Connected Cultures by Mapboy 2014-09-05T03:52:00
Looks to me like the graphics were stolen from Minicraft, you might want to change them.
Foon → Ludum Dare Explorer → Users → CliffracerX
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Astronaut Plus Skateboard 2: Galactic Boogaloo | jam | 1616 | 2.57 | 2.32 | 2.75 | 1.81 | 3.12 | |||||
| 2019 | 44 | Your life is currency | Powerbot 9044 | unfinished | |||||||||||
| 2018 | 42 | Running out of space | Senbir | compo | 538 | 3.09 | 2.45 | 3.61 | 3.42 | 2.90 | 2.52 | 2.78 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | The Muskrat Project | unfinished | |||||||||||
| 2017 | 40 | The more you have, the worse it is | Dreadnot | unfinished | |||||||||||
| 2017 | 39 | Running out of Power | The Fallen | compo | 461 | 3.09 | 2.72 | 2.97 | 3.39 | 3.15 | 1.96 | 1.89 | 2.78 | ||
| 2017 | 38 | A Small World | Hugely Unpopular President Simulator | jam | 761 | 2.36 | 2.61 | 2.09 | 2.23 | 1.87 | 1.75 | 3.14 | 2.10 | ||
| 2016 | 36 | Ancient Technology | CRTs are Ancient, right? | jam | |||||||||||
| 2016 | 35 | Shapeshift | Shift | jam | 652 | 3.12 | 2.96 | 3.08 | 2.64 | 3.36 | 3.32 | 2.47 | 2.96 | 48 | |
| 2015 | 32 | An Unconventional Weapon | Adventures of Cactusman | jam | 697 | 3.00 | 2.92 | 2.63 | 3.04 | 2.70 | 2.91 | 2.77 | 2.76 | 44 | |
| 2014 | 31 | Entire Game on One Screen | Hazard Hills | jam | 777 | 2.87 | 2.77 | 2.00 | 2.80 | 2.23 | 2.71 | 1.82 | 2.85 | 59 |
Looks to me like the graphics were stolen from Minicraft, you might want to change them.
Just wanted to say that Chrome is flagging the download as a virus, something might be broken.
Really silly but fun entry, I am very much not Chuck Norris and died. Many times.
Nice job. ;)
Genius. Absolutely genius.
I should hope you'll keep working on it as a post-LD project. :P
Fun, and interesting use of the theme. I lasted a "grand" total of 85 seconds.
Graphics could use a little work, but the game is fun overall!
Hilariously funny and a great use of the theme. I sucked at the princess-fire-pingpong and got "killed".
Very nice.
Funny little thing, overall I'm a bit "meh" on it, although the backgrounds are hilarious.
You'd have guessed "snowmen" were the theme at the beginning.
Nice job overall.
This is a very dark game, fun though. Has some lag issues. :/
This one I'm not a big fan of. Controls are wonky, and the audio is...something. Not sure what.
Kind of meh.
Very clever, I approve of the beans running amok shooting everything!
Graphics are not super-great, but they go really nicely with the sounds and style. Nice job!
Neat game, looks like if I'm not careful I'll get sucked into playing it and never get anything of use done. :P
The audio is very chill and gets you in the mood of the game, and the particles were very pretty.
Rotation could use some work, it's a bit clunky at times, but very good job overall!
Neat little text-based game, where instead of being "you see a potion and a goblin. attack goblin." it's actually a spazzing piece of text for a monster, and you are a little snowman/spazzmonster thingymabobs.
Pretty neat, although it is a bit painful to look at sometimes.
Absolutely wacky and amazing, nicely done. Maybe a tad on the violent side. :P
Owls! This game instantly wins my vote, as I love owls.
In terms of gameplay, it's pretty neat, even if there isn't much to do except for lighting stuff up.
The travelling in time via the radio is a great way to get past the "one screen" limitation.
Very nice, good use of the theme and the gameplay is fun too!
Kind of reminds me of an RTS, but on a less grand scale.
Very fun, the graphics style is hilarious and the use of the theme is good. Gets a bit grindy and tense waiting for enough gold to arrive to try to keep the enemy from knocking out the castle upgrades.
Could do with some sound outside the menu, but nice job overall!
Rather goofy but fun little game, nicely done!
Could use sound in a post-LD update.
Pretty nice, the level transitions are awesome (although the wind noise is a tad loud and dissonant)!
Fun, hard, and has fantastic graphics.
You cannot escape, not even with the exit button.
Very nicely done.
Very nice little idea, you ought to keep working on it after Ludum Dare. Not many games feature this style of unit control, but it's still a really nice style!
Good job!
Challenging, but looks neat.
Audio could use some improvement.
Pretty nice overall.
Seems like a nice enough game, but the textures could use some work.
Thanks, everyone! I've fixed the rating now, didn't realize the checkboxes were opt-in rather than opt-out.
I barely did any proper modeling for the game, everything is just standard Unity primitives, even the bean you play as.
I'm aware of some of the weird bits like snowballs spawning on you and the difficulty increasing after failing, but I'm not sure if those are the kinds of modifications I could make post-LD.
I'm not sure how well I did on the actual theme, but I'm pretty happy with the game overall.
No problem, I try to support Linux over Windows when possible! I'm also going to do a mac version, but I dunno if it'll work right.
I don't have a mac to test it on xD
I ran out of time on the playermodel, heh. I'm planning on making it a snowman in the post-LD version.
Thanks for all the support. :)
I'm aware I could have done better on the models, but I simply ran out of time. I'm actually pretty decent with Blender, but I was more focused on functioning gameplay and nice ambiance, not fancy 3d models.
Thanks for all the support, I was expecting to do way worse for my first LD.
I ran out of time for the player model, I know it needed more than a bean. :P
If you get a picture of winning the game and send me a link in the comments, I'll give you a special trophy.
Brb, making trophy image XP
Seems alright, a tad hard and seems to lack audio though.
Pretty funny, and I imagine I would get sucked into just being hypnotized by the little green and red dots everywhere after not very long, whilst listening to the "HOMP" "CHOMP" and "NOM" of my guys.
Kind of meh about this one, neat gameplay, wonky controls, and high difficulty.
I don't think this managed to get in the theme though. Sadly. :(
Nice job, even if this is a bit weird!
Neat little game, clever twist on the theme. I approve. :)
Very fun and innovative, I sucked at the controls a bit though. Made it to about 90 seconds left on the timer before my planet exploded. :P
Good use of the theme, and the audio is freakin' awesome.
Very nice job!
Pretty nice game, good use of the theme! The hand on the right is mildly creepy though...
Very nice! Reminds of a bit of Portal.
Pretty nice little game, looks like something I may get sucked into if I'm not careful!
Fantastic game, I really enjoy it.
I also really suck at it, but that's beside the point. xD
One of the few I gave 5 stars on everything.
