Mutton Mower by comatomatoes 2014-12-08T08:56:00
Thanks for all the feedback! We've added a simpler first level! =D =D =D =D
Foon → Ludum Dare Explorer → Users → comatomatoes
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | HexaSlime | compo | 605 | 3.35 | 3.07 | 3.45 | 3.11 | 3.26 | |||||
| 2019 | 44 | Your life is currency | 👥 | Atria | jam | 648 | 3.34 | 3.23 | 2.89 | 3.71 | 4.05 | 3.28 | 2.76 | 3.18 | |
| 2018 | 43 | Sacrifices must be made | 👥 | Dragon God Trail: The Card Game | jam | 3.87 | 3.00 | 3.62 | 3.62 | 3.87 | 2.00 | 2.66 | 3.83 | ||
| 2017 | 40 | The more you have, the worse it is | Silicone Dreams | jam | 606 | 3.42 | 3.21 | 3.47 | 3.55 | 3.05 | 2.69 | 4.00 | 2.81 | ||
| 2017 | 38 | A Small World | Group Traffic Control | jam | 425 | 3.30 | 2.68 | 3.75 | 3.75 | 3.70 | 2.95 | 2.27 | 3.27 | ||
| 2016 | 37 | One room | Budget Mortuary | jam | 532 | 3.21 | 3.16 | 3.74 | 3.53 | 3.05 | 3.32 | 3.72 | 3.18 | 32 | |
| 2016 | 36 | Ancient Technology | Any Person's Planet | jam | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | Marimo | jam | 600 | 3.23 | 2.77 | 3.36 | 3.59 | 3.78 | 3.05 | 1.75 | 3.25 | 45 | |
| 2014 | 31 | Entire Game on One Screen | Mutton Mower | jam | 816 | 2.81 | 2.69 | 3.06 | 3.25 | 2.54 | 2.74 | 2.55 | 81 |
Thanks for all the feedback! We've added a simpler first level! =D =D =D =D
Thanks for playing!
@jcmonkey We did have some issues with terrain collision that we didn't fix in time -- we were banking on the reset button carrying us through. =P
@mattlevonian The audio increase was meant to indicate that the ball is absorbing water. The range is admittedly large. I'll clarify the instructions in the description.
@Epicruins195 Thanks for the feedback! =)
Definitely fun at the beginning but it seems to get unmanageable pretty quick. Had some issues with right clicking in the browser -- it kept bringing up a context menu. Very nice aesthetic. Good work!
Very cool concept! I managed to make it all the way through! I was a bit confused about the scoring, but I was still able to make progress. In one sculpture, I got 3% even though I thought it looked reasonably close. In the blobby one I was really sloppy but it still let me pass. XD Nice mix of simplicity and challenge.
Hi Jakatpemadi, Thanks for playing! =) We'll give the anti-spoiler that the items you need to win is randomly generated! =D
The main character's animation looks like its rotoscoped. Super cool! I guess nothing really happens when it gets dark, but the darkening sky definitely made me tense. =)
Awesome entry! Loved the amount of detail, resources, buildings, achievements. I played until I got the victory statue but I didn't get all of the achievements. XD I think it would have been even more awesome if there were more spatial interactions. I just ended up sticking things into one "town" clump and then I colonized two mountains. =P I didn't spend a lot of time exploring the landscape.
Good work. I really enjoyed the music. The sound effects didn't quite fit with the music however. I think designing the campaign map instead of randomizing would have been more effective. I played the campaign several times and lost because my units just happened to be farther away from the tech than the enemy units. It would have been nice to have a clear visual change when tech is consumed. There were times when I didn't know which tech was still available after the board cleared up a bit.
I like that the hit boxes were pretty forgiving. Good artwork. The rotation on the stars was a nice touch.
Good entry! I didn't find increasing the number of cups to be a particularly compelling increase in the game's difficulty. Maybe an interesting variation would be to have the cups move around or rotate?
Good work! It was generally quite clear how to accomplish each task. I was a bit confused on the art task because it was a bit hard to pick up the pigment. I thought I had to drop the hammer first. Use of the particle effects to consistently indicate a hold was good.
Interesting concept. I think balance could be improved. I managed to survive quite long (at least several minutes) without doing anything near the beginning.
Nice entry! I finished the game! I really enjoyed the main character's expression when he pulls the lever. I definitely ran into the getting stuck bug several times. I think the platforms could be separated from the background more. I found it hard to see them sometimes. I think the controls might feel better if the character falls a bit faster.
