This is not a minimalist game by Volute 2013-05-07T22:48:00
Really nice and fun mini-quest !
Great ending too :)
Foon → Ludum Dare Explorer → Users → Chronodrax
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Acropolution | jam | 3.41 | 2.88 | 3.55 | 3.91 | 3.33 | 2.16 | 3.08 | ||||
| 2017 | 40 | The more you have, the worse it is | Loot Box Simulator | jam | 846 | 3.13 | 2.86 | 3.04 | 3.27 | 3.81 | 3.75 | 3.45 | |||
| 2016 | 36 | Ancient Technology | The Pharaoh's Soul | jam | |||||||||||
| 2015 | 33 | You are the Monster | Time Spill | compo | 288 | 3.35 | 3.65 | 4.29 | 2.53 | 2.70 | 3.18 | 2.58 | 2.95 | 96 | |
| 2015 | 32 | An Unconventional Weapon | Deminescent | jam | 697 | 3.00 | 2.82 | 3.21 | 2.97 | 3.52 | 2.77 | 1.95 | 3.00 | 57 | |
| 2013 | 27 | 10 Seconds | Infinitinsanescape | jam | 105 | 3.53 | 3.44 | 3.78 | 3.03 | 3.78 | 3.39 | 2.96 | 3.73 | 42 | |
| 2013 | 26 | Minimalism | Zip | compo | 11 | 4.18 | 3.96 | 4.15 | 4.10 | 3.75 | 1.52 | 2.17 | 3.22 | 75 |
Really nice and fun mini-quest !
Great ending too :)
The pulse didn't work for me neither. If that helps, my graphic card is an AMD Radeon HD 7900. I really wanted to test this one; I even finished the 1st level without seeing any walls, just the exit :D
The concept reminds me of the Unfinished Swan, and the recent Pulse that has been kickstarted, yet in a more minimalist way :)
WTF did I just play ???
I don't even.
What has been played cannot be un-played.
This experience will remain in the subconscious part of my mind until the end of time.
And now I understand serendipity.
I just had the most interesting conversation with a wall, containing soul fragments of past dreamers.
It's like a dream: you cannot predict what you will find, but you'll always walk on the path of an interesting weird journey.
THANK YOU stevejohnson.
Oh. And too bad that the sound reacts sometimes badly when travelling to many successive tiles of various colors. It makes it hard to create music :D
Great game ! I love how such simple interaction is needed yet requires a lot of thinking. It took me quite a time to understand how to use the attraction. Once it's done the game becomes a bit easier, and yet each new level surprised me, requiring more attention to finish it. The end left me wanting for more levels; it seems that this gameplay can afford so much more of them.
Again, great job :)
The feels :
1) wtf I'm falling
2) how am I supposed to do this ???
3) Oh ok this is how it works... ouch damn wall
4) wheeeeeeeeeeeeeeeeee this is so much fun !!! oh I missed that platform. oops.
5) nailed it ! 16 min >_<"
I've tried to speedrun this again today and finally got a highscore of 06:15:79 !
http://www.ludumdare.com/compo/?attachment_id=358795
This game is the best race-style game I've played in years! Thank you so much !!
There's a sortcut near the beginning which can make you gain like 20 seconds : instead of going through the 4-5 successive holes turning to the right, use your speed to go directly up and on the right, on the last platform used to gain speed and reach the far inclined platforms :) you may lack some speed if not done correctly though :p
I had some errors when pressing 0, and ultimately a blocking error when trying to deal with the fire, but it was fun trying to understand what all those buttons do, and the phone calls are great :)
audio is painful to hear, movement is too slow, the player is so small compared to the doors, and those should be easy to tweak... Then I didn't understand. Is there anything to do in the game besides either killing everyone on the world map without any real challenge or fun, or clicking on a button that kills you?
If you had written that the game was unfinished or just some tests without any objective, then okay, that's the point of the Ludum Dare, but you wrote "the game is pretty fun"...
Still, the base idea is cool and the mood was there.
Sorry, with all the last hours bugs, I forgot to put the controls back to QWERTY (I'm french so my keyboard is AZERTY). It should be fixed now.