Decent little thing, funny use of the theme being played in a fake web browser.
Kind of meh about it overall.
Really funny use of the theme, even if the game can be infuriatingly hard. Nicely done. :D
Audio could use some work though.
Interesting use of the theme, this is more like Unconventional Weapon(s). Favorite item: The Game's Source Code. (Would've gotten bonus points if clicking on the word source actually sent you to a Github page for it or something)
A few of the items are somewhat underpowered (fan, Super Glue) and made it incredibly hard to beat.
Didn't have a chance to try it in multiplayer, but this seemed fun enough.
Sound was a tad loud though.
Not sure about the whole "unconventional weapon" part of it, but nice work anyway.
This is really funny, although the lack of a shadow other than what your weapon has is a bit weird.
Even a bean would be an improvement.
Also, the audio is a bit clippy at times.
Interesting use of the theme, although the gameplay is somewhat confusing.
What's the point of the stat items and the thing at the beginning?
Nice work on the music!
Best score 325, room 6!
This is quite an interesting use of the theme, I like the convert furniture and points into ammo.
Would be nice if destroying furniture actually destroyed it with a little animation of some sort. Difficulty is a tad high.
I happen to own a color printer, so when I have time I'll totally give this a go in-person.
Sounds neat though!
Well, that was strange.
Pretty funny, especially the way sentences build, although I'm not sure about the audio and graphics.
Barfight Simulator 2015. It's amazing.
I spent more time playing this than I would like to admit :P
The audio felt a bit loud, a volume adjustment option in the pause menu would be nice. Other than that, great work!
The flowers are called Brompis (Brompii possibly), and they have incredibly powerful fireballs.
I ran really low on time to work on balance, but I might take a whack at fixing the first level being god-mode-y because that is an honest bug that shouldn't have been there.
The weapons are randomly generated (Madlibs style), and there's over 136 million possible name and appearance combos alone. This isn't even counting the theoretically infinite possible stat buffs (the stats are based on your level, and you can go infinitely far into the dungeon and have an infinitely high level), so...yeah.
There's a lot of weapons.
The point of the game is to follow the radio and reach the exit. It's a dungeon crawler.
The crab thingies with knives that shoot fireballs at you are called Brompis.
SP is for Special Powers (healing and spikes), read the description for the controls.
For a while, the healthregen was about one point every four seconds which kind of sucks in later levels. The reason it's so high now is simply so that later levels remain possible to beat.
10/10 would fall for eternity again.
In all seriousness though, this is really fun. The graphics are brilliant, although the anti-aliasing on the umbrella looked a bit odd.
Where'd you find the awesome wind and thunder sounds, out of curiosity?
This is really ridiculous, and really awesome because of it.
Pretty funny take on the theme! Couldn't get past level 2 though, the white sheep kept destroying eachother and not the black sheep.
Really nice work with the graphics, they're incredibly pretty :)
Quite funny to watch enemies careen into fire or spikes and explode into stars of redness, the music really complements the gameplay.
The fire is a bit unpredictable though...
This is quite interesting! More instructions for the less musically inclined (like me) would be useful :P
Difficulty is a tad high.
I love Woks, so I really love seeing a game made in unity where you're a guy turning pigs into bacon with a giant Wok as big as the guy himself is.
Music gets a tad repetitive, and the lack of a proper "you win!" on defeating the blue pig is a little annoying though.
Also, what's the spacebar for?
Interesting mechanic! Probably the best use of the theme I've seen so far.
Attacks felt too weak for the amount of time it took to write them, especially considering the fact that you often get shot while writing.
I have no idea what I just played, but it was amazing anyway.
Best part might be Mr. Crazy Face looking like someone took a sharpie and just sort of doodled a weird face on the standard Unity capsule/pill/bean model. :P
This would be the first time I've heard of a Llama Mech, unconventional for sure!
The audio is hilarious and the graphics style has potential, though the gameplay feels a bit bare-bones right now. Nice work, all the same.
Certainly something different from previous entries! Slightly fancier graphics may be a good idea, in addition to some sound - feedback is always good.
Wish there were more branches to explore!
Interesting puzzles, good use of the theme, and wonderfully old-school graphics. Wish it was longer!
I have to admit, I was on edge the entire time, fearing a jumpscare or the likes. I also couldn't help but be reminded of Undertale's "speech sounds" when the AI was talking, which certainly didn't help me feel less on-edge.
This is a gem, despite how short it was. The graphics are beautiful, the puzzles are interesting, and the use of the theme was innovative and unique.
Would love to see a much-expanded post-jam version released on Steam or something - I bet it would be popular!
This is really funny and a brilliant idea. Only downside is feeling like a terrible programmer for not being able to make it past puzzle two. I've been doing this for years, dangit, I should be able to solve a simple while loop! :P
Ridiculous and funny, if a tad grindy at times. This was like a weird MMO version of Spore - I love it!
Keep working on it, for certain.
Funny, short, and well-polished. I beat the game first try, with a grand total of two health left. If you expand it, consider adding a health regen mechanic of some kind!
My only complaint was the fact that it could get a little...distracting, after finishing a wave, with so many passive creatures on-screen at once. Nearly died like that.
One of my favorite entries from this jam - super funny, and easy to understand! Would certainly love to see a post-jam version with more levels and gameplay mechanics - this is great!
I'm god-awful at bullet hells, but this seems fun enough anyway. The auto-equipping aspect didn't seem to be working.
The dialogs were interesting and hinted at something bigger than what is seen in the game, and the mood was certainly gloomy. Interesting take on the theme.
I sense there's multiple endings, and I missed however you get the good ending.
Short but interesting, and a good use of the theme. Nice work!
I should add that I would've given you a 5/5 on audio if you'd made it available, even if you were using royalty free stuff. Good choice in music!
The defining things here were the graphics and the names/types of enemies - Spacetopus?!
The controls and ways of damaging enemies were not obvious, and I mostly seemed to die over and over again. Still, slingshotting around black holes is pretty cool, and the graphics reminded me of Super Mario Galaxy somewhat.
You might want to make the controls and gameplay a little more obvious in a post-jam release, should you decide to expand on it.
Simple but funny, and something I would certainly enjoy seeing expanded post-jam. Some of the 'puzzles' were a little less obvious than they should be (or maybe I'm just a blundering idiot), but other than that, pretty fun.
Great use of the theme, nice music, and pretty decent graphics.
(Sidenote: It's awesome to be in the same LD as the Superpowers team for once!)
This is probably the most innovative and amazing idea for a puzzle game I've ever seen - but I can't comprehend hyperbolic 3-space, so I couldn't even beat the first level. :P
Make a post-jam version and keep working on this, but expect a lot of people arriving and groaning about how hard hyperbolic space is to understand.
Not sure how this works with the theme, but fun none-the-less. The graphics were pretty nice, though the audio could've used a bit of work. Overall not too bad.
