the main game :)
Really like this one. Its very satisfying clicking the blocks and destroying each landmass. As a bonus, I think your game does a good job of explaining concepts and its possible to figure everything out. Definitely keep working on this one :)
Really nice mechanic, very inventive. Had fun with this one.
Really nice graphics and atmosphere. Super smooth platforming.
This is my favourite so far by a long way. Very charming and had me audibly laughing ;)
Nice little game. I love the ledge grab - very impressive.
Cool concept and fun. Its a little fast for my reflexes though :)
Enjoyable game and I really like your graphics
Nice game. Great music and good match to the theme.
Very interesting idea and well executed. I found the controls a little difficult but got there in the end.
Really solid gameplay. Super impressive for such a short amount of time. Love the tutorial - very nicely done.
Quite enjoyed this one and liked the stabbing animation/sound. Found the jumping a little tricky and the king rather difficult to dispose of :)
This is now my second favourite game of the competition. Lots of fun and I love the different endings. Well done.
Really nice graphics and animation. Some more attack controls would be nice but overall impressive for 48 hours :)
The starting text disappears a little quickly. Nice concept though. The disco balls seemed to get a little stuck for me and the hero has way too much health. Shame you didn't have a little longer on it.
Really nice graphics, sounds and animation. Also very enjoyable in an immediately gratifying kind of way. I think it would be improved if you had to kill all civilians before you can progress to the next level.
Such a unique idea and great technical implementation. Really enjoyed it.
Nice graphics and shows promise. Like others I'm getting overwhelmed quickly making it impossible to win.
I really didn't understand this one, sorry.
Nice game. The graphics are nice and like other I enjoyed the ending - much more engaging than your average gameover screen.
I agree that it does need a little more instruction. I like the fire mechanic and once the concept clicks it is a fun game.
Thanks for trying the game. Unfortunately I fell victim to the rushed tutorial syndrome (thinking my game "expalins iteself"). I did put a rules button in the game which you can check out but its rather sparse (and full of game specific lingo). Here's a more indepth explanation...
--- Tutorial ---
You play as the Mob. You goal is to occupy every square of the city.
The screen is split in two - the GUI on the left and the City on the right.
On the left hand side is the GUI which is split into "You" and "The Fuzz" (police). The Fuzz is controlled by the computer AI.
Under each heading you have two stats to pay attention to; "Gangsters" and "Fresh Blood". Gangsters is the total number of gangsters you have available to distribute to the city squares. Fresh Blood is the number of new gangsters you will receive (every 15 seconds).
The Fuzz have the same stats but with different terminology. This gives you an insight into how they are doing.
On the right hand side is the City. The city is divided into 25 squares/zones. A zone can have 1 of 4 states.
1) Neutral - indicated by the general peaceful appearance of the tile
2) Occupied by the Fuzz - indicated by the police cars
3) Occupied by you, the Mob - indicated by a black car, dead bodies, and no pedestrians
4) Fighting - indicated by the presence of both you and the fuzz and a general state of chaos.
If you hover over any zone, a badge will be displayed with a number on it. This is the defence value of that zone. To occupy it, you must have enough Gangsters. Click the zone to occupy it. Your number of gangsters will be reduced by the value.
Additionally, the badge that is displayed when you hover over a zone will help you identify it (orange is neutral, blue is controlled by the fuzz, red is controlled by you, blue and red split down the middle is a fight)
The Zones all behave a little differently when you try to Occupy them. Lets look at that.
1) Neutral - trying to occupy this will result in immediate occupation.
2) Occupied by you - trying to occupy this will remove any gansters already in the sapce and return them to you "Gangsters" count for redistribution.
3) Occupied by the fuzz - trying to occupy this will result in a fight. Your gangsters will decrement and the zone will change to a fight scene. After 5 seconds the fight will be resolved and you'll either be awarded the zone or the fuzz will.
Occupy more zones to increase your "Fresh Blood". This in turn will award you more gangsters every 15 seconds.
I hope that helps.
There's a lot of scope for expansion the game, particularly around tactics.
