RGB - Beneath the Surface by pixelpun 2014-04-30T12:14:00
Incredibly pretty.
Didn't hear any sound, but could really have done with some (or some other extra feedback) to help flag to the player that they've done something that made a difference.
Foon → Ludum Dare Explorer → Users → Colthor
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Super Velociraptor Party | compo | 667 | 2.59 | 2.50 | 2.61 | 3.11 | 2.31 | 3.40 | 2.57 | |||
| 2015 | 33 | You are the Monster | Dienasties | compo | 752 | 2.78 | 2.50 | 3.54 | 2.32 | 2.54 | 2.25 | 2.67 | 50 | ||
| 2014 | 30 | Connected Worlds | Disconnect | compo | 269 | 3.50 | 3.37 | 4.21 | 3.45 | 3.20 | 2.28 | 2.67 | 2.83 | 53 | |
| 2014 | 29 | Beneath the Surface | Revenge of the Fish | compo | 640 | 3.10 | 2.90 | 3.10 | 3.07 | 2.90 | 2.35 | 2.88 | 2.65 | 53 |
Incredibly pretty.
Didn't hear any sound, but could really have done with some (or some other extra feedback) to help flag to the player that they've done something that made a difference.
Made me grin. Amazing what you got done in 48 hours - and all of it really well.
It would be easier to play if all the files were in a single archive.
Man, jellyfish steward bars.
Had fun and made me laugh, good job :)
Still not shared, I'm afraid.
The Great War.
I think the silence suits it.
I really liked this. Not sure if enemy ships wandering/being lured into mines is deliberate, but it is fun.
The sound effects are really sinister.
Once I discovered you could jump again before landing the game became merely incredibly difficult, rather than impossible ;)
With a bit of fine-tuning it would be a fun short-burst game. Perfect for the platform.
Enjoyed the game. Liked the music Would be nice if the Game Over screen showed your score.
Controls work well, but suffer from the physical key layout (if only everything had a numpad!).
Mmm, I think it suffers from only being tested by the person who's been playing it constantly all weekend.
Thank you for all the comments, and I'm glad not everybody was put off by the Asteroids-style controls!
I really like the particle effects, especially the raindrops. The grave spatter is a good trick, too.
Very funny. Love the bullet-time effect :)
A cool thing about Angelina's games is trying to understand how it got from the theme to the result, despite knowing there must be a logical chain in there somewhere :)
Looking forward to when you get Mechanic Miner working in Unity!
You need the Visual Studio 2013 (x86) runtimes installed. You can get them from here:
http://www.microsoft.com/en-gb/download/details.aspx?id=40784
Probably best to remove msvcr120.dll from the archive; if it's not installed properly it won't help.
The game's a good piece of work. The portal is impressive. But I couldn't figure out the puzzle at all.
The movement controls need more feedback and instruction - it was hard to see that they were having any effect at all, never mind what it might be in advance.
Fun space shooter. I like the drone behaviour.
I think there might be a couple of bugs when you die and respawn - first time you're killed it takes loads of laser hits, but from then on only one. Also the speedo seems to stop working.
I'm glad so many people have enjoyed this. Thank you, all :)
Nice idea. Took a while to figure out aligning the dots. Even then it felt like I had too many spinning plates to look after, and that the game would upset them all for no reason.
Great, responsive controls. Clear, bright, readable graphics. And I really like the shoot wall -> generate baddies -> hit other baddies -> profit mechanic.
Isn't running for me in FireFox or IE11 - just getting an empty rectangle.
IE's console gives an "InvalidStateError" at audio.js line 40, and a bunch of "AUDIO/VIDEO: Unknown MIME type" errors, if that helps.
Great idea and really pretty!
A Unity plugin or native download version would be great though - it was really stuttery in my FireFox, there was no sound, and it didn't register keyboard controls until I fullscreened it.
I really like the reversing of the usual puzzle game requirement for efficiency.
I've added a little more information above, and an annotated screenshot which should hopefully make the UI easier to understand.
Hmm, sounds like I should explicitly explain how combat and morale work - I thought they were intuitive enough from the description/theme of the game (alas, no time in a jam to get fresh eyes telling me it's nonsense!).
When one castle attacks another, the strongest wins. Strength is just troops * morale. Bigger castle sprites are stronger than smaller ones, so will always win in a fight.
The loser's character and all their troops are killed. The winner loses troops according to the loser's strength and their own morale (specifically troops lost = loser_troops * loser_morale/winner_morale).
If the attacker (ie. player) wins, and they have a family member without a castle, that family member gets given the castle and its troops are reinforced - that's how you get more power to continue conquering. If there are no unlanded family members remaining, the castle is left abandoned.
Morale depends on what family members a character has lost; losing a spouse drops it by 50%, a child by 35% and a sibling by 20%. Losing a parent doesn't affect morale - just think of the inheritance!
Note that your family suffer exactly the same morale penalties, so be careful who you get killed weakening a tough enemy.
I hope that helps people get a bit more fun out of the game!
Hahaha :D
This feels like the beginnings of a cool "artificial life" mechanic.
No joy here (Win7 64-bit), sorry. Tried probably a dozen times.
Crashes after opening both the console window and what'd probably be the graphics window. No exception or anything, but "problem details" includes "Fault Module Name: SDL2.dll" if that helps.
Advice to just keep trying a game called futility is amusing though ;)
Amazing job in a weekend! Other tactical combat games have worked similarly, but I've never seen a base-buildy game do something like this and it was nice to have time to think for a change :)
Great work! On the web build, the sound seemed very quiet on my machine (barely audible at 100% volume), and the edges were cropped off until I toggled fullscreen (initially I was confused at the lack of a HUD, but there it was after all :) ). You can set up the screen size on its itch.io page. But I had fun, and it ran astonishingly smoothly on integrated graphics.
@DigNZ Thanks :)
@jshaffer94247 In the menu, up and down arrows move the selection, and spacebar selects it. Elsewhere, it's just up and down arrows to rotate (in hopefully intuitive directions, but if you've never played a similar type of game it might feel backwards).
@Andreadbx Difficulty is always a tricky one with jam games. After spending a weekend fighting a variably broken mess, the last minute change making it borderline playable suddenly makes it seem super easy *to the person who knows everything about how it works* 😄
@been The terrain wraps, and there are no other objectives other than "landing" once you're done.
I think the raptor is having enough fun anyway :)
@YuKey0 Thanks :) In case you've never heard of it before, Fizz Buzz is a number game: https://en.wikipedia.org/wiki/Fizz_buzz