Difficult but somewhat interesting. The look of the black hole is pretty dang cool, though.
Beautiful but dark. I don't think I can say anything else about it.
I couldn't say why, but this felt heavily inspired by Undertale. Maybe I'm just paranoid.
Barring that though, interesting idea. Not really sure how "shapeshift" fits in here, unless it's supposed to be the Worker aging, or the facility expanding.
The graphics were interesting and different, the gameplay was simple but decent, and the use of the theme was pretty simple but well-polished.
Nicely done!
Had to rate via the DMCA's Sky rerelease (bloody hell, Nintendo, did you REALLY have to lawyergram a LUDUM DARE ENTRY?!), but seeings as how it's just a re-sprite, I don't think it'd be that big a difference.
Love the idea, not enough games with planets to explore out there, and Mario Galaxy style microplanets are really fun.
I'm cautiously optimistic that maybe Nintendo will find their over-zealous use of the DMCA hammer will eventually backfire, but in the meantime, keep doing DMCA's Sky. Satire games are funny when done right, and you seem to be doing it right.
As a fan of music and audio, I must admit, I really enjoyed this. My two quibbles are with the Kick/Click level (seriously, hiding a click in the waveform for a kick?! that's ridiculous), and with the static/lowpass one (very nearly didn't complete it).
Neat idea though, could be fun to see an expanded version!
With more space to explore, perhaps some enhanced animations, and some puzzles to solve, this could probably actually be really good.
The tile-work you did is amazing, and the animations are a nice blend of classic 2D animating and the 3D look. Wish the platforming felt a little less floaty, though.
(By the way: Heyo, fellow Button Masher fan! Good to see you made it in.)
Controls felt a bit odd, like the cat was on ice, and the food fell a bit unusually fast, but a fun idea none-the-less.
I don't know why I didn't see 9 lives coming, but it was a pleasant little surprise!
Seems an interesting idea, but definitely in need of some more gameplay and features.
Shockingly pretty, as is the norm with UE4!
Controls felt way too floaty to be reliable, and the lack of planetary gravity was a little disappointing. Interesting idea though!
With say, some inertial dampners, the ability to rotate with Q/E (pretty standard in other space games, like Space Engineers), and landing on planets ah-la Mario Galaxy, this could be quite fun.
A final nitpick: The presence of the Caveman's face in the middle of the screen is a bit unsettling.
The controls were fiddly, but the idea's fun. Couldn't make it through the Egyptian-themed level, it's pretty hard.
The lack of a "go left" control, and the incredibly low health value is frustrating.
Looks nice, plays pretty hard though. Delayed shots are a pain in the arse to plan out. I'd probably be hung for incompetence considering how many ships got past me. :P
Nicely done, though! The lighting-work added a nice air of realism that Unity usually struggles with.
Short but funny, and a much better "oldschool terminal" experience than I was able to make. Not sure what the whole kitten/bullet hell thing was about, but I beat it and got a "You won!" screen.
I didn't find any secret images (I think), but had fun none-the-less.
Simple and funny, though a tad difficult. I like the idea of commandeering ships after defeating them, and the graphics were sharp, despite the lack of proper texturing.
Reminds me a bit of bullet hells, since you can get loads of cannonballs flying around at any given moment, but aside from that, pretty unique.
Nicely done!
Controls felt awkward, but this was pretty neat none-the-less. Making your own engine is no small feat, though, so congrats!
The "oof" sound effect was the icing on the cake.
Reminds me of TES:III Morrowind, graphics-wise; and I love that. Felt realistic, but not overly so.
This is one of the best ideas I've seen thus far for LD36; zooming across huge gaps with the grappler is good fun, and the puzzle mechanics are simple and satisfying.
Your team would do well to expand this and make a post-jam release!
Not entirely sure what I was doing, but it looked pretty, and the explosions were gloriously fiery. The idea of launching off the cloud with the mouse, and catching yourself with WASD to score seems like an interesting mechanic, if that's what was intended.
Might the name be a reference to No Man's Sky?
I'm a real sucker for infinite runners, and this scratches that itch. Simple, but effective. The feeling of running at max speed through a settlement was quite satisfying.
Couldn't put my finger on why, but I felt like this might've drawn some inspiration from Undertale; there anything to that, or am I just going crazy?
I went for quite a while, got to about 30 blocks placed, tons of wheat and one Alien block, but with no real end goal in sight, I decided to quit. This seems like a nice idea, but a clear ending would be pretty crucial. What role do Alien blocks play, for instance? Do you win the game by having enough of them? Perhaps a pattern is necessary?
In any case, needs a more clear ending, so people don't just lose inspiration and quit, like I did. But this is a very good core idea! The rain cost might need nerfing though.
Wasn't quite sure what I was doing other than lighting fires, but I got the impression there was a big-ish backstory, and the use of ambient audio was *bloody brilliant.*
That flashing red "YOU WIN" creeped me the heck out...I got the impression that there was no "winning", through the atmosphere, and even the coloration/flash-rate of the message.
The music was delightfully unsettling. A query; did you make it with FL Studio? The piano sounded familiar to me, and I've spent a frankly ridiculous amount of time analyzing pianos the past year.
Wasn't exactly sure what the point was, nothing happened when I dialed a number, and "stop dialing" just showed the "Thanks for playing" screen. Neat idea, though.
Neat idea, if a tad confusing. Took some googling and retrying to get it right; when I got "Butterfty" out of my deciphering attempts, I knew I'd done something stupid, and resorted to Google codebreaking attempts, because solving puzzles at 3:15 in the morning is a futile effort. :P
Neat idea though; as others have flagged up, the lack of diagonal movement is weird, and the fact that the walk animation constantly plays is a bit...disorienting, but otherwise pretty good.
Wasn't entirely sure what I was doing, or if there was a way to win, but it was decently pretty and used particles well.
Wish there was a mouse lock or sprint function.
Fun idea, if a tad infuriatingly hard to control; the worker AI has a knack for doing really derpy things.
As clicker/idle games go, this is quite neat, and not something I would've expected to find in a Ludum Dare, but quite a nice surprise!
The graphics are certainly nice, and the basic idea is interesting, but it's frustratingly easy to light yourself on fire and the lack of infinite spread is a little disappointing.
Maybe I'm just a pyromaniac, but if I light one piece of grass in a big field like that on fire, I expect to see the full field burning!
Good work, none-the-less.
Made it all the way through with under ten deaths; that last level's a doozy!
Fun idea, though! Watching as my reload speed slowly got better with practice was quite cool; due to the player-controlled nature reloading, as you get more skilled, you can reload faster, and that's really cool for a shooter.
I'd play an extended version of this!
Wasn't entirely sure what I was doing throughout it, and the actual terminal mechanics seemed somewhat lacking. I think I might've killed a bunch of people in stasis or something? Maybe?