@GenericTeamName : When you trigger the red block, if you touch the resulting explosion, you die :) (but due to my GUI issue it's harder to understand). I've added an automatic respawn 3s after death for the jam version until I can solve the GUI issue for a post-jam version.
Thanks for the feedbacks!
@natalye: yeah I tend to forget that some people even have motion sickness since none of my friends experienced that, either in racing games or space battle simulations. I'll look that up.
@Simon: the initial idea was to have enemies coming out of some cubes that you could destroy only with red cores' explosions :) (way too ambitious for a 48h LD...). Maybe with non-destroyable cubes and those explosions something interesting could have been done.
Nice take on the Stanley Parable narrative style :)
some endings were really funny!
...I obtained the 3rd ending first :p I felt so stupid afterwards. Good job narrator, good job.
Is there a game or is it just exploration?
Graphics and mood are great though :)
At least now I know how to proceed if I lose my briefcase in the future. --
Too bad the UFO's shooting is so random that you can spend 10 min mass murdering innocent-looking people without a care for the bombings.
The briefcase is a lie !! Or is it ?
Nice game and innovative mechanics :)
Too bad that you can cross Theseus without anything happening if he moves at the same time,
ans if Theseus is behind a wall that you're moving then he's not pushed accordingly, thus allowing him to move through walls to reach you.
Using the AI's stubbornness I could survive in Fiendish difficulty just by hiding behind a 90° angle wall, 1 tile from Theseus, and move when he pushed the wall to try to reach me.
Without using that technique I couldn't do it on that difficulty level ^^'
Web version didn't work for me (windows7/firefox), saying it wouldn't find menu_animado.png
(But the windows version worked fine)
Graphics are cool, the scale and destruction feel empowering and it's fun on 1 or 2 levels, but afterwards the lack of means to lose, timer to beat, or new things to do, it's gonna make people lose interest.
Still, got to level 6 before stopping :)
This is the most polished game of this Ludum Dare I've tested so far !
Music and sound feedbacks are great and goes well with the visual design and main character; the controls are always responsive and I never got stuck or anything; and the normal game mode makes me want to try again to beat my score (38 so far) !
Great job!
ps: as long as it's the jam, if reusing old graphics gives you more time to make a better game overall then it's 100% win in my opinion :)
The link is broken, but by typing http://www.arendpeter.com/Games/WebSpinner without the .exe part I found it.
The game is fun, original and challenging! The first time I did not reinforce some outer areas and ended up with a smaller web too fast.
Sometimes when there are too many paths the spider remains stuck, unable to choose any of the paths except going backwards.
On my last try I got a score of 287, then the game crashed ^^'
--->
FATAL ERROR in action number 1 of Step Event0 for object oSpider: DoDiv :: Divide by zero
at gml_Script_findProgressOnLine
I survived 10 days x) 3 drunk and 2 butchers was too hard for me: I hesitated between two of them and the werewolf was a 3rd one O.o
It's a good take on the werewolf classic game in a solo version :) Nice graphics too!
All the waiting after shooting and before the next day helps setting the mood the 1st days but slows the game afterwards.
Found the way out of the BOX, then jumped into the nothingness of infinite space, thus giving me plenty of time to think outside the box while free-falling.
My character will die starving to death while falling, but he will die FREE
ps: it's easier to avoid cameras than to find the exit :p
5/5 best battleship simulator !
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Ok ok more seriously:
--> The right click red plasma seems currently useless: the bullets' speed won't earn the battleship's velocity when fired, so the faster you go, the less chances you have to fire forward. Also, the red bullets disappear too soon
--> lasers also disappear too soon, since you'll never fly straight into an enemy, risking to be hit many times, just to fire lazors instead of the basic left-click attack
--> side lasers would be the best and most logical weapon to use, but only if we could rotate the camera to see where we're firing !