@Starspell
Sorry about that. Not sure what would cause it. Any output in the cmd window at all? - aside from the texture division by two warnings :)
@naxum
Just tried your game. They do share similarities. I think yours is a little more complex though :)
@timtipgames - ouch! you must have found an obscure bug. I tested on OSX and it worked. The start is randomised so can you try a new game?
You're right about the distribution. I didn't have time for proper deployment. The windows and OSX version share the same codebase and assets. Should have stripped them out.
@jerrre - thanks for the feedback. You only win if you occupy all zones with your gangsters (that includes neutral zones).
This gives the fuzz an opportunity to get a foothold again if they have enough coppers.
@Digiraze
You are totally correct. I want to add tactics to the next version of the game so that you can surround to overwhelm and vice versa for defending. In fact, I was discussing this very thing with a friend last night.
@Norgg
You're totally correct, battles are currently random. I ran out of time to implement a more complex system for resolving them.
I'm currently working on a full mobile release which will have much deeper strategic elements (as well as some extra depth).
Thanks for playing
Really cute animations and very nice graphics. I also really liked the stomp mechanic (and the animation/sound when turning to stone) - makes a nice change from shooting ;)
I really enjoyed that. You have a good amount of variety in it and the pacing is nice (just as I thought I'd give up, you added something new). Would be nice if you could damage the buildings and a secondary attack would be really nice.
Nice concept and fun to play (especially once I figured out the bars at the top left). I think its crying out for sound effects and some obstacles/powerups.
80 days - I really like this one. It was extremely satisfying watching the cities being devoured. My only comment is the balancing; the first city was well balanced but subsequent cities were very easy and it became a "click the dragon" exercise. I think different building types requiring different units would solve this.
I had lots of fun playing this. The graphics are really nice.
Really lovely art style. I missed having a strafe key. I'd love to see this turned into an old school dungeon crawler. Good effort.
Wait, what? (p.s. bit of a glitch/feature if you keep space held down)
Definitely interesting. I liked the frustration of feeling you were doing the same things over and over and then slowly revealing options to break out of the routine.
That was hugely impressive. You should definitely consider fleshing it out with more monster types. Really liked everything about it.
This one is lots of fun. I love the movement of the wasps, its feels very organic. I'd love a bit more variation in the quips when you sting people - they're really funny :)
Fun little game. Like the concept. I found it a little easy.
Fun game. I like how the people continue to walk even when they're knocked over - very funny. Had some weird clipping issues but overall its a nice concept (definitely feeling the Noby Noby boy influence in the visuals)
Seems like a nice concept but like others I'm struggling to get it to work :(
Really impressive for 48 hours. I was totally engaged from start to finish (something about seeing cash rack up exponentially :). My only comment would be that the black market and expansion screens clash with the text on the world map - I think they need an overlay background of some kind for contrast.
Nice game. Strangely compelling. I think its a really nice concept, well done!
Really lovely lighting and a great overall mood. Would be nice to have a little something to set the scene.
Interesting concept. Like others, not sure why you gave up but I guess we all do sometimes :)
I think you deserve a bit more praise for this. Its got some nice concepts. I actually enjoyed the way you presented resource gathering. I think randomised hero's with different tactics would help to give the game a bit more of a challenge.
Really enjoyed this one. Love the humour with the bunnies. Very inventive concept and lovely graphics and sounds.
Interesting game. Its a shame you couldn't bring a little more of the graphical style from the opening screen into the main game. Still, it was enjoyable.
Really fun. The graphics and bat animations are superb.
Lovely graphics and sounds. I also really like santas pose on the sled. I reckon it would make a good single-tap iPhone game.
Enjoyable and quite captivating. I did find it a little confusing but overall a good job.
Nice art and fun little game. Really like clicking the piston :) Would be cool to have more parts to the machine and also if the bodies were to pile up in the container.
I like the concept but found it quite difficult. Its very easy to miss tiles and get into a fail state that you can't get back out of. I'm not sure the floor tiles need to fall away, or perhaps they should fall after a longer period of time (to give you chance to backtrack)
Impressive for such a short amount of time. Very well put together. My only comment would be that the mini-map is difficult to see.
Very clever concept
Nice idea. That bat really does drop quickly :)
Nice little game. Like the shop mechanics. Would be nice to have a bit more variety to the environment and some more upgrades in the shop (perhaps lasers and the like)