Fortress Keeper by CMaster 2012-12-17T16:37:00
@Aswissrole I'm sure some of them will become obvious if I plau a little more, but mind listing the bugs you found (can email them to the contact details on my site if you like)
Foon → Ludum Dare Explorer → Users → CMaster
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Metal Beneath Skin | jam | 690 | 2.50 | 2.24 | 2.72 | 2.84 | 2.52 | 2.32 | 3.14 | 2.25 | 48 | |
| 2013 | 27 | 10 Seconds | COORDINATE! | jam | 341 | 3.00 | 2.72 | 3.30 | 3.48 | 2.03 | 1.82 | 2.13 | 55 | ||
| 2013 | 26 | Minimalism | Minimize This! | compo | 532 | 3.19 | 3.08 | 3.11 | 3.89 | 2.72 | 2.21 | 1.81 | 2.73 | 60 | |
| 2012 | 25 | You are the Villain | Fortress Keeper | compo | 576 | 2.61 | 2.52 | 2.36 | 2.74 | 2.58 | 1.00 | 1.59 | 2.18 | 63 |
@Aswissrole I'm sure some of them will become obvious if I plau a little more, but mind listing the bugs you found (can email them to the contact details on my site if you like)
@jerre
Yeah, definitley. Don't knw much about animating yet though, and ran out of time for sounds.
@gilesa
Yeah, that was a reason for that originally, but I forget what it was now. Definitely worth looking at replacing.
@Mago
Details on bugs would be good
@Someone
Ouch, that's pretty serious. I just used standard Unity stuff - is it possible you are missing some common fonts? Any idea what fonts WOULD be a good idea to use?
Took me a while to get just what made you win lose, and often bugs out into a loop when you do lose.
Definitely made me feel very villainous though!
I had no idea why my health went up and down etc.
Descriptions of the consequences of your action would be very useful
Bllleerggghhhh!
Neat idea. Lacks there being much to do though, other than spam Skels whenever magic is up.
Neat idea, unusual take on villainy.
Seemed that just click=spamming was always enough to win mind, rather than thinking much.
Looks pretty fantastic, broad scope, great idea.
However, Dragon flies so awfully as to spoil the fun, and I can't even manage to deal with the first little hamlet. Perhaps a little overzealous with the levels?
Great idea, neatly executed. Don't feel much urge to replay, but really enjoyed it once.
Pretty solid implementation of the core mechanics of Pandemic, a little lacking in things to do or real choices to make though.
Nicely atmospheric.
Not sure hot it ties into the theme though.
Also, was the skybox/ground texture really created in the 48 hours?
Neat little simulation-driven game. Lacks villainy a little mind.
Entertaining. I ended up as an avenging ghost mind, charging through the woods, and killing the -3 men left to defeat.
Hey, that was a pretty fun 2 minutes. Nice work.
That's pretty effective.
The bucket of mercury is an unusual but evil trap.
Nice work.
Be even better if there were ways for things to go wrong though.
Demon smash! Demon destroy.
A high score record and ability to go again would be nice.
Laser Stomach guards are evil. But lazy,
Pretty good, but could do with two big things: one is mouse capture (controller support would be good too) and the other is some kind of waypoint/radar system. Had no idea where I was supposed to be going most of the while
Love the graphical style.
Not so in love with plodding around slowly.
What does the force bar do?
Great work. like a more tactical (or puzzlier at least), less grindy version of Infectionator. Loved it (although hated the scroll and lack of minimap)
Well implemented, I didn't really know what decisions would be sensible however.
Miaow Miaow
Great idea, surprising amount of implementation.
Far too easy to blow yourself up before teh subtitles have even got near to warning you about things though. Also mad hard.
Great work. More variety would be good.
Also, it eventually slowed down to an absolute crawl - think I may have marked too many places for mining?
Pretty good, quite creepy feeling
Kept dieing due to no ammo, despite just blasting enemies in the face. Not bad all around though.
It's not a great game, but well done for getting the full set of graphics, sound, gameplay all done.