Good effort! I felt a few balance issues playing this game. The weapons seem a bit weak. I took the time to kill things in the first level, but after dying a few times in the second level, I just ran through it without killing anything. Sometimes the jump button doesn't register properly, which is a bit painful in a platformer. A minor comment is that sometimes the damage animations on the monsters don't activate and I'm not sure if I actually damaged it or not. I think having more frequent checkpoints would be nicer to people who are really bad at platformers (like me). =P
Initially I was a bit skeptical because I didn't really see any mechanical difference between selecting different items. Item uniformity definitely increased the impact of the ending, which I enjoyed =P, but I wonder if it's possible to give a little more direction while still supporting the ending. Good work!
Very cool entry! Clean, consistent visual style. Wonderfully hectic. Things felt a little less stressful when I figured out that incoming calls don't really have a time limit. I never realized I had a secret desire to be a switchboard operator until I played this game. =P
Awesome entry! Had a lot of fun. I think things were reasonably well balanced. I found only 7 recipes but I still managed to win! =D
I was very confused about how to figure out the right thing to say. I tried to mouse over the possibilities and clicking when I heard a pigeon sound, but that didn't seem to work... =(
Solid entry! It's possible that the enemies could use a bit of tweaking. Staring out with the bats might have been better. One issue with the zombies is that they feel a bit non-interactive. Because the character speed is a bit slow, fighting them is mostly a matter of standing there and shooting at them until they die. The bats and the bosses were definitely much more interesting. I found level 5 to be strangely difficult, but everything else wasn't so bad. XD
Definitely a fun concept! However I think there were some major balance issues. Before I gave up, I went through many weeks
(continuing my comment because I accidentally submitted) ... I went through many weeks where people only wanted to receive gold when I didn't have any. The people who were willing to give me gold often wanted gold in exchange for their gold. XD
Solid entry! I only played with the bow and arrow for a while, but it definitely seemed a bit OP as it can just blow through a bunch of enemies from a distance. XD Definitely had fun though. Good work!
Awesome entry! I think the biggest confusion for me was how to think about the plan in relation to where the people are on screen. The need to align the plan with where the people are on the screen seemed way too difficult for me. I would have found it more reasonable if the plan were defined in some kind of absolute time, but I understand that it would make moving the objects less exciting. XD
It seems like the music cuts out at some point and doesn't continue? It felt like the collision with the shield was a little bit strange. Sometimes bullets appeared to bounce multiple times against the shield in short succession. It's an interesting design choice that staying safe and getting a high score have somewhat different strategies. Especially early on, staying away from the bullets allows you to survive, but doesn't really earn any points. Definitely an interesting concept!
Nice idea! There were two minor things that I found a bit confusing. One was that monsters would disappear once a wave ends without you needing to kill them all. The other was that clicking to the left of the character when standing in place does not attack on the left. Good work!
Interesting concept! I was skeptical about the flying cats at first but I found them to be endearing after a little while. I managed to get out of the room and make the sky bright again. =P I didn't really understand when the next layer of walls would disappear, but I just kept watering and waiting. There were some performance issues on Firefox. I had to switch to Chrome.
I enjoyed the introduction and the encouraging audio messages that get played when you collect stars. I didn't quite like the feel of the controls. It felt hard to get the planet to do what I wanted sometimes. The grainy background felt a bit strange. One alternative might be a cloudy nebula sort of look. It's a shame that the black hole was such a fun character, but the player generally doesn't interact with him during the game. =)
Solid entry! I wandered around for a while because I didn't realize you were supposed to keep going up. The progression was pretty good. Because I wandered around for a while on the first level, I didn't need to do direct damage for a while. Once I got to level 3 I suddenly found myself without minions and had to recover. Potion drops were quite generous, I still ended up with more than 10 at the end. =P
You guys did a great job with world-building. I really enjoyed all of the small animations that you put into each scene, such as the flowers swaying in the wind and the rockroach in the store. Your characters were richly developed. One minor gripe is that travel in the world was a little bit tedious. I don't have a suggestion for how to improve it. =)
Hi everyone! Thanks for playing! Yeah, a multiplayer game is a bit tricky. XD
@huvaakoodia Yeah! Keeping the housing option, but having it grayed out is a great suggestion!