--> in the end, I find the left-click being the most effective weapon in the current build (no click limit, travels at ludicrous speed, and can reach opponents from so far away that their own bullets can't event reach you (well as long as you're not really trying to catch'em)
--> I suppose the automatic random short-ranged cannons are there against not-yet-implemented fighters ? :)
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Maybe some kind of energy bar could be used to dilute the efficiency of the long-ranged too-powerful weapons compared to the other ones ?
It could also be used to give a speed boost (which would be appreciated)
But really all this needs is a bit of tweaking and enemy spawning and you'd already get endless space fun :p
Nice puzzle game :)
Some levels are easier than they look, even with extra water and moves, while the 1st level with a snake took me too much time to figure out :p
pointless destruction and fun is always welcome after 48h of hard work :D
This was worth playing even if just to see level 6 :p
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Things are rarely placed well, ground objects may go through walls or float above ground, and objects placed on walls (like the picture frame) are 90° in the wrong direction, at least where I've put them.
Also, I got a game over after day#6 even if they all ran scare before even reaching the bottom of the stairs at the entrance. (is it because there's no level 7 ?)
As said justthestudio, this need more balancing too. After day 2 or 3 depending on how you placed stuff near the entrance, all humans run away before reaching the bottom of the stairs.
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Are "fear" and "fear reduction" the only variable used on human enemies ? Or are there other hidden variations between different types of humans ?
If not, maybe having multiple paths could be one way of increasing difficulty after day#3.
If yes, it could be useful to have some additional info on the effect of each object, and on each human type.
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This said, it's still awesome that you 4 made all this in 72 hours ! Good job !
That last level was so hard ^^
Nice graphics, sfx and mechanics, and very cool monster-stealth game overall !
A less serious objective than those "dangerous research notes" may suit the game better maybe?
At first I thought "quit job" was a 3rd option for the guilty, not an option for the main character...
"I'm a contract killer"
"Ok well stop your job then. Problem solved"
That's how my game ended.
Nice game :)
The bike is so hard to master to get better results than the other vehicles ^^'
personal best : 220.2m (nitron bomb + truck)
I don't mind games that you have to play once per day, but here, really ?
The idea had potential, even as an idle game, but only if you get more that 1 thing to do every 1440 minutes.
After ~10 tries in the room with 1 laser, finally made it without killing :) Too bad you have to take bugs into account when making your moves (especially the teleporter block falling through the trap when thrown too slow or too fast)
With better collisions and more polish this could be a nice puzzle platformer :)
The map may be too big for the current content, the graphic style may be too different between the terrain, the trees, people, and there may be no music, but the atmosphere is set, and makes we want to know more about the story !
I'd play a full version of this game :)
Nice use of theme and game mechanics !
Although it's always the same thing after playing 2 min, i wanted to see if difficulty increases over time, but seems like not.
score : 1010
Maybe you can increase monsters' HP over time ? Because here if the player is extra careful the game will never end
Keep pressing R for 10sec, release, win, be confused about the whole thing.
So hard to find a decent house to rob these days; I had to work for 37 years to get that car and those 10k$.
The gateway driver seems like a good option each time you you have no money and before rehab/car. Apart for that I tend to try 60%+ success rates 1 or 2 times before going for less risky "jobs" (~90%). I also buy everything as soon as possible, except the shotgun.
Before rehab you can't aim for 100% success rate each time because you'll lose more money on drugs/hotel/stuff than whant you rob.
Thus on my 2nd attempt i spent only 6 years in jail (got caught only once, ouch) before living the american dream as a good citizen (2233 nights total).
The game's fun, it makes me want to try again and again until I can beat it without getting caught and in less than 50 nights, I'm sure it can be done, right ?
I have that hero a nice challence, then, er... well... um... I let him won, yeah. Not that I wasn't skilled enough to beat him or anything.
----
When the hero is at the exact center, there is no way to attack him.
The good parts of the fight are when trying to attack him on one side and he evades towards the other side, then hitting him with the other hand if you are fast enough :p
This boss needs more attack patterns :p
-> Web link does not work (allows to download the web player but not play it directly... what's the point then)
-> I like the idea of tidying open drawers by making them entirely disappear, it sure becomes less messy :>
-> Teacups in bedroom aren't considered as mess ? Couldn't pick'em'up
-> Does the character have back pain and can't pick up things on the ground ? (that hammer's telling me "pick me up pplllleeeaaaassseeee", but I can't aim it or click it)
-> No, since ther people did I'm not gonna mention the lack of crosshai... oh wait.
