The Trade Network by scriptorum 2016-08-29T10:45:00
That was a tough nut to crack! Really nice puzzle design, would have enjoyed more pre-made maps as the random ones can really be too easy as @KevKevonFire pointed out.
Well done nonetheless!
Foon → Ludum Dare Explorer → Users → colapolka
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Deepeth Woods | jam | 650 | 3.66 | 3.50 | 3.21 | 3.09 | 4.35 | 3.58 | 4.09 | 3.90 |
| 2016 | 36 | Ancient Technology | Bonehenge! | compo |
That was a tough nut to crack! Really nice puzzle design, would have enjoyed more pre-made maps as the random ones can really be too easy as @KevKevonFire pointed out.
Well done nonetheless!
I like that the baking mechanism relies on visual ingame feedback instead of an interface clue. Sometimes its simple things like that.
The scoring mechanism - as pointed out - is obviously broken though, it rewards you for not writing at all and baking right away (100 points on both time and caligraphy).
In terms of theme execution - one of the best entries i've seen so far. What's more ancient than writing? It's literally the starting point of recorded history.
After initial confusion... this was surprisingly addictive and super fun!
Made to the end of level 3, really liked the gradual shift in gameplay from just shooting around you to strategically placing your power stones.
What could be improved, is that right now it is very unclear how to advance to the next level. I figured it out eventually, but there really should be *some* hint on how to trigger level progression. Or is there and I just missed it?
Your pixel animation ist just on fleak - that 'picked up animal' animation ist just the cutest.
Overall: Great Entry! Beautiful animation and good gameplay with some negligable rough edges.
Maybe its just me, but I was able to figure out what to do on level 3 to trigger the pillar-elevator.
Movement and Physics feel very 'right' tough, bonus points for that!
Controlls and overall look and feel enchant with remarkable smoothness. Well done!
Wait, you did this in 48 hours?
Way to make me feel insecure about my own entry, haha.
What is there to say about this? It's great. The visuals in particular. And I don't talk just about the graphics. The moment when you take that first turn in the village and you see the giant robot in the far - brilliant.
Really like this one!
The way it steadily builds up pressure makes for great gameplay.
Sadly, the "occupied number" bug keeps on throwing me out. Would definitely enjoy a brushed-up mobile version!
This is glorious.
I'm a big tycoon nerd, so I'm a little bit biased. But this might be the coolest entry I've seen thus far. Graphics and overall style are superb. Fitting a tycoon game - including a readable and decent UI - in 128x128 pixels is a feat on its own.
The only thing I have to criticize are the controls. It seems rather unintuitive to me to hold the button for the interface instead of just opening it with a single press. Further, the controlls inside of the brewing tab are way to sensitive.
Nonetheless, this is an amazing game and I would love to see further development on this one!
Nice game. I like the concept, though I feel like a more scaled effect of the drunk-mechanism would greatly improve gameplay. Right now the effect from just a single pint seems to drastic.
Otherwise, extra points for visual details and that beautiful map.
Wait - you did the modelling in Minecraft? That's insane! Kudos.
Food for thought for your next project: A win condition and a more polished UI would have easily improved an otherwise still very neat little idle clicker.
Well I can finally say I found god. ;)
Real unique spin to the theme, loved it. And the music reminded me of early 90s Amiga games - a good thing in my book.
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Yay, I've made it to Goblin Town!
Please tell Arthur and Caspar that I had fun playing their game and that I'm very impressed as I've never seen developers their age. :thumbsup:
Ha, brilliant!
I 'played' similar wikipedia challenges with friends, but never before as a workable game that actually counts your steps and lets you click through the actual wikipedia. Neat idea!
Huh, well I've never played a first person tycoon/clicker before, so bonus points for innovation!
I found that spin interesting, but the execution could be approved up. I found the exponential costs of the energy generator too harsh. While exponential costs are a common tool in traditional idle clickers, I don't think it works quite as well here. Maybe one additional task to perform while waiting for upgrades would have done the trick.
Otherwise: Liked the models, the layout of the room and the overall mood. Keep on going!
I came for the Gameboy palette and stayed for the gameplay!
A simple yet engaging and innovative idea - what's not to love?
Ok, I played this A LOT longer than I intended too!
What a neat idea - what really sets this apart from all the other 'mine for resources' games is how well it is connected to the second core mechanic: The defending part.
It really does work nice together, always having to decide whether to drill a bit deeper or to play safe and head back up.
Oh, and I really liked the idea that you had to purchase even the base mechanics. I dunno, it kind of opened the game up naturally.
Will there be more post-jam updates? I'll gladly come back for more!
Oh man. I'm always stunned by what Pico-8 developers can come up with. And this right here is an especially remarkable specimen of Pico-8 glory!
I liked your game so much, I ended up speedrunning it! I really tried to push for that sub-35, though I'm stuck at 36 for now.
Awesome game!
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------------------------------ Update 1 day later:
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Woop, woop! But now I wonder... can I go deeper?
Okay, this little gem here needs to get more attention!
Simple core gameplay, but oh boy do these fellows nail the execution. Loved the cutscenes, the music, the art style and the overall pacing. Tubular!
2080 at my second go, kinda proud of myself!
Super cool gameplay idea. My brain feels like being put in a blender, but I guess that's exactly what you were going for with this multitask game, right? lol Stressful but super fun. And I really dig the funky music.
Though If my hands were only a little bit smaller, I think I wouldn't have been able to properly press the breathing keys.
Delightfully disturbing!