Cooldown is so that you can't just pull out all the pieces when it is falling. I'll agree it is annoying though, perhaps checking that all pieces have low velocity would work.
A look around option, or some decision making would be a nice addition.
I erm err what?
Very mirrors edge time-trial.
Good idea for where to go, although the shooting mechanic was a bit of an odd fit.
Something about the actual movement though made things really difficult. Also, vast majority of the distance for my scores was falling.
The hats as genre abilities was pretty cool.
I had to run the "mac friendly version" despite being on Windows 7, due to a "bad file length" error on the first link.
I managed to jump clear of the level I think. I climbed the second big wall, then did a big jump off of it, sailed past everything, ended up running along the bottom of the world forever.
Blop-blop-blop-blop
Felt like the grid set up made it hard to see you/the enemies past the rather large flickering squares.
Really love the effects and style of this.
It's not mega interesting as a game, but the fade- in and out of changing, outlined objects was very cool.
Pretty neat. I enjoyed trying to solve it.
There's not voice acting for all the lines, maybe about 1/3 of them. I'm guessing that is just how much you were able to get done?
Also, I'm pretty much stuck. I've been through all the options in both mood levels for Zac, Francine and San Piedro. I've even got San Piedro to threaten to kill me - but I don't seem to be able to go anywhere from there.
@Brian
Yes, my fault, didn't realise that Greg had an even happier state to aim for.
Hah!
Pretty entertaining and bang on theme.
D- isn't too hard to get if you well, make a reasonable stab at recreating a painting.
You need to make the existence of a quick-restart key more obvious, had a lot of frustration until I realized that existed.
Well executed though, even if I wasn't a huge fan of the "falling through things" mechanic.
Certainly pretty minimalist with the one-button-control and all.
The jet really annoyed me for being cheap though - you need to get swiped by it a couple of times before you know to avoid it.
So the left arrow now working in month 3 is intentional?
Anyway, says exactly what I think you wanted it to say about the inanity of going to the Job Centre.
Nice.
Hunger was far too little of a threat however, as my health seemed to go up all the time from eating the gun-men or children. In fact, the gun guys were more helpful than a hiderance. They hit me once in total I think, but as they (like the children) couldn't escape to hoses, they were easy food. Ended up just quitting, because I couldn't see that it would ever end (day 12 or so)
That was a lot of fun.
Was weird how sometimes the light messages were reliable, somethimes the dark messages were. Very tricksy.
Love the concept/
Really needs that way to adjust your existing lines that go to the wrong place, without really screwing up the game though.
Wow, that's pretty impressive. How'd you do the crunchy-paper objects? Seems like it should take ages to make something with that many polys.
Really quite hard - might help if you showed a view of the whole level at the start, then zoomed in to the plane?
No Unity web player? Might be a good idea, get more people playing your game. You can always stick it on something like Kongregate if you don't have web space.
Just opened up your source files in Unity 4.1 Pro trial (the one that's part of the Ludum Deals) and was able to export it to a working web player. http://games.linxsoft.co.uk/files/games/ThePaperBaronWeb.zip if it's any use to you.
Kongregate accept Unity submissions.
I don't know what that was.
Got as far as the letters thing, didn't have a clue what the aim was there.
Wow, that was pretty clever. Got frustrating in some of the later, fiddler levels though, where the big step size of your apparent movement made it pretty difficult to avoid the traps.
While there's not a lot of audio, what you made was very professional sounding to have been done in the time.
12735
Really cute graphics.
Nice interpretation of the theme.
Interesting "single player co-op" gameplay
Keep up the good work.
That's a pretty good puzzler.
Of course, a little annoying that your click count goes up when you go to click the "continue" button and it vanishes a moment later.
Movement is weird, I didn't really know what I was doing with it - but managed to get all the trees and give winter a good bashing.
Winter looks excellent with the icy skin and angular appearance. Summer with matt black and edges is not so great mind.
I liked the painting mechanic, and how jumping meant you didn't paint hte ground, but still streamed seeds there.
Awesome pumping music.
Rapid-fire action.
Have to say I was so focused on the dots that I never even noticed the LLama.
Weapon velocity seems far too low, really struggled to hit anything. You managed to achieve an awful lot in the time, well done for that.
Really loved the graphical style.
Really pleased to be able to move fast as well, given the backtracking involved.
Was able to get over the hill at the second water section, which doesn't move you on to the next screen.
@JaJ
Yeah, R worked fine (and thankfully was not far from the start, so not even more backtracking)
Quite liked it, really clever idea.
Only real problem is that the starting view really is too small. You just have to flail around randomly for the first couple of minutes on every level hoping to hit some other particles.
Also, after a few levels the game stopped responding to W and S, and no clicking on things or tabbing fixed it.
Gorgeous looking resource management puzzler.
Be good if the tool tips could update without having to mouse away and back again though.
Fun enough, although the wya you move really fast forward when coming down from a jump takes some adapting to.
Also, each run ended, not because I died, but because a slime would spawn in a floor and there was no way to kill it. (Wave 4 first time, wave 10 second)
About all the difficulty comments:
We know, and knew when we uploaded it. A tutorial and some easier (and more varied) levels are definitely candidates for a post-compo version.
About controls and inconsistencies - Yeah, the controls could be better. A slower pace would help with that - in part its to do with the player not knowing when to let go of the key.
I'm really pleased to see lots of people actually enjoying it, despite all of that though!
Wow, great.
Heh, kinda entertaining, although for most of it I thought the player couldn't take damage.
Also, did you really make that music in the 48 hours? Sounds like it is using samples...
Found controlling the ship way harder than it should be.
Grim.
Great use of ambient sound.
Bug fixed now. Sorry all!
I have defeated Shai-hulud and taken the tooth of the maker!
That was really cool.
Be made a lot neater if the mouse was locked to the game.
Pretty neat game, could have done without the attempt to rip-off GLADDOS though. Also, took me a while to realise how the two buttons were linked.
Works pretty well, if low on excitement.
I liked the concept, but it needed some ore context to really make it work. A clip of the game being played before hand and the fall down the hole. fallen enemies and lost powerups dotted around. That sort of thing.
Oh god it eats processor time.
Kinda funny.
Shame it tends to lock up.
Guessing most of the graphics are pulled from elsewhere?
Pretty decent graphics and sound for 48 hours of work.
Lack of checkpoints quickly made me give up though.
Nice graphics and audio for 48 hours work.
Like others say, has a real Syndicate feel.
That's great!
It's a shame you couldn't lift up the rocks with your grabber to reveal more treasure, or just more use for the grabber all around really.
The controls took a few moment to get used to, but were great once you'd figured them out.
That's prtty damn cool, though motion controls are wonky as ever.
Works pretty well. Really needs something a but more exciting to discover.
Downloaded sounds and music means that this breaches compo rules -everything other than fonts + libraries must be your, 48 hour work for the compo.
Other than that, I liked the idea, and you managed to add an interesting mechanic to the basic premise of gambling.
Controls are a bit "floaty" made extra difficult that when you add a new fish to your school, it doesn't have the momentum of the existing fish, so goes shooting off in teh opposite direction often.
Nice innovate take on things though, good work.
Foolish mortal fish! You are no match for (minature) giant enemy crab!
Haha, that's great work. The movement is a bit odd, and not to sure about M1 to move all around, but it was entertaiing and unusal. The shark didn't really seem to be much of a threat though, and how come the Jellyfish electrocuted?
Nice work.
Not having to go back to the start for every time you are shot from off screen would be great though.
The combo of graphics, music and game for 48 hours work from scratch is pretty great.
The waypoint arrow didn't work for me on the "take the laundry to the laundromat" part.
Great graphics and sound work for 48 hours.
Impressed you made it all.
Quite a lot of puzzling going on. I got sick of backtracking long before finishing mind.
Some of the jumps were a bit awkward, with having to jump on a platform with no head clearance to make it to the next one.
Coal.
Good work, although jump mechanics could use tuning.
It's not very clear that you need to walk off to the left to go to the rooms.
Also, replay hung on first conversation, not sure why.
Nicely animated though.