-> Also the mouse is not locked so when playing in windowed mode of with extended display on a 2nd screen it keeps losing focus
-> At the moment I saw that floating hammer near the cupboard I knew something was fishy.
-> Saw the stickmen-type instructions, did the opposite of what was requested. Best instructions ever! (really I thought that stickman standing up meant "turn this one" not "this one must point up")
-> GODDAMIT that ending! ...and I'm supposed to go to sleep now :c I'll keep the lights on, the voice I hear tells me it will be ok anyway.
Great idea and nice 3D graphics + voice acting for a 72h project :)
Graphics and sound are great!
But I died before any of the bars were filled, and on other tries I got stuck twice in the chandelier room, unable to click on anything. I think it happens when clicking too fast too often ^^'
"Why yes, those villages have to die too, they thought the king is a good man!
...
Nah, you're right. I just wanted to try my new axe."
---
"That throne had to be dismantled!
Where will the king sit now! Ha! I've destroyed all the chairs in the realm too! I want to see that king's face of rage and despair when he'll have to sit on the floor!"
What does the bonus item do ?
I got to ~6500 points then suddenly the robots became intelligent and jumped on me from all sides :< (nice AI done in 48h by the way!)
There's a camera bug if during your jump you get stuck against a platform and still try to move in that direction : the camera will go away without you XD
This game needs a button to advance manually in dialogues, at least the non-bidding ones; it's a huge barrier that keeps people from trying the game again to aim for different endings.
But I really liked going through the game once :) Graphics and music are cool, humor works well except for the ending maybe a bit serious in comparison though it reinforces the theme.
(spoilers)
Is there a way to *successfully* be a monster based on the number of creatures you buy and their perks?
the trees explode --> you earn 1 Michael Bay point
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Could be more fun if pushing buildings/cars would spawn more people around;
also the AI tend to run away, so far that it gets stuck on the borders of the map, which is less fun.
Just a bit of tweaking and this could be a great multiplayer game :)
But, but... there no road behind us! Those cars are running towards a certain death involving free-falling into infinity !
Can we still be considered a monster if we push someone to cause a major road accident, in order to prevent mindless drivers (probably writing SMS on their phones) from driving to their death ?
Hmmm...
Ok ok I'm guilty, I did it only to hear him say "oh no" again.
Cool gameplay :)
It might be a bit frustrating too soon but it's so great when you finally time your moves right :p
The round platforms are too fast for me :c I couldn't pass the one with a checkpoint just right of it: going down would make me go left instead of right, going down-right would kill me against the wall, and going top-left towards what I suppose was the right way would either send me right into the spikes to the left or too far to the top-left and leave me no time to S again before the next spikes.
Still was a fun experience!
Nice gameplay with the blocks!
There could be even more complex combinations of puzzles with the levitation and ice blocks :)
I don't know how but I got a red/black glitchy power-texture at first (saw it when I used the weapon on an ice cube), I thought it had some kind of use but it made the texture glitch on the block barring the next door.
I didn't understand how to kill ghouls so I ran through the whole level :p At the end it said I killed 3 of them though.
Maybe it could be more tense if you couldn't kill them but use come power-texture to restrain their movements (some slow/trap power ?)
Anyway it was fun testing it, good job :)
Hi and thanks all for your feedback!
I'll make a post-LD version of the game soon, with better balancing, bugfix, music volume and with all the improvements working. Also more hints to help understand this unusual inventory.
To make sure something will drop into the inventory, drop it on the slide that links the main platform with the inventory bag :)
I still haven't found the bug that causes the loot's texture to disappear on WebGL version, I'll upload a new version afterwards. Also sorry again for making a game that doesn't work with touchpads haha. I'll work on alternate controls after the more pressing bugs & features are implemented.
ps: Linux and Mac versions are untested, if you do test these please tell me if you see any bugs !