Sorry to say, but I just didn't understand this one.
Not entirely sure what I was doing, or if there's any difference from choosing different things, but the atmosphere seemed decently horrific and scifi at the same time.
Felt distinctly reminiscent of the ancient Final Fantasy movie with all the spirit-devouring phantoms and such, due to the layout of the interior and the generally-decrepit feel.
Simple, funny, and brings back a lot of memories from doing the exact same thing while modding Morrowind; I recall lots of glitched dialog boxes and computer-smackings, especially when it would crash after hours of work.
Nicely done! I'm glad to see I wasn't the only one who thought ancient PCs would work for the theme. :P
Interesting idea, though I'm not sure how it related to the theme. Noticed a few glitches when moving (some pockets of space would remain unfilled), but for the most part, it felt fairly clean.
The Mac version appears to be broken (the app file simply refuses to open), but it worked fine on my main Windows PC.
Wasn't entirely sure what was going on, for reasons already presented in copious quantities. Resource management clicker games are always interesting, so it could work with some polish.
Didn't quite figure out how I was supposed to get past the Exam Machine, but I dig the concept. Puzzle games about programming are super nifty.
When I have more time, I'm definitely coming back to this one and trying to beat it. :thumbsup:
I have never seen anyone try to make an MMO for Ludum Dare before. Let alone one about cats in cardboard armor. I approve greatly.
The graphics are good, the movement is smooth, and the humor values are off the charts. Health regen and/or healing items would be a nice addition for a post-LD version, if you create such a thing. :thumbsup:
Neat idea, rather relaxing to play, and a decent take on the theme.
Wasn't sure if there was any sort of "victory condition" or not, so I did end up quitting after making about 10 snowglobes.
This might make for a nice mobile game, say for tablets or something.
@blinry The idea for how it's "a small world" is that, to a giant, the world of normal-sized humans is quite small.
Glad everyone's liked it so far! I'll be honest, I was expecting a LOT more salt.
@Breno_M I had planned a typical third-person camera system when I started, but time constraints made me opt for a simpler controlscheme.
I was a tad confused, but I like the idea. Turn timers are both really fun, and really stressful.
Interesting take on the theme. Nice tutorial. :thumbsup:
Took a bit to wrap my head around what exactly was going on (which is maybe a good thing, since this is supposed to be a dream), but once I figured that out, actually had a decent time. Not sure how it relates to the theme, but I like it.
More randomly-played sounds for taking damage would be a good idea; while it's somewhat comedic to hear the same "argh" every time you get hit, it's always good to include some randomization to keep things from getting stale.
Didn't entirely understand what to do with items or what "E" would do, but I did eventually reach the moon via ladder.
The graphics are better than you're giving them credit for.
Made it to 5819 points before running out of turns. Oh my, the strategy is real.
Took a bit for me to figure out how the basic tile mechanics worked, but once I figured it out, I had a blast trying to figure out the most optimal positions for everything.
I feel like a real-world board-game version of this could be fun, especially if it had a 2-player competitive mode with special tiles or something.
I always enjoy seeing Osmos-like games, and this is no exception. The dark star is delightfully creepy, and the controls felt as floaty as you'd expect a planet to be.
The camera transitions felt a bit weird, but beyond that, no real complaints.
Wasn't able to last more than ~15 seconds, but it's certainly a neat idea.
Assuming the bullets are intended to be lasers, them curving 'round the planet from gravity makes absolutely no sense, but...meh, science.
The controls definitely need some tuning, and the difficulty needs to be turned down a notch, but with some powerups and or alternative weapons, it could work.
Very interesting take on the theme. I believe "An unconventional weapon" from LD32 would have applied well too.
It was a bit annoying to control the planet, but aside from that, no real complaints. I mean, aside from being jumpscared literally every time combat started. :P
Nice work. :thumbsup:
I *adore* this use of the theme, even if the game is a bit short. I would definitely love to see this idea expanded upon in the future, maybe a general "escape the world-bending flats" adventure/puzzler.
An ocean hallway certainly takes "the floor is lava" and turns it on its head. :thumbsup:
I like the graphics for the computer chips and such, and the voice-lines are great. The bullet-hell elements are slightly painful (but, I also tend to stress out a lot whenever bullet hell elements appear anywhere) and there were a few bugs with the fan, but otherwise...pretty good.
Lasted 180 seconds before the Rabbits were wiped out by a horde of 70-some rhinos. Interesting idea!
I've experimented in the past with evolution simulations in Unity (think Spore with procedural mutations and AI-powered creatures), and this reminded me of that, specifically, how I would occasionally interfere with the simulation and provide aid to a species I liked.
It got a bit ridiculously loud by the end, the audio could definitely use some tweaking.
The moon wielding two pistols, a pair of shades, and a dank cap...I can't even. This game is fantastic. :thumbsup:
EDIT: Oh, and I made it to about 1000 points before finally failing to deal with a single lone UFO. This was user error. I was having too much fun spinning around shooting lasers everywhere and...missed.
Honestly, I had no idea what I was doing, but I liked the idea. Maybe not a great idea for a jam (strategy games are hard enough NORMALLY), but a great concept for expansion post-LD.
From the initial screenshots, I thought I was looking at an Unreal Engine title; I don't know how you did it, but you really nailed the shaderwork.
Aside from the excellent shaders, the world itself felt nice (if a tad barren), and the map is handy. I wasn't able to finish, though; I found 26 of the stations before being utterly lost on where to look next.
The jetpack is a bit cheaty.
Finally, the weapon-usage felt a bit rushed; aside from the fact that a bean-bot wielding an M16 is a tad unlikely, the actually controls lacked...punch. A lot of people have been following the Vlambeer weapon formula lately, and for good reason. Vlambeer knows how to makes videogame guns.
Still, nice work on making an open-world game for Ludum Dare!
Beautiful graphics, good music, and an interesting controlscheme for lock-on.
I couldn't make it very far, in part because bullet hells always leave me paralyzed (blame a certain famous developer of 2015 for that), but I did like what I saw.
(Finally, how'd you get that graphical style to work? I've toyed with shaders for doing such a thing in the past, never had any luck actually getting Unity to accept one with exploding.)
I played this pretty early on and forgot to leave a rating, so here goes: This kind of reminds me of those "element combination" clicker games you might find on Flash websites and the likes, which isn't a bad thing. Element combination games are inexplicably fun.
I was happy to see that it will mock you for trying to make worlds that, by all means, shouldn't have life. I've actually grown a pet peeve for inexplicable life everywhere in sci-fi after spending far too long researching real space stuff.
Wasn't sure if there was a victory condition, but I spent some time trying to get everything to max without losing. Didn't ever succeed. Still, definitely a neat idea.
Interesting (if occasionally annoying) take on microplanets and Mario Galaxy style gravity madness. Nice graphics.
Felt a bit slow and dependent on random chance to beat some levels, and I got stuck on the first one featuring snowy terrain (couldn't get back up on the platforms), but a neat idea none-the-less.
Would benefit from some quiet ambience and less lowfi sounds. Nice work, though! :thumbsup:
Simple, classic, effective. Nice take on the theme.
I lasted about 120 seconds with 4 waves before shooting myself in the back. As someone who's spent extensive amounts of time doing actual simulations of astrophysics and such, I do cringe a bit at the thought of shooting arrows into a stable orbit, but aside from "mlehh physics", I don't really have many complaints.
I wish the health pickups were bigger. That's, like, my only real complaint. I didn't even realize they were dropping until it was close to too late.
Made it to a high score of 4,447 before dying to...something. Wasn't entirely sure what was going on, so I just held down LMB and shot at all the things until I realized "oh, this isn't a 'kill all the things before they hit earth' game" and started trying to target things specifically dangerous to me.
I've said this to other devs, and this isn't a critique about the game; I do just lock up a bit whenever a bullet hell is placed in front of me, so I tend to miss out on some of the finer details of games w/ bullet-hell elements.. Blame a certain famous one from 2015 for that.
Some of the nicest graphics I've seen so far this LD, you definitely did a good job with that. And Unity on Linux, too? I salute your bravery! Last I tried to use the beta, it was buggy, prone to random crashes, and devouring projects from Windows.
Interesting proof-of-concept, and smooth controls. I do like where this is headed; you should definitely consider expanding post-LD sometime. Audio felt conspicuously absent, though.
"Brainwashing". :thumbsup:
Gorgeous graphics, soothing audio, and semi-meditative gameplay loop. Oh my. I like this one.
Took me about 60 days to get the mysterious building complete. Interesting reveal, definitely worth the effort.
I found the food system slightly unintuitive, but other than that...I have zero complaints. :thumbsup:
Ludum Dare casts Vicious Mockery on Sean Murray. Roll for damage.
This is less of a game, and more a standing memorial to how stupid an idea it is to give players the ability to name any world they want. I still approve greatly.
I left a little memorial to an actual thing of importance to me that was lost with the NMS Pathfinder update, in the form of a small giant-and-moon system in the void between Advertisement Square and the wall of white ringed worlds. I do like being sincere every now and then, even in the lands of dank memes.
As other people have said, AI players would be a good addition to this, since it's hard to get a group together otherwise.
Aside from that, the graphics are quite good, it's funny, and the theme usage is pretty good. This reminds me of RTS games, just with players controlling units instead of AIs.
This, right here, is what I've always imagined god would be like. Deadpan snark. The dialogue is fantastic. :thumbsup:
The shield mechanic's definitely a neat one, and this particular take on the bullet-hell mechanics is certainly nifty. One of the more forgiving 'hells I've been through so far this LD. Thanks for not making anything super-evil.
(Oh, and by the way: I really approve of having the eyes on Zer0 track the cursor. That's inexplicably hilarious.)
PSA: Your Mac build is busted. Throws the typical "This app cannot be opened" error that a lot of >=5.4 Unity games seem to be suffering from.
Will have a look at it on PC tomorrowish.
Not a bad proof of concept; finally got around to playing on my PC.
The shooting feels oddly fun, even if it lacks some punchiness, and the movement is swishy and nice. With some small tweaks to add some amount of the theme, and some polish (e.g, a healthbar, some decent SFX and BGM, that sort of thing), this would actually be a pretty solid wave-based shooter.
I really hate to be That Guy who just comes in and savages something, because I know how much it hurts, but, unfortunately...I've gotta be That Guy.
Firstly. The music. Oh my, the music. I know how crazy tricky it is to make something that sounds good, but...just pressing random keys piped into FL Keys isn't even close.
Then there's the movement system. Something about it just...doesn't work. It's simultaneously too sticky, and not sticky enough; in the difficult terrain you've built, the player controller you've got *really* doesn't work out. It's too hard to parkour, too hard to even just get where you're going.
Then there's the lack of feedback; the simplest sound can do wonders for adding feedback to actions. A little bling made in BFXR or something of the sorts for activating keys, a tick for flipping lightswitches. It'd make it so much better.
Finally, your power loss is WAY too punishing for the difficulty of finding lightswitches. I was barely able to make it three rooms in before throwing in the towel because I simply was unable to find power switches fast enough.
The idea could work with tons of polish, and some stuff being cut or rebuilt, but as it stands right now...it's pretty bad.
@uzyfeo: I have put the controls up on the game page, if you want to take another whack at it. I meant to put those in the help screen, but I'm not sure if updating that now would be 'legal' and it's probz fine for it to just be on the game page.
To everyone else: Thanks for your support! I wasn't expecting this many positive comments about the graphics or the building system; I figured there'd be more nitpickiness or difficulty in learning the mechanics. :P
To everyone: I'm working on the WebGL build (Unity's having a bad time of it so it might be a while ¯\\__(ツ)__/¯), and fixing some of the other critical/game-breaking bugs (e.g, bullets not working for some reason) and generally trying to make sure the game is as accessible as possible.
There's a proper list of controls on the Help screen now, which I'm hoping will help make sure people can actually play the game.
@deathray What seems to be the problem? What're your system specs and the likes? I'd like to know, even if I can't fix it; being able to put up a PSA that it's busted on certain systemtypes would be helpful.
Took a bit to learn, but very interesting! The mood was very well done, even without sound; between the captions and the way the mechanics worked together, it definitely created the feel of a primitive creature trying to find its way in the world.
I have no quibbles. Nice work! :thumbsup:
Interesting idea, but the execution falls a bit flat. The Space Pirates' AI isn't great, and when they're all just hugging the planet, it's...rather boring. The ship controls are a bit too slidey, and it's too easy to fall into a gravity well never to escape. I'm also afraid to report there's no music, at least in the web version.
With some tweaks and polish, it could work.
Very interesting idea. I'm looking forward to seeing how it plays over the next few days.
One nitpick: I think it would be a good idea to put some info on the help screen about some of the basics of "how to economics", because I, for one, am not ENTIRELY certain what I'm doing. Whatever it is I did, it put me in 3rd place on the leaderboard, and I'll be making 600k credits tomorrow, but...why it worked, I'm not super clear on.
I don't have words to describe how fabulous this was. Shut up and take my ratings!
Seriously, this was well-polished and hilarious. I'm tempted to play again just to see if anything changes, or if there are other TV shows to watch; I think I enjoyed them as much as the Chimsters did! :thumbsup:
Pretty solid game! I dig the aesthetic, and the platforming's good, but the combat's a bit finnicky, but that might be a side-effect of the webGL version - it's tricky to actually shoot sometimes; something about the holding-down LMB mechanic freezes up fairly often and I fail to shoot anything, or rapidfire for no apparent reason.