@random-storykeeper, One needs to click on the work place in order to collect the money. Otherwise it will just sit there. =P Your feedback on the audio is duly noted. Mmm ... The server assigns teams in an alternating fashion. The larger of the two score indicators in the upper left hand corner indicates your team color. So if you and your friend see a different color as a larger color, then you're on opposite teams. You can just play even if the game is already part way through -- you don't really need to wait for a new game. We were hoping there would be enough of the potential for the game to swing that one still has a fighting chance even if some time has been lost. =)
Solid entry! I definitely had fun playing the game and getting better at it. I think there are some balance issues: most of the time I either had a very firm grip on the situation or it just spiraled out of control. There wasn't really any way to make a come back. A minor UI point is that I would have really liked a health bar on the turrets. Great work! =)
I thought the enemy interaction was interesting! If you were running away from them it was quite a challenge to keep the mouse on the enemy. I think a reallocation of time might make the game feel tighter. It didn't seem like the buildings had any purpose. I think dropping some resources and/or buildings to add some purpose for the building(s) would have been really valuable for the experience. =)
I ran into a UI bug in which the sell button didn't disappear. I tried clicking on it and all of my buildings were sold. XD You definitely constructed an interesting mood. I like how the narrator didn't seem too trustworthy. Having the narrator react to the player preemptively building a fire department was a nice touch. It seemed somewhat easy to win the game -- that's just an observation. Good work! =)
Good job overall! I think there was a reasonable difficulty progression, but I would have liked some kind of power up that would be between the normal firing rate and the lightning firing rate. The lightning firing rate was basically "clear the whole screen" and the normal firing rate felt a bit weak at later stages of the game even with the triple bullet.
I definitely had fun. I felt like the options weren't very balanced and I ended up getting my highest score by just building satellites. =P The updating water on the planet was a nice touch. =)
This game was fun in a sort of chaotic way. XD I found it a bit difficult to control the ship, and as a consequence I didn't feel like I was getting better even after multiple times playing trough.
This game was definitely pretty humorous! =) The worlds felt a bit homogeneous after a while, however. The different descriptions were quite funny the first time through, but after a while they felt a bit too specific and repetitive. Maybe adding more structure to the procedural general would have helped? E.g. have a sentence template with noun positions that can be swapped out.
Cool game! I had a lot of trouble before I figured out that you just basically need to hit the big asteroids. I think the ships are a bit weak as a mechanic in the sense that one can just totally ignore them and still win. In fact, I thought it was easier to win when I ignored the alien ships. One big gripe I have is that the missiles don't explode on collision with enemy ships. This just runs counter to typical shooter convention. =P Solid entry!
I'm also running into a static screen on both Firefox 57.0.1 and Chrome 62.0.3202.94 on Windows. In both browsers I'm getting a "Failed to register service worker" error.
Cool! Reminds me of Katamari Damacy in terms of how the player grows in to a big ball. I only managed to get to 56 pieces. One visual comment I have is that the bullets were visually very similar to the particle effects. Maybe distinguishing them would make the different easier to see for the player. Good work!
I like how sometimes you have to move your mouse really fast to get a green ball tucked into a complex red configuration. I had a situation in which a purple ball was almost right on top of a green ball and it was quite difficult to get. I basically lost in that level I think. Good work!
Solid entry! In a game of this scale, the minigame felt a bit disconnected from the rest of the game. I wonder if a mechanic for getting money that involved the tiles more would be more effective. I eventually understood how the lasers work, but I didn't seem to get the camera rooms to do anything. I thought the visual style was quite consistent and worked well.
Solid entry! I got to 29 gold bags, but then I lost my last dwarf and I didn't have enough money to make another one. =( One graphical comment is that the characters (especially the orcs) are a bit hard to distinguish from the background. I would have liked to either have more influence over the dwarves or have them be a bit smarter. It was frustrating when they went to gold mines far away when there was gold much closer. In general though, good work!
I think I had a lot of difficulty understanding the controls. It seems like the player character is frequently lagging behind the logical position. Also, it seems like clicking on a jewel does not move the character. One has to click on the tile around the character. Once I figured out the controls, I was able to finish the game. =)
Solid entry! I thought this was a good interpretation of the theme. One comment I will make about balance is that it seems like if one pursues the "walk slowly" strategy, a large portion of the screen is blank. I feels like you're just playing in a very small space. Maybe it would be possible to give some other kind of advantage to keeping the light small. I think allowing some visibility of the Stalkers even with minimum light was good. I found that I ended up getting forced into a "run fast" strategy whenever I ran into squids. Good work! (I did manage to win after I wrote this review. XD)
I'm pretty bad at platformers so I found the jumping particularly difficult. I also didn't quite understand the purpose of the lymphatic blocks since they behaved like open space. Maybe making them subtly different would be interesting? E.g. What if it's possible to walk across the lymph blocks, but not land on them from a jump?
I thought the difficulty curve was pretty steep. I think I would have really enjoyed a shallower curve with the game being a bit harder at the beginning. Great visual style! =)
Solid entry! I managed to get max levels in all the of the skills! I thought the stealing was pretty relaxed. It was always possible to get away in time. Also, having different levels is nice, but since they were not substantially different, I stuck to the mansion for basically the entire game. Good work!
Amazing execution. I only had one gripe about the visuals: the floating text. Music was great. On the other hand, I found the game play really unforgiving. I could only sometimes get past the first turn on the second level and I just couldn't get past the second turn on the first level. I would have enjoyed the game a lot more if the turns could be completed more softly.
Good mood! What I found difficult to understand was the conditions under which the guards would react to your yoinks. Yoinking the upper left painting on first floor seemed to always trigger the guards but other paintings did not.
Great mood! I even felt a bit nervous when the storm started. I really appreciated the opportunity to talk to the sea creatures. They gave me much needed encouragement. I have one nit about the controls. When I swam into a raft, I couldn't swim along the side, but had to swim directly away from it to not be stuck.
I found myself eagerly anticipating my next attack due to how the screen shook with every stab. The blood spatters sticking around was a nice touch. I think one easy way to make it a bit more exciting would be to increase the walk speed of characters. Good work!
Awesome work! Nice, consistent graphics and audio. I enjoyed becoming a larger skeleton as I collected more gold. Just a couple small nits. I didn't find the landmines very useful and sometimes clicking on the upgrade button didn't upgrade my turrets. Also, I think a small amount of flavor text to give more context would have been good.
Cool game! Nice graphics! I thought the taser was a bit hard to use because the hit box was so small and off to one side. I thought the gunshot sound was really loud and I had to turn my volume close to zero. The simple enemy path finding affected my immersion a bit. The enemies just kept running into walls. The memory disks were fun surprises!
Nice! I managed to get to day 15 on easy mode. I liked how the city in the background expands as time progresses. You had a good variety of enemies and defenses. I think it might be interesting to add some kind of asymmetry to the playing field. I ended up just trying to set up the same defenses on the left as on the right.
Nice pixel art! I couldn't figure out how to attack the enemies. As a consequence of this and the fact that the player's speed is slower than that of the enemies near hearts, I didn't have much success.
I'm not sure if this was intended, but I managed to get to the end without making a second camp. Nice graphics!
Cool entry! In case you're still wondering, the last level is possible! =)
Hey @ivn, I think I'm connected to you. Try clicking start to play! =)
@bradcode Thanks for playing! Let me know if you'd be up for a game sometime. I think the digital medium makes it easier for us to experiment with rules that require more book keeping, but a physical board could work! I've found that it is still important to spread out your blobs, but you just need to make sure your existing blobs have enough health to survive the expansion. =)
Nice graphics! I enjoyed the barrel roll, but I found myself accidentally doing it when I wanted to turn sometimes. I noticed that I could still win even if I lost both nests as long as I didn't die twice.
Nice entry! I found that my flock tended to stick to the side, which made things harder. Maybe this was my fault. I felt the firing snapping to fixed angles was difficult for me, but I don't have good suggestions about how I would change it given the pixel art style.
Great graphics and mood! Overall, I really enjoyed the experience, but I just have some suggestions if you were to develop this further. I generally felt more stressed than I would have liked in my playthroughs. I think a more clear indicator about the level of the fire would have helped. Alternatively, maybe there could be some kind of pause in the gameplay for the player to learn more about the mechanics. I saw at least three different kinds of enemies, a bunch of locked blocks, and interesting ore, but I just felt constantly stressed out about wood and I felt like i didn't have enough time to experiment with crafting beyond the initial tools.
Nice graphics! It didn't seem like there was a win state? It would have been nice to congratulate the user on mastery of the information in the game.
I ran into a crash on the web version, but its an obfuscated stack trace. To reproduce, click on the book twice and click on the left arrow. Error: unable to convert undefined to a number -------------------------------------------------------------------- function _Zx1("unable to convert undefined to a number") function yyGetReal([undefined]) function yyGetInt32([undefined]) function _h11([undefined]) function _my([instance], [instance]) function(2048, 0, [instance], [instance]) function(2048, 0, [instance], [instance])
Great entry! This game was very well balanced. I think a little bit more tutorial would have been better, but it was reasonably easy to understand.
Really fun! I appreciate the tutorial. It made getting into the game easy.