I also got that issue where the cat died during the tutorial the 1st time, though I didn't understand at first what to do because the cat was sleeping, I clicked on it and it disappeared, but a ghost of it still wandered around in a constantly sleeping position ! haha
Then I restarted and played and bred cats and cats and got flooded with catscatscatscatscatscatscats (breathe) catscatscatscatscatscatscats aaaaaaaaaaaaa sooo many cats and poop and cats too aaaaaaaaaa cats and I can't click on the achievement buttons because gotta clean the poop and feed the cats aaaaaaaaaaaaa sell clean breed clean feed sell feed sellsellsellsellsellsellsellsell aahh finally some free time to click on achievements. Then I won by clicking on all the achievements.
This game deserves a note as high as my stress level mid-game ! was fun :)
- I couldn't read the remaining achievements because I got kicked out of the game when winning ^^' - Darn cats, always falling asleep the second you try to grab them !
At first I thought you had to avoid taking them all, then I was glad that the road turned into a giant pizza and my car was cutting slices for my friends the leaf and the house. Then we ate pizza, there was too much flour tho. I gave a hug to my friend the house Then went to sleep in a pile of leaves. 5/5 wouldn't try in real life
(contains spoilers, heh)
Nice use of the theme :) I found many ways to keep 1 crew member alive and also a way to keep none ^^' I didn't find a way to keep 2 of them alive then "suicide" the captain. I'd understand the absence of that option if the game made clear that without the captain the ship couldn't reach it's destination, but with a smart AI computer it felt automated enough so that , without a crew to manage, the ship wouldn't really need a captain.
In the end the captain depicted here really is a "murderous bastard" that would do anything to survive, and didn't even consider at any point giving his own life to save 1 more crew member (heck, nothing even prevents you from killing all your crew members...) This game tells more about the captain than the other characters :)
_**Edit** : okok the "tell the truth" endings seem to make it clear that the captain is necessary to reaching the planet and there's no other way around it. But there's still the fact that you can kill ALL crew members !_
I did enjoy trying to find the different endings! I found a bug though: - The cook can be both in space and in the freezer at the same time (make the doc kill herself, send the mechanic in space, send the cook with her then put sleeping pills in the food, then the cook will suddenly be here telling you about the lack of food)
Once you know what each car does it gets better :p Did you intend not to write the bonuses on basic cards or was it lack of time ? Had fun trying to optimize each game more than the previous one though I can't seem to get a better score than 26, how on [earth/space/your planet] can you get up to 35 points ? I see there are some improvement I can make (spice humans, etc) but that would bring me up to 30 max. Nice game, nice graphics music and voice, good job !
Thanks for the comments! Yes player 1 is more at risk of generating more pollution, but by being first player 1 can force player 2 into a corner and block him with pollution "walls" then keep developing on small level tiles on his side of the board. At least that's one way of doing it. TBH we didn't have time to play the last iteration enough to check if both players' chances of winning balances out in the end of if we have to give one of the players a small starting bonus. Feel free to share some images of your game boards near the end of the game :p
Cool looking game, the gameplay works fine, but like the others said, the balancing of that brush size needs some work ^^ Impossible at smallest brush size and too easy with the largest. At first I didn't know you could increase the brush size so I desperately tried to keep a small zone clear but it didn't work long, heh. I also tried to click on the volcanoes or lava, somehow thinking that it would improve the destruction power. That could be the solution ? Like, clicking on a volcano sets your brush size to maximum then in shrinks with each use, and you have to click on a volcano again to increas the size again (maybe with a cooldown on volcanoes ^^); well just some afterthoughts. 15.05s at my 4th attempt :) (max brush size obviously!)