The music is fantastic and really adds to the mood. Nice work! :thumbsup:
Took me a while to get the hang of the mechanics (hoo boy, there's a LOT of stuff to balance), and I wasn't able to beat the game even after ~30 minutes of trying and retrying, but...I like it. Very interesting take on the theme.
This kinda reminds me of Oxygen Not Included by Klei, just with less little dudes running around and more semi-anthropomorphized stellar objects in the background. Seems about equally challenging and complex, too.
Nice work! :thumbsup:
Pretty solid entry! I suck at these sorts of things so I only made it to Wave 3 before getting wrecked, but it was a solid experience.
No real nitpicks to give, so, just...nice work! :thumbsup:
I've not even played Dark Souls but I could still feel the Dark Souls vibe coming through. This is fantastically built - the animations are solid, the combat is satisfyingly tricky, and the NPC commentary is hilarious.
With some basic audio, items (some sort of healing item is critical), and checkpoints for a larger map, I could see this being a super-good post-jam entry.
Nice work! :thumbsup:
TIL: I'm TERRIBLE at Wolfenstein-style level design. It took me quite a bit before I made a level I could actually beat, but I had fun dying repeatedly.
It's actually a little unsettling running from Images because there's usually a chorus of the weird wibbly-wobbly-Imagey noise from all around and I can never tell if there's one creeping up from behind.
This is shockingly complex and shockingly fun. I approve. :thumbsup:
I wasn't able to beat the game, but I'm quite impressed with this. The graphics, mechanics, and audio are all spot-on to create an oppressive sci-fi mood, one that lends itself well to moments of "oh, crap!" and hiding from the robo-rats.
My only gripe is that it's a bit too hard, and the movement feels a little bit sticky sometimes, which lead to a few unfortunate deaths. Nice work. :thumbsup:
Solid game! Took me a bit to make sense of the charging mechanics, but once I got the hang of that, I did alright. The art and audio are super-nice, and the shooting feels solid.
Only nitpick I've got it that there should maybe be more feedback for the Mega Bomb; maybe some screenshake would help? It's obviously powerful, but it doesn't FEEL powerful.
Nice work! :thumbsup:
Decent game, could be better with some polish. A few nitpicks.
First, some semblance of health would be an incredible improvement; slamming into a traffic cone and suddenly losing isn't the best experience.
Secondly, making it so pickups override one-another would be good; it's hard to see what all the pickups do initially because you can only have one active at a time. Being able to pick up, say, a 2x while Strength is active, causing Strength to disappear and the 2x to be active - it'd be an improvement.
Finally, the music could use some improvement. It does lend to the mood, but it gets pretty old, pretty fast. Saving your music volume between runs with PlayerPrefs might help as well.
I'll be honest; it took me too long to realize what the core mechanic actually was, or how it pertained to the theme. On paper, it's definitely an interesting idea - directional audio isn't something that people use as a mechanic nearly enough, and this could be great.
However...With the tiny flashlight battery, and the speed at which the enemy (?) approaches, there's really not much time to think about what you're doing. I spent about the first two minutes just sort of blindly opening doors trying to make sense of what was going on. I eventually made it to Level 3 before deciding to throw in the towel.
The story could be interesting with different mechanics that're built around said story, but...there's a bit of disconnect between the two.
The game, flawed as it may be, still feels pretty well-polished; I didn't encounter any bugs or find any glaring problems, which isn't something that can be said often for LD entries.
Took a bit to have some semblance of an idea on how to play, but after that, it's alright. I'm a bit too scatterbrained to handle both the "don't get murdered" aspect and the heart-rate management, to be frank. Fun idea, though, and I imagine there are people out there who would be absolute beasts at this. I'm just not one of them. :P
Another brilliant bit of political satire; this is the second Not Quite Legitimate Election game that's shown up LD39 and I love it. Simple, fun, and witty, with a fantastically earworm-inducing soundtrack.
Only bug I encountered is it seemed like the 0 Support state for the Megacorporations would stick around even after support was returned, and it'd cause the actual support number to stay off-screen. Other than that, I have zero quibbles. Nice work! :thumbsup:
Decent game, if a tad in need of polish and some more instruction. I lost all but Pittsborg almost immediately before having some semblance of an idea on how to play.
Nice job on implementing a semi-functional LCars UI; I've never seen that pulled off before! :thumbsup:
Made it up to 24 coins before finally throwing in the towel as the loop had gotten repetitive.
The graphics are good (you really nailed the cartoon aesthetic), and the core gameplay loop is solid. The audio could use some work though; I had to turn my volume down quite a bit, and I say that as someone who also didn't do well in the audio department - I have to turn down the volume in my own game, as well.
Overall, not bad, definitely an interesting use of the theme!
First I lost the election, so I did a do-over and won, and somehow I managed to make it to the end. TIL: I'm probably as bad at golf as the real DJT. I lost at THAT both times.
Kudos to you for making a political title; I have to say you took it and actually made something pretty solid. I tried to make a memey Trump game last LD and it didn't turn out nearly as well as this. Nice work! :thumbsup:
I'll be frank, I had...no idea what I was doing, with or without the feedback version. The story seemed interesting, although I had some trouble following along once the dream sequence (?) started.
Still super polished, even if I had no idea what was going on.
EDIT: I suppose I should note, while I'm not a rhythm game expert, I'm also not bad at them by any stretch; I'm a Thumper veteran and used to play a lot of Bit. Trip Runner back in the day when Wiis were still a thing that people used.
Interesting game. The combat was a bit unbalanced, and the ties to the theme weren't great (beyond the metaphor of being an aged hero), but the graphics and voice-over were on point.
My biggest nitpick is that the ending was, well, jarring; I was expecting a final boss of some variety, w/ a tragic "the hero simply cannot fight any longer" downer ending, but...it was all a metaphor, I guess? There were also some minor blips with the narration, but I was moving fairly quickly through the game and it probably wasn't designed to handle that.
Not a bad entry, though. Nice work.
Didn't really feel like this take on "failing superhero" worked, didn't enjoy the gameplay, and the audio was...mind-numbing.
Oh boy. Here we go.
First: Pick one set of buttons or the other. Rhythm games DO NOT WORK with this many buttons, CERTAINLY not without some lead-in time. Thumper has this down; you are only ever using combinations of your movement keys (either WASD or arrows depending on personal preference) and the spacebar, ESPECIALLY in the early game.
Secondly: Include auditory feedback; make it punchy and satisfying, not..."powgh" and "heeh". I know this is supposed to be funny (and in any other game genre, those might work), but...they just don't work here. This ties hand-in-hand with music, too; that droning baseline in the background combined with the main SFX were enough to make me mute my browser and put on the music I'd been working on for my own entry.
