CHAMELEON RUN by Split82 2013-04-29T14:40:00
Jump control felt perfect.
Foon → Ludum Dare Explorer → Users → Colorvade
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Autumn Physics | compo | 673 | 3.09 | 3.03 | 3.29 | 3.26 | 3.57 | 2.57 | 1.65 | 3.00 | 48 | |
| 2014 | 30 | Connected Worlds | Panel Galaxy | jam | 84 | 3.75 | 3.65 | 4.06 | 3.45 | 3.94 | 3.77 | 3.11 | 3.57 | 48 | |
| 2014 | 29 | Beneath the Surface | Bellhook | compo | 586 | 3.16 | 2.85 | 3.06 | 3.54 | 4.14 | 2.60 | 2.26 | 2.88 | 77 | |
| 2013 | 28 | You Only Get One | Some Day | compo | 296 | 3.26 | 2.75 | 2.62 | 2.79 | 4.07 | 2.43 | 2.32 | 3.07 | 65 | |
| 2013 | 27 | 10 Seconds | The Clocktower | compo | 39 | 3.91 | 3.79 | 3.15 | 3.80 | 4.25 | 3.63 | 2.22 | 3.67 | 61 | |
| 2013 | 26 | Minimalism | Terrible Magical Artist | compo | 644 | 3.09 | 3.03 | 3.21 | 3.63 | 3.76 | 2.77 | 3.24 | 3.04 | 58 |
Jump control felt perfect.
I liked it. I found the tendril reversing in direction at every step to be a little annoying as it made making curves a lot slower than it needed to be, but overall the game's simple and effective.
Thanks to everyone for taking the time play, rate, and share!
I intended for the minimalism to come from a mechanical side with the player having limited resources on their palette, but I can't dispute your opinion if things feel overly complex.
Tozy, I appreciate your opinion and people can see this as whatever they like, but I think to 'gamify' a subjective experience would do little more than arbitrarily hook the player into wasting more time. If the player's getting bored, I don't want them to try and addict them, I want them to stop playing.
Thanks again to everyone for playing.
Also I hate not being able to edit all these typos I'm making.
good fun, good art, good stuff!
An inspiring kind of simplicity, very cool!
This has some great atmosphere. First time I've given a 5 in mood.
The gameplay and aesthetics are perfect in their simplicity. I had a good and chill time playing this.
Really cool style.
A cool concept done well. Nice job.
Super cool, don't even need to say why.
The 'light in the dark' mechanic used very well. Nice job!
Neat. It's cool that you managed to incorporate a weapon mechanic into a puzzle game.
I couldn't win because I kept moving to the beat.
Solid gameplay and finely polished. The two glitch blocks exploding on collision was really interesting. The only thing holding it back for me were the really loose controls.
Quite fun and a fresh idea to boot. Great job.
I'm not familiar enough with the number keys to do this, but the feeling of weakness here coupled with the supporting aesthetic is really novel and probably memorable. I wouldn't want it any slower.
That arm swinging is hardcore. Nice " """"""""game""""""""""""""" " (I hate these quotations).
Solid.
Amusing. I wish the Japanese one were its own fleshed out entry.
lol'd at the end. Ironically, one of the more entertaining submissions while it lasts.
Great atmosphere and humour from the crippled character's perspective.
I find the gameplay and aesthetics really underwhelming. It's a complete package that functions well, but there's not much to think about in-game, and as mentioned above, the colors are either overly saturated or not at all, with no hue-shift in the shading.
I hope this doesn't come off as 'hating' simply because you're Notch, I have a ton of respect for your work.
Good stuff. Everything I could say you'd already expect, so in that sense I'd call it a success.
Everything's great. Wish I could say more.
Great atmosphere, smooth controls, and simple yet fun gameplay. I was expecting the first puzzle to be more generic and straightforward than it ended up being, which was resulted in a nice surprise, and the progression adds a nice flow to things. Not seeing much tie-in to the theme, but probably one of my favorite entries so far, so good job!
I also ran into the bug where you don't respawn, which I believe is caused by dying too quickly after respawning (in Stencyl you can't transition when a transition is already happening).
Well that was novel. One of the more original and accurate takes on the theme.
All the stats and icons made the game look intimidating at first, but what's past that is simple and relaxing. There wasn't much to it, but it has the feel of an idle game with less idle and more input.
Interesting concept. I agree with the difficulty complaints, but rather than making the stages easier I'd prefer if there were a way to toggle between them, lest something be lost in the experience by making things simple.
If anyone is determined to make progress, the dominant strategy for me is to sit still and aim at oncoming asteroids.
Haha, very charming and unique to play.
Wow that's disorienting. I like it.
Plays very nicely, although one room layout was bothersome to me (many single tile platforms in a pit), and I encountered a bug where enemies phased through the wall, halting progress. All-in-all though good work.
The aesthetics are very soothing but the gameplay seems to clash with that some by being so quick. I liked playing this but the harmony isn't quite there.
Quite cool. The way a shape encloses itself the moment you get inside of it felt kind of jarring to me, but the concept was new and enjoyable. Nice work.
Also this totally fits the theme, you're going beneath (or behind) the surface of shapes, which serve as the main obstacle.
Really empty, but I always like the feel of being a ship exploring the depths.
Nice stylization of things. 'Bout all I have to say on that.
Fun while it lasted. I always like seeing such a thorough iteration of mechanics, too bad there's just the one element to it.
This isn't funny my dad died on the Tipanic.
Like what's been said, was very polished and pleasent, and a little disorienting control-wise. Good stuff.
Works well. I'd say it takes just a bit took long for the pace to pick up, things can feel dry early on.
Really liked this. Despite being one of the more high-speed entries I've played it came off as more relaxing. If I had to make a complaint it would be that the arcade-y sound effects don't go well with the serene music, but that's an understandable problem for an LD game.
Quite fun. I find it kind of impossible keeping tabs on how all 4 characters are doing happiness-wise in all of that chaos, but I still had a good time with it.
Oh man I love sandworms. I thought this was quite enjoyable, the simple rules and the way the action picks up consistently make it easy to get into.
Neat. I had to do a double-take on that 'download' page.
The gameplay concept's there but needs some fine-tuning. I was able to get through the game just by holding the mouse button, the motion is really sharp and sensitive, and there's hardly any room to practically avoid the sharks.
Difficulty seems insurmountable without a lot of practice, and the jumping can be inconsistent between the two characters and against walls. I enjoyed it when I wasn't facing those issues though.
I'm not sure I got anything out of it other than a sensory trip, but it was enjoyable if just for that.
That was seriously funny and entertaining to watch play out. I'm not sure the 'game' parts of it added anything, but they didn't hurt either.
Nice. The lesser maneuverability felt like it was holding it back some, but when the action is there it's working well.
Saved my dog. Style reminded me of Katamari.
Unique and aesthetics, but like what they've said, growing the plants can be a tedious process, particularly with moving the yellow bits around.
Feels like quite a complete package. Good stuff.
happy Valentine's day Jussi xoxo
Super smooth. Really nails the excitement of stringing a combo together.
The best.
Thanks for this my noodle feels great now.
this game sucks
I like the player's momentum, and the platforms sliding around really sells it. :]