If anyone here is pondering whether to download a 1.2gb file - yes. Do it. It's worth every kilobyte. Best and most innovative use of the 'deeper and deeper' theme I've seen so far.
And - tiny spoiler here - the core loop of repeating a menial task at work while slowly feeling how this repetition grinds at the core of your being. I mean god damn, who hasn't felt this at work?
There were a few tiny bugs - some instructions remained in French - but that didn't diminish the experience.
All in all - stellar experience!
You powered through the horrors of working with an unfamiliar aspect of an engine and you published your game within time. AND you made me laugh with your title and relate to your story about the development.
You managed to make a game in 3 days. No-one can take this accomplishment away from you. Not even the Unity physics engine. ;)
Ok, first of all: Your enemy sounds are plain genius. Kudos!
I played through the whole game (though I won't disclose how often I died lol) and really enjoyed the whole experience. Especially the art and overall look/mood.
If I absolutely had to nitpick, I'd say that the rope can sometimes feel a little bit janky in it's movement. It didn't distract a bit though from this overall very neat game.
Great concept, could definitely be improved upon! I think some kind of timer for each wave would help -> you'd have a reason to move fast and meanwhile make it harder for your future self. Otherwise Players could just play it safe and move slower to provide an easier target for your future self. Does that make sense? Your game has successfully mindfucked me, lol
Are you planing any post-jam updates? Good job!
As other have said, a hint about being able to re-launch mid air would have been nice! Solid if simple core mechanic though.
What a charming entry! Loved the music in particular.
Sadly the game wasn't beatable for me - I couldn't get the last insect to register as collected, even though I picked it up multiple times. Regardless, I enjoyed my time. :)
'I saw that!' - oh poor worm, you leave me no choice. ~~
Never has corporate espionage been this fun. I lost it right at the beginning with the worm disguise lol The camera handling could be improved upon - it can get a tad frustrating when off-camera worms spot your shenanigans.
I got a kick out of the graphics and the audio.
However, it really would have helped if the game somewhat communicated it goals, win conditions and controls. Also, is there another method of leaving the shop and starting the next wave other than pressing Esc? The first few rounds I was a little confused by that, I wasn't really sure if a new wave starts of if I'm resetting entirely by pressing Esc.
There are a lot of 'upgrade-able digging' game this year - but none scratch that Motherload-itch quite like yours! The fluid controls are a real nice twist as well. Superb execution!
P.S.: 48.32s personal best in time-trial :sunglasses:
Novel idea, I had my fun with it.
I have to admit I didn't like the audio. I can see what you were trying to achieve with it, but it didn't work for me. Otherwise, cool entry!
Aw, I just dig Pico8 games!
I may just be an old man with horrible reaction times, but I think the control timings were a little bit too harsh. Maybe it would have helped if the actions lasted like 10-15% longer, so that you could push the buttons a bit in advance?
Still a fun and charming game. Oh, and the music was awesome!
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Congratulations on finishing your first project! Cool idea / use of the theme.
Couple of suggestions for improvement: - The best strategy seems to be to just smash both mouse buttons constantly: It resets the deadline as soon as possible. Maybe a solution could be to put both abilities (shooting and resetting) on a shared 'energy' resource? This way the player would have to make decisions. Do I engage in this fight with that enemy ahead first or should I push the deadline back first? - The final boss seemed a bit unfair to me. A visual or auditory indicator just before he's about to attack would have greatly helped imo.
Looking forward to your next entry! :)
Cute entry! :) I can't quite tell if the game is a tad to hard or If I'm just plain bad at puzzle games. :p But if feels like you could approve on the generation of the tiles / worm placement, to ensure that the player gets a set amount of always reachable worms in the first few turns.
That was... chaotic but charming lol
I couldn't pay my debt and remain an indentured slave to Dough Corleone. Sometimes the cars push you into corners where multiple enemies gang up on you and reset any progress you made. Did it hinder me from beating the game? Yup. Did I enjoy the craziness of pizza cars crashing into each other and sending me flying through an bizarre pixel pizza plaza? Yup.
Huh, contrary to some of the other commenters, I found the controls rather intuitive.
I really liked this one. Short, concise and overall polished.
I had the pleasure of actually playing it 2 players on one keyboard - which always is a nice thing. It used to be so common to play with a friend cramped over a single keyboard. I applaud you for that nostalgia trip alone.
The game itself was fun and a novel idea. Though I found it a tiny bit confusing that the projectile of the 2nd player didn't match the color of it's ray. That would add more clarity I think.
Nice job!
I love the movement of the enemies. Kinda reminded me of aggravated wasps. Very unique!
What I didn't love was the fact that you cant jump right in front of walls. It really stopped the otherwise great sense of flow in this platformer. Dunno if it was intentional, but in my opinion it would have fared better without this. Oh, and I found it a bit harsh to be sent back to the very beginning after being caught. Being sent to the start of the level instead of the whole game would have kept me playing for longer.
Bonus points though for style, the super cool music and the insanity that you started all over again an day 2!
Oh wasn't that just lovely? I felt like a child, being read a bedtime story. Loved the art and overall mood!
Not at all. It's not your fault I don't speak French. ;)
Damn, that title screen sure is an eye-catcher! Well done!
The controls felt really janky in the beginning, but once you get the hang of it it wasn't too bad actually. Sadly, the 3rd or 4th level (dark red walls) was broken for me - player could jump out of bounds and the bombs glitched through the pipes.
90s electronics beige and Windows 95 desktop cyan - my two favorite colors. :heart: