Foon → Ludum Dare Explorer → Users → conk
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | BANG | jam | 4.00 | 3.50 | 4.50 | 5.00 | 4.00 | 3.50 | 4.50 | 5.00 | |||
| 2019 | 45 | Start with nothing | Area 45 | jam | 718 | 3.28 | 2.97 | 2.71 | 2.33 | 3.79 | 2.76 | 3.88 | 2.91 | ||
| 2019 | 44 | Your life is currency | Umbra | jam | 931 | 3.00 | 2.70 | 2.26 | 1.94 | 4.04 | 3.12 | 2.31 | 2.92 | ||
| 2018 | 43 | Sacrifices must be made | ASTERION | compo | 173 | 3.59 | 3.41 | 3.09 | 2.97 | 3.92 | 3.68 | 2.69 | 3.34 | ||
| 2018 | 42 | Running out of space | Obey | compo | 684 | 2.61 | 2.57 | 2.87 | 3.25 | 3.80 | 2.42 | 2.67 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Wasted Warlocks | jam | 1170 | 2.50 | 2.20 | 2.85 | 2.95 | 3.87 | 3.37 | 2.55 | 3.30 | ||
| 2017 | 40 | The more you have, the worse it is | Tail | compo | 123 | 3.76 | 3.58 | 3.47 | 3.63 | 4.19 | 3.84 | 2.17 | 3.84 | ||
| 2017 | 39 | Running out of Power | Zest & Goop | jam | 195 | 3.71 | 3.51 | 3.40 | 3.82 | 4.40 | 3.34 | 2.07 | 3.12 | ||
| 2017 | 38 | A Small World | Planet Heist | compo | 77 | 3.85 | 3.75 | 3.61 | 2.90 | 4.09 | 3.68 | 3.30 | 3.70 | ||
| 2016 | 37 | One room | Abominable | jam | 797 | 2.78 | 2.28 | 2.22 | 1.83 | 4.00 | 3.33 | 2.19 | 3.28 | 28 | |
| 2016 | 36 | Ancient Technology | Mik N Odi | compo | |||||||||||
| 2016 | 35 | Shapeshift | Porknight | compo | 112 | 3.74 | 3.43 | 3.13 | 2.86 | 4.28 | 3.64 | 3.57 | 3.47 | 49 | |
| 2015 | 34 | Two Button Controls / Growing | Super 'Christmas Tree' Tycoon | compo | 345 | 3.40 | 2.92 | 3.46 | 3.92 | 3.36 | 3.61 | 3.56 | 3.52 | 50 | |
| 2015 | 33 | You are the Monster | Eat Sheep & Die | compo | 128 | 3.68 | 3.74 | 3.53 | 4.05 | 4.11 | 3.55 | 3.56 | 3.50 | 57 | |
| 2015 | 32 | An Unconventional Weapon | Extinguished | compo | 536 | 3.19 | 2.79 | 2.56 | 3.08 | 4.31 | 2.23 | 3.33 | 47 | ||
| 2014 | 31 | Entire Game on One Screen | RGB | compo | 73 | 3.82 | 4.00 | 3.57 | 3.94 | 3.49 | 3.61 | 2.58 | 3.27 | 65 | |
| 2014 | 30 | Connected Worlds | Courier | compo | 297 | 3.47 | 3.30 | 2.59 | 2.90 | 4.22 | 3.74 | 2.22 | 4.00 | 60 |
Awesome art! Game would be really good if extended.
Pretty cool idea, I found using links on themselves solves the level when stuck, and if you do that you can't get them back, I think. I dunno, it is a cool puzzle though (: good job
Nice length, didn't finish it though, got stuck using the grapple, quite hard to control (plus, with the controls, I either open the file menu or turn on sticky keys :/ that's jump and grapple). I feel the background makes the art look quite poor, if you kept the same style, would've looked a lot better. Good job though!
What you end up doing is pretty funny, good ending too :P good job.
Awesome, great physics and really good use of the theme!
Wow, I didn't expect to find such a well crafted story! I would play that again! (I assume there are multiple endings)
I spammed volcanoes and everything died ): not sure how to bring that back :P it is an interesting concept! Well done.
Quite complicated, I was nearly turning a profit until I hit escape >.< its complexity is very impressive given the time frame, well done!
The last level was tedious, but I always enjoy a good challenge, there was a bit of fps fluctuations, but other than that, good job (:
@yodamaster - as someone else who made only a windows game, you have to put a link in the web option unfortunately.
It's a shame your first games failed, not the end of the world though :P I managed to break 1000 on sp, went back to 0 :P aaand you may have problem with the .exe, chrome likes to assume all .exe are malware.
That was really cool, might make more sense with shapes, I did find myself guessing rather than solving. I liked the humor, when none of the numbers were green... good one.
Really cool, a bit too hard for me to complete though :P good job!
At first, it seemed really tedious, 2 hours later however, I don't want to stop playing... Out of the hundreds of space games made in the comp, this is gotta be my favorite.
I would say maybe making it more obvious with how fast the ships going would be handy.
I'm a boss! Really cool idea, 5 for innovation (:
Only 38 deaths! Cool game, was a little tedious at times, but pretty solid, awesome graphics too!
That was a challenge, and I'm impressed with it's length, really good job!
Really love the silhouette style, I use it all the time (: The mood and humor were a nice subtle addition and the length was really nice, fantastic job!
Quite hard, not entirely sure how to finish a level, did excavated mean complete? I don't know how I did that if so. Was very fun and looks awesome, love the style.
It was a cool concept, if you expand it, i'd play it! The art does seem a little vague (took me a while to realise gold wasn't crops for farm) however it fitted well together. The audio I ended up muting, it fitted nicely, but after long periods it got really annoying.
Randomly generated worlds caused a lot of bugs, but you did mention it was a little buggy (: good job.
329! On fast mode, that's gotta be a world record or something. So fun! Everything is really well polished, I loved the physics.
Nice twist, playing pong in reverse is harder than I would've though. Audio is really good, mixed with those creepy reassuring faces, builds good mood (:
Graphics are superb! I feel the character movement is way too clunky and it makes the game play too frustrating, get stuck often too. Other than that, solid effort.
Really nice idea with good art and quite comical, I felt the spikes had a slightly too big collision, but regardless, I got to the end! Good job (:
Those last two hurt my brain, it ended up being mostly trial and error, but it was fun and I won! Yeah. Cool game (:
Damn, that was so good! Really fun, really challenging. Managed to get to 8760, love the upgrade system, the game would be awesome if expanded upon, amazing visuals too!
A lot of picking up card keys, but it got me exploring every room. All it needed is a few more types of interaction and maybe placing the words of thoughts somewhere other than where the things you pickup/interact with appear, as I missed a few things from overlapping. Really solid mood though, the ghost thing in storage made me jump, love the art too (:
Loving the music! Game was a little too simple, visuals were interesting, made seeing walls difficult, which made it harder...
229... Gotta say I was hoping for a boss at the end ): Really good game, love the style, awesome work (:
Love the particle effects and burying my self in the rubble, really solid game (:
The light was a bit awkward to start with, but I got use to having to move mouse as I move around. The combat was real cool, very tense, especially when those rats were coming for you. I'd say I missed quite a bit of dialogue as it seemed to come when something attacked me, other than that, very strong game, had a lot of fun playing it. Mood was good too, nice audio and effects.
Really good use of theme, jumping seemed a little pointless, overall quite fun although re-sizing the window was a little annoying at times as I'd often miss.
That's a really good idea, managed to get 18, the boats tend to stack up outside the triangle quickly, multitasking the boats was really fun. Not sure if this was happening, but if the boats moved at different speeds it would be easy to tell when two are about to crash, it seemed to vary too much though.
Fun and quite humorous!
Got 370! Digging the animations, they're pretty sweet.
Really good idea, the low poly world is really nicely done (: Funny as well, ticking all the boxes!
There's no audio rating, I would've given that quite a bit, it really helped set the mood. It got really tense towards the end, turned the tv off at 5 minute mark, I assume the night is longer... great game (:
2,716,846 - Really cool idea, but I found by moving my mouse in circles like a crazy man the game is really easy (compared to looking for the right blocks) I dunno if that was a feature :P But really fun, awesome visuals. Well done (:
Really like the idea, had me playing for so long the music really started to annoy me (: so that's good. Some points though, 0 looked more like an 8, must be the font, but it confused me... Enemies would destroy me as soon as I entered the room, which is really annoying, they'd also get stuck on a door, making that door impossible to leave through without taking damage. There was something else, but I can't remember.
Oh, I won too, took me ages. I did however resort to flipping between 2 rooms as some of the skinnier rooms were just impossible to get through.
I had a few crashes when the monsters fell off the edge, but other than that, really cool! I love the art! reminded me of retro tomb raider (minus the sprites obv)
Art is scarily similar to mine, but it's simple black enemies and coloured players, not much you can do there :P Really fun, got 4000 before being completely over run!
Very odd, the FPS dropped when I was on my phone, not sure if a feature :P The snow - fantastic! I must have spent several minutes just head butting the snow, or was is polystyrene? You might want to randomize it on the y (z?) axis too, so it doesn't fall in lines :P
I deleted everything on the phone and a boulder fell on me. Pretty cool game! Well done.
18100, got cornered ):
Nice game, it would have benefited a lot from different types of attacks and different enemies, good job :D
The art is fantastic! Really impressed, when seeing the pictures over the weekend, I was unsure how it would work on just one screen, but it did, really well.
I can't get the first ending though, that thing is damn creepy! And bullet proof.
I did climb out the roof and into the sky. That was funny.
Fun, nice audio and cool graphics, love the animations! Got like, 50 on each level, lots of rapid fire.
Absolutely fantastic! Managed 49/60 Candles. Game is pretty much perfect all around, the mirrors are just super awesome. Going to be hard to beat.
Very good overall, lots of the items I needed sometimes seem to spawn outside the room, which was annoying, but other than that, awesome game!
What Zeriv said, the weapon definitely seemed a little bland, adding different chords or notes and playing after the other would've been really cool, loved the pixel art, trees were really cool.
It's a shame the ball didn't kill me, but other than that, definitely got yourself a winner here, this is so freaking awesome.
Excellent! I much prefer this to your last one, very well balanced considering (wave 21 though... triple rock combo) and overall really good.
The audio sometimes glitches and all I could here was buzzing, which was creepy, but not game breaking.
@Tijn Unfortunately I can only export on mac with a mac, it has always baffled me why apple lock down mac so much. I did try to do an HTML5 build, but it was a no go ): I'll make a video :P
Cheers :D I had a plan for some story based voice overs and more game play, but yeah... spent too much time on art.
Really fun, I think I played impossible mode for too long.
Very difficult, if the enemies did slightly less damage, the lack of checkpoints wouldn't be an issue, I died right near the end. Overall, very well rounded, good job!
Very nice! Really liked the terrain and although the first play through is relaxing and a little slow, once you have score to upgrade speed, it got really fun!
Brilliant! I finished with 877 points and it took me 8 years, very cool mechanic I've not seen before, audio was also fantastic!
I eventually bested Mordrax with many 3 letter fire words! A good twist on the typical word search, I liked it :D Music got annoying after a bit, but it was a nice piece, fitted very well.
Loved it! Simple but effective, really enjoyed the weapon choice too.
Really nice art and a cool concept, there was an issue with the mouse, but I'm sure you know about it.
Crashing for me too, I have the gpu ram too, maybe put up a video? I'd love to see the gameplay.
I managed to complete it! The controls did make it quite difficult, I also never read the description, the grass just looked like a background so it took me a while :P
Brilliant, the lack of sleep was worth it. I tried to get metal armour, it took me so long I maxed out everything else, but I know you're aware of the pacing issues ;P Best I've played so far!
Very impressed with how much you got done, it's really good! My only complaint would be the controls and lack of full screen, although once you get playing the controls get a little easier, but not good to begin with, buttons would be nice :P
I really enjoyed it! Was a little confusing on how to avoid taking damage, I also found holding the tentacle straight and just smashing from side to side worked really well.
Very cool, the time was a bit annoying, I'm very indecisive and never had time to kill anyone ): Graphics and audio really solid (:
This is amazing! really fun and brilliant art!
Awesome idea! With a few more mechanics and less cubey art this could be a really good puzzler!
Cheers (: You did indeed find a big one and another! The wool is suppose to get removed when you take damage ( I also planned for a shearing minigame but didn't have the time) I'll re upload a fixed version so you can't get easy points!
Thanks again!
@DragonGino, there is definitely music and sound, 'M' (or 'X' on controller) will mute all sounds, so maybe you hit that by accident. Cheers for playing everyone!
Very funny, not sure why I shot them to begin with, I guess I am a monster. Why have you opted out of graphics?
Love the art style! What's with all the slimes? I just stared at the bear and quit, I'm no monster :P I mean if anything, I should be killing her family, not her, then we'd be even.
Anyway, good job!
It never seemed to get harder, but other than that I really enjoyed it (:
Distance and hp don't reset after game over which makes playing it again very hard :P I did enjoy the hailstorm of spears though, intense :P
I was toying with a similar idea but went for something different in the end, it works really well. A few levels were a little tedious but a part from that, overall really nice!
AWESOME! The feeling of accomplishment after that last level was intense, amazing design with the different surfaces, really made for some good levels. Brilliant!
Very good! I feel like I even learnt a bit of Morse code! I like how the codes are randomized, but my first time I got CC for water restocking, that took me like, 3 minutes to do correct, but it was good practice! Very good use of theme too.
@speciesUnknown That's because I ran out of time, there were just too many features
@MorganLeFay Yeah, the game suffers from a large amount of unfinished features. The messaging system was going to make the door system a bit more complex, making sure you don't answer the door to a cop, build up trust and such.
Fantastic! I would've liked the option to kill the travelers, destroyed all my food! Overall fantastic, an interesting take on gamepaly
Lots of levels, I liked the challenge and the variety, the walk animation is very odd, the legs look too tiny. I also found changing direction too quickly would drop coins, not sure if a feature.
What a great idea! I didn't totally have a similar idea ;) Hahah
Quite buggy, an ability to restart the level would be nice when it becomes impossible, art and music work really well!
Good job! The combat was lacking a bit as you said, maybe make each element have it's own ability could spice things up a bit, it was also really easy, health bars on the enemies would also help know the player is doing damage.
Fantastic! Thoroughly enjoyed everything about it, reminds me of Devil Daggers, very cool style. I did get stuck on the final level, I swear one of the doors didn't open and I had to restart the level, but I'm not 100% I wasn't just being dumb.
I got 1755 with triangle, I may have encountered a bug... Either way, really good, circle was a bit tedious to play as but the others were really fun.
Love the transforming! Controls are a little hard to grasp, and the static background made judging speed quite difficult, a part from that though, amazing work!
I must've been playing for almost half an hour, I don't know why, but it was fun!
Very good idea, managed to get 142, some obvious bugs but still really fun! I'd probably opt out of audio if you didn't create it yourself.
Fantastic! I felt it was leading up to a really difficult level, which it has plenty of potential for, really looking forward to a longer version, good job!
For some reason when I played it was painfully slow, like 20 seconds took almost a minute, must of been a glitch with the web version possibly? Anyway, nice game!
I'm here to brag about beating arena mode.
bragbragbragbrag... Anyway, awesome art, amazed at how much you all got done! There some annoying balancing issues (like the birds having better range and damage over the boars) but I guess that's inevitable with a games jam game :P
Awesome! Took me a couple of tries to beat it, felt a little too random and quite luck based, but I could be wrong, the clip clop was getting to me.
I knocked out everyone, no regrets.
really like the idea, swapping between parts needs a bit of refining, using my mouse to click the buttons was quite tedious. Really like what you made of the theme (:
I like the concept but certainly a bit too much for a games jam.
Controls were a little clunky, feedback wasn't great when chopping wood/sticks.
Graphically there was no consistency and scale was bad (giant spiders) I understand using other peoples assets in a games jam but when the style of assets (realistic trees mixed with spiders drawn on a plane) are so jarring it makes everything feel less polished, just advice for the future.
Good attempt though (:
I got lost, game wouldn't let me use the rope on myself, the field to the north seemed rather pointless, I like the idea though, fits well with he theme!
Yep, just what I expected form you (: Literally took me a good hour or so, your games are always so long for the time frame! The only thing that annoyed me was the platforms that can be pushed into unsolvable solutions (the last puzzle being the worst for this) and having to jump to my death. Obviously this makes the puzzle harder, but it already has a perfect mix of mind bending puzzle and skillful platforming, the added annoyance isn't necessary.
If I could give you 5 stars, I would!
Love the style of the graphics, the normal maps are great! Shame about the lack of ideas, this got me too ): the web version for me was also very broken and a 40mb download for such a small game (I mean, any LD game shouldn't go over 10mb really) was odd.
Nice use of theme, was hoping for a retro game at the end (unless I failed?) But I guess that would've been pushing it for time ;P
Good graphics too, nice and consistent (:
A little confusing, but I see you had troubles with the final build. Art was nice although the beams didn't look overly beamy :P
Managed to complete it however there wasn't much feedback from recording. The idea is cool but a little short. Art would be better if the style was consistent. Audio really good, helped build atmosphere.
Fantastic! The jumping woosh thing seemed a little pointless at first, but as the puzzles got larger it really messes with your mind while you're trying to solve it, worked really nice.
I did get stuck on a few islands but that's expected, it was kind of funny testing which islands you can get too to end up just floating past them, comical.
Loved the style too, very consistent (:
Very good, story/mood was fantastic and quite long too! The art was great and consistent although the walk anim seemed like he was shuffling at high speed which looked like gliding, but that's a very small detail. The TV scene was fantastic. Audio as well was superb.
That's very true, I guess the weekend had got to me at the time and I wasn't feeling overly positive, cheers for the positivity (:
Solid game, the puzzles seemed a little too vague without any sort of hints (at least for the 3 button puzzle). I liked the art style, nice and consistent and the sliders were nice, audio worked well too, but you opted out of that, so I guess that's not yours :P
Awesome! I loved it all except the ability to lose your progress, sending you back to the beginning seems a little harsh and it's rather disappointing as I was hoping to complete it. But that's a very minor complaint! Thoroughly enjoyed playing it and it was all around really solid, consistent simple graphics and straightforward mechanics.
Nice game! A health bar on the boss and a skip to the wait time would've been nice, but not overly important.
I like the concept and the puzzle aspects but felt executing commands with the result being a code that was quite vague a little bit too tedious. However, the engine sound turning on is a good use of feedback. Not much art but very consistent. Solid overall, good job (:
If you change out the installer for a single run-time exe I'll give it a play.
Amazing game :grin: Certainly one of the best puzzle games this comp, so simple yet so good.
I liked it, left it for a while and managed to get a tonne of credits :P Only issues I had was the colonising got more expensive the more planets which didn't make too much sense other than making the game take longer. Hitting 0 twice made you get to the quit menu which was annoying as I got to that menu a lot by accidentally spamming 0 ): thankfully 0 isn't quit, haha
Interesting idea, the game lacks feedback though, if you had the amount of animals increase as the pop went up that would help a lot. This would help when animals started dying too. Also seasonal changes with the background would help show that time is passing.
That was fun, a nice bullet hell, could've been a bit harder though :P My only issues were that the game lagged every time an enemy died which was a bit distracting and fighting enemies near room borders was tedious. Perhaps fewer particles on enemy death (unless the delay is on purpose) and have the camera permanently follow the player. I enjoyed the length and the enemy/gun diversity and the overall polish of the game was fantastic, great job!
Cheers everyone for the great feedback!
@samlo - Yes, there is a way to predict where enemies go, it may require some knowledge of their previous move though, but the patterns are relatively simple.
@technonugget - I agree, they do jump a bit erratically, I had intended to add a smooth transition with animations at the end, but ran out of time. I also think if things did move to position, it would be weird that the player isn't spotted during the transition. Yes, I did put the planet in to badly appeal to the theme, it felt better than not trying at all :P
@flaterectomy - Cheers for your feedback. I agree about adding a bit more info on the cameras/lasers. When they light up that means they're about to move, but that's only useful if you know which way they faced before they moved, certainly if I were to do it again, I'd have given them an arrow. I'm more of a pixel purest, I don't mind AA when working with vectors but I like solid pixel colour :P
True, the music loop is short, I've never been great at making long music.
At first I was very confused. But then I couldn't stop and I was getting angry with my cars for changing jobs on the other side of town then built them a road. 10/10 would commute again.
Awesome! It always impresses me how your games are always so easy to spend almost an hour playing without realising, the motion on screen is always fantastic too! It's quite difficult, but challenge is welcome (:
The game looks amazing, the use of visual effects really works with the vibrant ambient lighting and the weird shapes of the environment. The gameplay was a little lacking for me though, the movement was easy to get use to, but I ended up stuck in a maze somehow and it took me a few minutes before I realised the walls were moving, perhaps a sound when things changed would've helped alleviate this. Anyway, top notch, really enjoyed it (minus the maze part :P although the maze from a distance looks AWESOME!)
Played that way longer than I was expecting too! Mechanics are really fun and engaging and the difficulty is very well balanced, found my self using the gravity to bend bullets around corners to get annoying enemies, absolutely fantastic! Graphics are simple but get the job done and the controls could be a little better, took a few plays before getting the movement + jumping down. Perhaps making jump space bar instead would've stopped me from shooting by accident, might just be me though!
Overall a brilliant game! Well done (:
Watched you make this over the compo, you've added some cool additional features post-jam, although they're not part of the final entry, it shows how complex this game could get! It was very entertaining to see it played by so many people and the concept works so great, reminiscent of twitch plays pokemon and everything that that spawned. Great job!
Graphics are awesome! The colours and style (par the character portraits, which are fantastic, just a different style) work really well together. The audio is also great setting a good mood for a bar environment. The gameplay at the start wasn't well directed, the stars on the interact-able objects helped a bit, the multiple pumps also confused me as I was only able to make a single drink, not sure if that is a bug or not. As others have stated, after failing once you need to restart the game to play again, not a massive issue but a bit annoying. Overall an incredibly polished game, simplicity would work well for mobile and as others said, a few minigame type events would really be amazing!
That was intense. At first I lost as it wasn't too obvious which way the enemies would attack from (I didn't see the sign) and thus died very quickly. The second time I didn't realise there were 2 signs and thus failed again as I left one side untended. The third time I beat the game, it was intense, there was a lot of information to watch out for before a wave.
The perspective, although may not work any other way, felt very awkward, made my neck ache just thinking about it. It was challenging until I realised if you place multi shot towers everywhere, you win. I must say I had a lot of fun towards the end and it is certainly a great use of theme and a nice twist on tower defence games.
This is great! As others have stated, with a few more buildings this would increase the difficulty and fun quite a bit, but it works fine without them. Everything is really solid, it's a good interpretation of the theme and the game-play is quite different. The audio was good but the farm noises got a bit annoying after a while.
The only thing I can think to improve the play-ability of the game would be to add an indicator on the HUD to show exactly how many cities there are. The landmarks were cool but it was hard to keep track of them all when trying to shift resources around.
Overall, really enjoyed it, good job :grin:
Although my pc died while playing (faulty graphics card, it was old :worried:) I had a good time! I liked the speed up feature, but I feel the fact that I felt the need to use it means the game is potentially too easy. There are a lot of levels and upgrades which is great, but the art style is a little inconsistent. This is mostly due to the background paths, if these where slightly smoother and uniform they would've fitted better.
Awesome! Pretty solid all around, very fun :grin:. The only issue with the game-play was that it was a little too easy and the fire and normal acorns seemed the same (they both 1 hit enemies). There was a lot of audio, which is fantastic, but the levels were a little odd (could barley here acorn pickup sound) and the drums on the quieter track were a bit fast :P The art was solid, but the texture on the grass clashed with the simplistic style of the rest. The enemies were also quite hard to make out as they blended into the background as they were the same colours. Great job!
The visuals and audio are amazing, the style and simplicity of it all is just absolutely perfect. The gameplay I really couldn't get into though, the camera is so low down it's hard to see what I'm trying to dodge, and the lock-on system didn't feel very fun for me. Perhaps an additional weapon that is weaker but has a constant stream of bullets may solve that.
This is fantastic! Simplistic mechanics with a simple art style and it's 3d, which is always impressive for LD. Everything works really well, my only issues are the difficulty (it's a bit too easy) and the camera angle could be slightly more above the player so you can see what's landing around you a little better.
I can see this working as a mobile game using motion controls, all it needs is a few more simple mechanics that increase the difficulty and you got yourself a real solid game :grin:
One of the best games I've played for this LD.
The battle system and the crafting system are really cool and I had a lot of fun figuring all that out. The audio and graphics really pull it together, it has a great level of polish.
My first issue with the game was exploring, at first it was alright, but movement speed is so slow that it starts to feel quite boring. I also managed to craft myself into a corner, I ran out of junk to make any skulls with so I couldn't fight the final boss :disappointed:, but I guess I got a bit a head of myself by crafting a red gem :stuck_out_tongue:
Anyway, fantastic game!
Not bad, I liked the graphics and concept, but once I had finally got the resources I had to spam D for a few minutes to get a survivor to the boat so I could win, was a little tedious. After building a hut I realised the point of it (more survivors) but the fire seemed like a waste of resource, did it do anything? Same with the tidal wave, not sure of its purpose. Good job (:
Awesome! At first it was rather confusing and I kept making the cities way too big, but once I got the hang of how to keep a city stable it got real interesting. The difficulty curve is quite high, but I like that as it doesn't take too long to get back to where you were before.
My only issue was with how you allocate the resources, but honestly I don't think there is a better way without to do this without it getting extremely complicated, so not a big issue, but something to think about.
The vibrant colours are awesome, water shader looks really cool. The rag-dolling enemies and their death sound was quite hilarious. My favourite weapon was the lemon gun, they didn't go far but was quite destructive. Only issue was difficulty, didn't really die and there wasn't much enemy variation. Great job :grin:
[My game](https://ldjam.com/events/ludum-dare/38/planet-heist)
Audio and sound are absolutely amazing, love the lava effect the most, the contrast was fantastic. Game was quite difficult until I realised I could boost up and most of the challenge disappeared, very impressed with how polished it is and although short, a great accomplishment. Well done! :grinning:
Not sure I've ever played 5:star: humour entry before, every bit of dialogue had a comedic angle (and the concept itself) which is fantastic! I was looking forward to the outcome of every stupid decision I made (Including putting Jenkins in the furnace first and reading all the options that included him afterwards :stuck_out_tongue:)
Everything else was also really well done, audio and art had the type of simplicity and style I love seeing in these game jams and the amount of small little minigames was amazing, even if I did fail most of them...
Some have said it's a bit easy, but I don't rally think challenge is an important part of every game, especially a game that rewards you for multiple play-throughs.
Amazing game! Well done :grinning:
I decided to try it with the old controls and after a while, they weren't so bad, got really quite into and made 54 rockets. Honestly, I usually don't mind voice FX, but after a while they started to sounds a little odd, like my truck was a Zombie, or something. Umm, balance wise it felt like a constant struggle until a big batch of energy appeared and suddenly I was at a constant 20+ fuel with it slowly dripping down, was still fun, but the pattern got a bit repetitive. Perhaps player versus player would be a lot more interesting as you're more likely to engage in knocking the enemies about and stealing their fuel.
Graphics are nice and consistent, but I did find issue with being green as the colour on the minimap is almost the same as the yellow energy which made it hard to distinguish how much energy was floating about my rocket base thing. It was easier to tell them apart in game, just a little annoying if your too far away to see them. Anyway small gripe, nothing big.
Okay I've waffled on way too much, great game! Really enjoyed it :grinning:
Thanks for the feedback everyone (:
@shinmera - Yeah, I forgot to mention that in the description, admittedly I was very tired when finishing up and forgot to do a lot of things :P
@swav-gav - Essentially stand on the left of the machine to deposit, in my rush to upload I forgot to mention this, sorry.
@seanw - The walls are just there to make sense of the enemies routes and I figured a ghost should be able to pass through them (it's also required to complete the game as you need to be everywhere at once!)
@hairaz - Thanks! At first I though it was a terrible idea and didn't really start believing until a few hours before the deadline.
@ganbaregameskyle - Cheers! Wish I'd planned better and made an in-game tutorial, it would've been a lot better :stuck_out_tongue: I've added a link to it as you have a fair point! There really needs to be a search feature on this website.
@sma & @automatonvx - Cheers for the great feedback :grinning:, don't worry about giving critical feedback, that's what Ludum Dare is for! If everyone told everyone their games were perfect(or even just omitting feedback) they would never learn how to improve their creations, thanks for playing!
Like, I don't know whether to congratulate you on a fantastically well made game that astounds me that it was made in 3 days, or to hate you for bringing this torture into my life. The art style is beautifully simple with multiple types of environments and various enemy types, the effects are awesome and compliment the actions perfectly. There are sounds for everything and they're all great and consistent and tie everything together. The level designs are clever and don't repeat themselves and the way the theme is built in as a timer is brilliantly done.
The controls though... I agree double jump in most games requires no skill and I did eventually get use to the double jump in this game (I refused to be beaten) but although skill-full, it felt like I was fighting with my keyboard most of the time. Timing the jump while also removing the correct fingers from certain keys was very annoying at first and I can imagine most giving up because of this (I wish I had, but I'm too stubborn...).
I must admit I didn't finish the game, I would've even if it took me all night, but when heading for the final person, I hit "R" while in a tram and broke the game. I also hit "F" a few times by accident which was a little annoying but that's more my fault if anything.
Anyway... games a masterpiece, 5 stars all around, make a full game and I'd probably buy it and cry some salty, salty tears.
:star::star::star::star::star:
Graphics and audio are fantastic, really consistent and fit together well. Gameplay is a little dull though, perhaps if you moved and shot faster and if there were a few more variations with the obstacles it would add a bit more skill and excitement. Also moving up and down you'd hit things behind you sometimes, perhaps the collision box is a bit too large.
That being said, don't let that detract from the amazingly polished game you managed to make, great job!
That was nice and relaxing! All the artwork was so amazing and the overall characters design and personality was pretty incredible. Lovely sound track that sets the mood nicely and all of the implementation was smooth with no hiccups, superbly done!
My only gripe was having to go back for the key, I missed it as I assumed I already had it as the code for the safe passed over from the day before (but I guess that isn't a physical item and it wouldn't be possible...) but that is more my stupid brain not realising I guess.
Great job :grinning:
Not entirely sure the puzzles were working for me, they looked pretty complete but nothing changed? Not sure there purpose was either as the enemies seemed to be more of a priority. The jump feels a little pointless, it was so short and the enemies projectiles were so large, the only real way to dodge was with the jetpack.
Sound and art are both really solid and the combat was also quite fun, I just seemed to die quicker than I would've expected and not sure why sometimes as death was so abrupt.
I love the use of the theme, I was originally going to go with a similar style of game but couldn't think of a decent way of it working, glad to see someone succeeded :grinning:
Everything is really solid too, love the simpler style of the graphics and sounds. Managed to get a few highscores too, so that's good!
AMAZING. Although I agree with some the controls are a little awkward due to moving changes the way you face unless you perfectly track with the mouse at the same time, but I also felt that these controls helped the game feel more manic and fun, so it's both good and bad?
The graphics are fantastically cute which isn't something I thought I'd be saying about squids and octopodes... But there it is...
I had a lot of fun on the last level trying to get as many into the vortex as possible in a single push, managed around 80 one time!
The lack of music is a bit too obvious and even some free sounds online would've added something, but that's just minor feedback, so not too important.
Great job! :grinning:
Love the simplistic art style, consistent and pleasing on the eyes!
Gameplay is decent, but as others said the best tactic is to camp a station and blast the bugs like you are a turret, potentially making the stations run out or increasing the speed of the car would help with this (moving and turning that slow was quite painful, felt like I was stuck in glue), perhaps a few variants of bugs would have changed things up too, but that's rather minor.
The lack of sounds is too obvious, sometimes it's difficult to find some that fit, but even using bfxr for shooting and impact fx (which only takes about half an hour or so) would've made the combat a lot more enjoyable.
Awesome game! Good job :grinning:
I enjoyed that, it would've been cool to have a map though, as I almost got lost while searching for the final pieces. Audio and art are consistent but perhaps a few things were hard to make out, a few of the shapes I almost missed. I was a little confused why a mole would need a light, but I guess it's cute so ok :stuck_out_tongue:
Good job :grinning:!
Limited gameplay, but the simplicity is fantastic! When I was approaching 100 points and tried to reload I was feeling genuine anxiety! Love the art style, character is very nice but the background is a little too scribbly, but I guess that makes it creepier... Lovely audio, it had the desired effect...
Those photographs are fantastic! First time I've played a Ludum Dare game that has used photos and I'm impressed, awesome job!
Generally not a fan of platformers but the wooden cat certainly added something different, an interesting take on double jump although I could cheat a few levels by spamming space and launching over most things. Anyway.. great job! Thoroughly enjoyed it :grinning:
Music was nice and very chill, but I'd have expected a more ominous sound track for a game that takes place in the dark. The character is spherical but felt like it was gliding along, perhaps rotating the ball part would look nicer and tilting the head from side to side, much like how BB-8 moves about :stuck_out_tongue:
The gameplay could do with utilising skill instead of trial and error, on the last stage I carried on going right and didn't have enough energy to go back the way I came, which isn't something I could control.
Awesome! I've not played a turn based zombie game before, a nice idea. Sometimes it seemed like by shotgun didn't always kill a zombie, hard to tell if that is intended or not. Not entirely sure what you meant by 'firestarter', I clicked on everything but ended up having to spam down and sideways and hoping I'd get back to the bunker, worked most times. I usually lost due to being unable to see what the zombies are doing (perhaps that's the point) but it felt a little cheap when I'd suddenly die from a charging zombie before I even got the chance to see it. perhaps giving players a long view range but make it so you have to chose which way it faces or something.
Anyway I'm rambling... great game :grinning: really enjoyed it.
Ok... 5 :star:'s all around, absolutely amazing! I almost beat it, but I think on the last round, around 10 of my people were stuck in a machine and they died which suddenly made that round end very quickly as I quickly ran out of food and people. The tension is perfect, all the art and sound compliment each other perfectly and you even feel a bit mean when you drop them in the acid bath thing, perfect use of the theme. Just. Perfect. :grinning:
Decent polish but as others said, there are some balancing issues with what is most optimal. My first play through was severely stunted as I bought a few windmills and never actually placed them, but still lost the money without realising, a little confusing. It would've been nice to see the daily target too, as sometimes I clicked too fast and missed it.
Graphics and sounds were very solid, I loved the simplicity and how everything felt alive with their animations.