Hi ! This could become a great space tower defense game :) I love how you can place defenses on both sides of each spot ! I ended up using only laser turrets since the other felt useless in my 1st playthrough (I didn't see the description on the itch.io page). Just having the turret name written somewhere on the weapon could help if you don't want to create a tutorial or such ^^ It's also hard to see if it's better to place many turrets or improve them though since I died so baldy after 17 waves I suppose I should have put more area turrets near the core and improved them, maybe. I didn't find how to use the teleport turret but seeing how fast we move I didn't try anyway. The cooldown bars on laser turrets are useless and only clutter the screen when switching modes but it's cool to have access to an interface with all turret's levels (and being able to toggle it off too ^^) that helps a lot :) HP bars are weirdly scaled, too big and too far from the corresponding enemy ship. The player's weapon feel too useless after the 1st 10 waves or so, so I ended up not even using it in the end and concentrating on which turret to place/improve. Maybe having a turret that improves player damage could work ? Also often (~20% of the time) the player's weapon seemed to not hit the enemies (there were no hit "light" and the projectile continued through them). It's weird because turrets could still hit them but I couldn't unless I tried hitting another enemy or changed position (I didn't really catch the real conditions of this happening) It would be great to see something like space debris around the destroyed platforms too ^^ It's only after 16 waves that I understood that enemies reaching the core would destroy 1 platform each. The difficulty increases exponentially around waves 12 to 17. The game really got interesting around those levels and felt really tense, and with all the laser turrets I placed it felt like a space-opera fight, that was great :D I'd love to test again a tweaked version of the game if you continue improving it ;) Good job so far !
Great game overall and well polished for a LD game, I love the graphics and the sound fits perfectly :) But at the end of the game if you end up on a pattern with at least 3 similar adjacent tiles, you can survive an infinite amount of time by jumping from 1st to 3rd tile of the pattern everytime the antivirus appears. To increase the challenge and duration of a game you may either increase the size of the antivirus or the number of them appearing over time, and maybe once there's no empty time left spawn bonuses over used tiles and even swap some used tiles to another color/icon ? I'd love to test again a more balanced and challenging version of the game :)
"That feeling when you get stuck with the worst tetris player ever" :D The game works well and starts fun but gets frustrating once you realize it's pure luck. Several time I saw blocks stacking in only 1 corner with no way to jump from the bottom to the top and losing without any way of getting out of there. If you don't want to give control of the tetris blocks to the player, maybe you can force the pieces to spawn where the height is the lowest (at least 1 every 2 tiles maybe ?) that should rebalance the luck. Still had fun trying to make my own luck there heh :p Nice job
wow, the 1st playthrough is stressful (in a good way) ! It gets really tense when not knowing how many total tiles you'll still need in the future. I mined 25 tiles at the beginning and kept hives at 1 max as much as possible. I overshot food and oxygen before I understood how to regulate population (at fist i kept 2 heavily improved houses but then the population dropped heavily, that's when I understood the number of houses is also the number of pop you'll gain each time). At the end I just sold every lab and factory and boosted my way to Earth by going so fast I nearly missed the whole milky way lol :p A well-rounded incremental game with tight resources balancing, good job !
I'd suggest to add on houses a "pop/tick" explanation somewhere. Also, is there something to gain from further "alien culture" after antimatter, or only science bonus ? It's hard to know when to stop researching ^^
Hi! Nice game! I didn't understand the controls just by playing the game and without the "R" key I ended up killing my Terf and couldn't get the ship back >_<" Then I read the details on the LD page and had quite a lot of fun sending Terfs in outer space :D I love their voices and mining many asteroids at once felt great :) After some improvements you earn resources way too fast so I won without even getting on another asteroid belt than the 1st one, and it had gotten so small on the screen that I couldn't even see the ships I selected. A zoom option would be great, with a bit of balancing on the resources gain after the 2nd/3rd mining speed upgrade. I wanted to mine those other asteroid belts before winning :,( Also with 2/3 more texts in the game explaining the commands it would be great ;) Good job overall !
Nice game, easy to apprehend once you understand that you need the precise number of dice with the same number adjacent (and no more) and that 1's and 2's can't be erased by themselves. And the game is really hard to master afterwards ! My brain melted mid-game when I had too many 7's and more everywhere. Some timer for the auto-drop would be great :) I'd love to have this game on my smartphone or a tablet :p