Thirdly: Better checkpoints are critical; I snapped and quit the game after the ~5th time the hero got hugged in the businessman->basement-dweller phase because the phase was entirely too long and too unforgiving.
Finally: Don't do...whatever you're doing with the wobbly animation. That was an eyesore. Just...Don't.
With some serious redesign (maybe taking the idea and rebuilding from scratch, if need-be), this might work alright, but as it stands right now...it's the first entry I've given a 1/5 Overall on. I'm sorry.
Short experience, but interesting. Wasn't really sure what the ending was supposed to be, but the experience was fairly solid, and the mood was definitely nice.
The player movement felt a bit sticky, but other than that, I have no nitpicks with the gameplay. Nice work! :thumbsup:
The graphics are amazing, but the audio could do with some slight tweaks, and the balance is a little wonky; the debris is falling WAY too fast to catch most of the time.
Other than that I have no quibbles; it's shockingly moody for such a basic idea, and it plays fairly smooth. Well done!
Played through the HTML5 version, and...Oh man. If you haven't already, put the soundtrack up somewhere. I dig it.
You've got solid puzzles, solid audio, and solid visuals. The only nitpick I've got is that it might help to highlight powered wires, but...That's a tiny little detail.
I can confirm that the ending is a little broken in HTML5, but...that's okay. This is still amazing. Great work. :thumbsup:
Solid entry! A bit tricky (if all the available forms are clustered together far away, you might not make it in time), but the mood...Oh man, that mood makes it all worth it. Delightfully creepy.
You nailed the feeling of being in a netherworld with the music and graphics. Nice job! :thumbsup:
As with the prequel, this is a fantastically puzzley/emotional interactive experience. I don't have any quibbles with it up until the space section, where I got stuck in the Venus encounter with no idea how to continue.
As always, incredibly well-polished otherwise, with a unique aesthetic the likes of which I don't see anywhere else in LD. Nice work! :thumbsup:
A solid idea, simple but fun. It took a few tries, but I eventually made it to the Red Planet w/ 7.5% power left.
I think it would help to integrate the two cannons into a single power item; it's a bit hard to manage when you have to turn them on separately, and if things start going towards the dustbin (e.g, >5 asteroids on-screen at once) I found myself locking up and gunning everything down with both cannons on, wasting valuable power.
Not bad, though!
Interesting idea. Wasn't able to beat the final boss (?), but I suck at these sorts of games, so...meh, probably just me being a noob.
Wasn't really sure what the jump button was there for, and I'm not certain how this pertains to the theme (literally running out of superhero power, maybe?), but...other than that, nothing really to nitpick over.
@xarras I dunno what was goofed up, but you should be able to spawn the included Amras-class corvette now if you follow the documentation. I tested it locally and it worked fine.
I got this submitted in the last 30 seconds of Submission Hour, so a ***lot*** is currently missing or broken, hence the "unfinished" title.
EDIT: Glad to hear it worked better this time! I'll be working on some kinda tutorial for the editor in future, but for now I've been focusing on getting more of the underlying mechanics built, and trying to prepare for multiplayer and stuff down the line.
Decently fun little entry! Graphics are pretty solid, audio is good, the idea works, and it fits in well enough with the theme. No major nitpicks - my only complaint is that on the highest graphics quality (Yarrrr, I believe) in Linux, the shaders seem to have a general freak-out.
BtHD-ShaderFreakout.png
Very pretty, even without VR, but I'm not sure what the actual gameplay is.
Seems like a good basis for some sort of survival game, though - it reminds me of old-school Rust, back before there was a procedural map. Has the same sort of vaguely spooky nature feel, what with the trees and all.
@team-on I've put the downloads in the description as a backup. Not sure why the usual downloads/links widget isn't displaying right, but...Everything's exploding, basically. Would advise coming back ~24 hours from now to actually play/rate the game - there're some nigh game-breaking bugs still kicking around in the build that got pushed before my internet died. Will hopefully have a fixed version up tomorrow.
@michael-feldman Thanks for the feedback! I dunno if the docs are clear enough about this, but SETDATA's second argument (the 3 in your case) is a flag which decides what it's supposed to actually draw data from. Flag value 3 is "draw from register", meaning the argument you pass in should literally just be a register ID with the value you want (1048576, in this case) stored within, which you could set beforehand with, say, SET 0 0 01000000. My included "blinkenlights" program is this, roughly: ``` SET 0 0 11000000 //Set register 0 to the the command to pass to the monitor SETDATA 0 3 0 //Run monitor draw command (CCXXXXYYY000...) from register 0 (color=3, X=Y=0) HLT 28 //Halt for 28 cycles SETDATA 0 3 1 //Run monitor draw command (CCXXXXYYY000...) from register 1 (color=X=Y=0) HLT 28 //Halt for 28 cycles JMP 2 4 //Jump back 4 addresses to the first SETDATA operation ```
I'm really excited to keep working on hammering out the details (so less people have this sort of trouble with it x3), and to see what others come up with. I, myself, have set the ridiculous goal of writing an entire command-line operating system for it in Custom mode.
@mrjorts You're correct that SETDATA 0 0 0100000000000000000000 should work. I think you found a bug. >.<
(EDIT: Yep, found it, fixed it. The computer literally ignored flag 0. No longer! Hopefully.)
To everyone else: thanks for all the feedback! It's pretty clear now that the biggest thing to update down the line is the documentation, to make datatypes a bit more obvious. I wrote the TC-06 architecture (and its related documentation) thinking pretty much entirely in C# terms, and while I had a feeling that could be problematic for genuine assembly vets, I wasn't fully prepared for how bad it would be.
To clarify: SET's third argument is bits-only atm, and it works like an array, basically. Address[num][0] is the first 8 bits of the specified address, Address[num][1] is the second, etc. To ensure readability, addresses are always padded with 0s on the left - but small values will always start on the right. Setting register 0 to the integer 1 is literally just ``SET 0 3 00000001``. My usecases have always found the actual argument being raw bits to be more useful, but it wouldn't be hard to modify the assembler to parse both.
The language is usable to do some pretty fancy things (if you have the patience for it) - for instance, I was able to build a paint program for use in Extended mode. SenbirPaint.gif You can look at the code here, if you're curious. https://itch.io/t/279217/code-sharing-megathread
@f1krazy What graphics quality did you pick? I think it's possible the power light might not work right on low qualities. Alternatively, it's possible your compiled ROM took up >32 addresses - if you try to power on the computer like that, the game will silently error out and the computer won't turn on.
@f1krazy It shouldn't. Very odd indeed. Could you send me your log files? Probably either in C:\Users\
Hooooo, this is accurate. Not often I see things like social anxiety articulated and games, and this does a great job of it. Normally, I'd say uncanny characters are bad news, but...they add to the mood here. The walk sound is a nice addition too - it adds a sense of urgency, especially if you're fleeing from an anxiety trigger.
Overall, the mood is fantastic, the sense of anxiety is real, and I'm going to hazard a guess it's relatable for a lot of Ludum Dare-goers - can't say as that I've been to a party, myself, and I plan to keep it that way.
In any case, very nice work! :thumbsup:
Vector graphics Kerbal Space Program! Shut up and take my money! :dollar:
I'm an avid KSP pilot, and as such had a decent idea of what was going on, but...had a bit of trouble with the lander. In a nutshell: it really probably shouldn't be the same mass as the main stage. I've done quite a few landings in KSP (in fact, that's basically what I'm best at by now), and typically, my landers are always packed with a lot of thrust, and not much fuel. I get up to (possibly dangerous) velocity dropping towards the planet on a radial-in trajectory, then point radial out and burn the landing thrusters a kilometer or two above the surface.
But...that's not how it works here. The lander seems to have the same mass as the booster, and its thrusters are equally powerful, there's just less fuel. I didn't have too much trouble de-orbiting, but the lander portion got me. Only managed a safe one once, all the others were either a crash with the lander, or a crash with the main stage trying to slow TO landing speeds. I think that's pilot's error, though - everything else is really solid.
Graphics = :green_heart:
Excellent lightcycle game! With some sound effects, and maybe some extra abilities for the power-ups, I think this'd be one of the best out there. It really captures the feeling from the original TRON, both in terms of the lightcycle maneuvering itself, and in how utterly *disturbing* Recognizers are. Having them destroy the play area is both a neat new gimmick, *and* a great use of the theme.
Great work! :thumbsup:
Graphics are good (of course they are, Unreal always looks good), and the houses feel nice, but I wasn't able to test beyond the "Relaxing Heist" level (in the HTML5 build, at least) as none of the shop upgrades seemed to work. Couldn't duct-tape the camera, perform lockpicking, or use a keycard.
With some more time to improve it, I have a feeling this'd be quite solid!
Solid little game! Graphics were decent, and the mood worked well enough (especially the oncoming...*thing* in the fire), though I feel like the viewbob might've been a bit excessive, especially at lower framerates.
I have to say, I dig the theme usage. Made the maze-going feel a lot more hectic, and with some polish, I think it could get quite unnerving (in a good way!) - say, having the fires grow louder as they approach?
Only major weak point is probably the music - for a main menu track and/or credits track, it works, but the actual in-game music would benefit from being more hectic. It's been a while since I hit up Jukedeck, but I reckon it could spit out a pretty decent track for that purpose.
Overall, solid for a 72h Jam entry!
Tricky, but fun! I love a good parkour challenge from time to time, and this definitely scratches that itch. The graphics are minimalist, though very functional, the audio is good (especially the music!), and the gameplay is solid and polished.
Also, *wow*. I'm not much of one for claustrophobia (in fact, I usually *like* small spaces), but the walls closing in here are genuinely claustrophobic. Ace use of the theme.
Excellent entry! :thumbsup:
Neat concept, solid graphics, fairly solid execution, but one of the **VERY** few games that inspires genuine frustration in me while playing, especially in Level 10. I'm a veteran of the N series (N/N+/N++) and went in expecting to be able to use most of that knowledge, and sorta got to. The wall cling is a bit too delayed and sticky (especially for the ridiculously fast pace you're supposed to go at), and the little lizard/dragon/whatever looking like they're dying/drowning so often definitely got to me on a psychological level. (I'm a huge sucker for "cute furry things", and little dragons are close enough.)
Frankly would've liked a more slow, puzzle-based ending that'd let you fight (and overcome) whoever runs the labs, but was glad when the end came nevertheless. Not going back in for the collectibles.
Most of these criticisms are probably on me - it *is* well-done and fairly polished, the pixel art is solid, the audio works, it has a nice enough set of levels, and so on.
Solid little game! Had a bit of trouble early on with some stickiness, and running out of time, but it only took me a few minutes to get the hang of the puzzle system (and memorize them all :stuck_out_tongue:), and by my third try I was able to make it to a high score of 160 before opting to quit of my own accord.
Music is decently catchy and suits the mood, the graphics are solid enough, the actual sound-effects work well, and...Honestly, overall? I don't really have anything to complain about.
If you opt to expand it post-LD, some more variation would be cool (like more puzzle content, and types of puzzles *to* solve), but that's really about all it needs.
Really well-done all-around, both in the original Ludum Dare version, and in the post-jam one! The graphics are good, the music is excellent, the dashing movement feels great, and the in-world menu system is BRILLIANT.
It definitely feels more natural with mouselook to aim, but works well enough without. My only real complaint is that the yellow guys feel a bit...cheaty, maybe? Especially when the circle is big enough that you could dash attack 'em. Having to break combo with a dash out of the way just to survive is...not super great, too.
Outside of that one nitpick - excellent work!
Got a high-score of 214 in the WebGL version. Just...all-around "ok", by my standards, at least. Bullet hells aren't my thing (like, at all), so I did admittedly enjoy it less than others might've, but I can't see any glaring problems with it, aside from the lag towards late-game. Didn't stop me from enjoying the graphics & music, though - those are quite solid!
Graphics and audio-wise, this feels a lot like Okami, and that's *awesome*. Five stars in both categories. Gameplay-wise, this is pretty solid. I'm notoriously bad at bullet hells (or anything even remotely resembling them), so I wasn't able to get super far (highest score was...thirty, I think?), but what I saw felt decent enough.
Took me a bit to get used to the movement, and the screenwrap definitely threw me off at times, but I got the hang of it eventually. Definitely felt appropriately floaty, given the theme! Speaking of themes - I'm not entirely sure how this relates to the Ludum Dare theme? Running out of space without skulls flying through, maybe?
I have only one nitpick with the gameplay itself, and that is that I'm...not really clear on what katanas are for, aside from looking rad as hell.
Overall, though? Really awesome entry!
Decent little entry! The graphics were solid (especially the planetshake with every impact :thumbsup:), but the gameplay loop was a little confusing. Took me a bit too long to realize mining was tapping E, not holding it, and the long delay between interactions got me killed the first time 'round when I couldn't build the ship fast enough.
Still, with a little polish, this could be a right fun little time-attack game!
Solid little platformer! Movement felt a little clunky at times (especially around pickups & enemies - do they possibly have non-Trigger colliders on them?), but enjoyable nevertheless.
Theme use isn't quite what I was expecting, but it works. The functioning menu system is a nice touch, too - it's often all too easy to ship without one in LD's time constraints. All in all, it's just all-around *decent*, which is a good way to be for Ludum Dare.
(Also, hello fellow Linux user! :smile:)
Wow, this is tough! I couldn't make it a full level before I ran out of space, and the game crashed when the room completely closed in.
``` Error: script/Game.lua:146: attempt to index field 'currentmusic' (a nil value) stack traceback: script/Game.lua:146: in function