Best graphics I've seen in like, any Ludum Dare, like genuinely SUPERB. The lack of audio brings it down though and the awkward aiming is a bit clunky, but I guess it was designed for gamepad, so that's fine.
Thematically it was pretty neat too, but with the charge pads in the final area it lost quite a bit of challenge and turned into essentially a spam click to win.
Overall, really solid entry :grinning:, shame about the sound, all it would've needed was damage cries and attack sounds to bring the overall feel into full effect.
Although I liked the use of the light dimming, it didn't really change much as I could still see myself and the enemies. I like the simplistic style, but it would've been nice to seen a bit more with it, perhaps some particle effects when you die or kill an enemy etc.
The sound FX fit nicely but can be a bit grating on the ears after a while. I found myself getting most points by accident when falling on enemies, perhaps if you could control how high you jump by holding the button down longer it could add a bit more skill into it (and would help avoiding enemies).
Congratulations for completing your first LD! :grinning:, see you next event!
Really cool concept, this would work awesomely on a mobile device, all it needs is a few balancing tweaks and perhaps a more consistent art style. What I mean by balancing tweaks is it needs to be easier to lose, I played properly avoiding things and taking my time and got 160, I then spam clicked constantly without slowing down and I got 280~, currently there is too much random chance.
It is good fun while trying to play properly though, so great job :grinning:
Awesome! Can't remember how long I lasted for as I quit by accident as I was spamming fire as I shot and happened to be hovering over the quit button (admittedly I quit through like, 3 dialogues somehow..). I enjoyed playing this, but my one gripe were the walls, I liked how they went invisible for you, but enemies could go un-noticed quite easily.
Graphics have a real solid style to them, it's probably best to not mix pixel scales too much when using pixel art (the bigger enemies looked like scaled up small enemies) as it detracts from the overall quality of the art. I understand if it was done for time reasons however, it was a jam after all :stuck_out_tongue:
Anyway, great job!
This absolutely blew me away, big fan of mind bending puzzles that use interesting and innovative mechanics as it's so rewarding once you figure it out! Weirdly enough, one of my favourite things was your title screen, so simplistic but so effective, loved it!
The graphics are simple and clean and the blurry effect to represent drunkenness is awesome! It did get a little distraction in the levels though, as it seemed disjointed from the rest of the cute sprite style art. But not a big deal, still fantastic regardless!
Theme seems a little loose, sure the more things the worse, but that's also down to the incredible level layouts, but still, a very interesting take on the theme and one of my favourites.
Mood by far was what surprised me the most, you didn't just make a lovely sounding, beautiful and enjoyably innovative game, but also a well told story that had emotion.
I'm amazed by how much you got done in such a short time, it's certainly the game I've spent the most time playing this compo! That says it all really... as does my ... essay...
Good job! :grinning:
Decent concept but execution could be a lot better. Buttons occasionally stopped appearing and understanding why what I did was bad/good was difficult to figure out. As you mention, the resolution is a bit funky if not used at the resolution it was designed for, ideally it's best to account for all options when the engine you use offers them.
Sounds rather negative, but don't let that get to you, Ludum Dare is all about learning and improving your own games and less about competing with others, keep at it! The critique on social media is a valid route to go as long as the game is ultimately fun.
@logan You're totally right about the 'wall babies' (Funnily enough I had no name for them :grinning:), they dissuade the act of cutting through every bit of terrain while also punishing missed shots. Shame the main enemies are fairly broken, I'm looking into currently working on better AI and more diverse enemies in a post-jam version.
Thanks for your feedback!
Hey everyone, thanks for leaving great feedback!
@rosik & @sadcolour The rebounding was a little lazy on my part and was something I'd hoped to get back to and do properly, certainly something I'll take on for the post jam version.
@willisika You're correct abut the keyboard not being great, admittedly I did all testing with gamepad and never got around to fine tuning the keyboard controls, a mouse would've been the better route to have gone.
Really loved the art style, it's very unique but it suffers a bit by looking a bit bare. I enjoyed trying to balance the temperature but it becomes very vague as to what I'm doing is wrong and what's right, as the meter moves about very strangely off screen. The messages were very humorous and I liked how the messages followed you around if you ignored them, it's the little things :P
Great job! :grinning:
I liked the concept of this, but the pile of blocks start to tilt even though you don't move and when they start tilting too much it feels almost impossible to get them back under control, perhaps if the movement had slower acceleration? Fits the theme really well! It could be an interesting idea to develop further, after perhaps toning down the bright red back ground :stuck_out_tongue:
Good job!
Feels very empty without audio (BFXR is a great tool if you don't have time to make proper SFX, everyone uses it!) as generally shooting a gun in a game, you expect both visual and audible feedback, it gives them more PUNCH, more OOMF.
The graphics are nice, but when you have very low res pixel art, you should try to not mix pixel densities as this brings down the quality of the other assets, this was mostly an issue with the UI. I like the use of theme, it adds a lot of customisation in how you play the game and allows you to mix up the tactics each time. It took me a few plays to understand exactly why I kept loosing, a little more indication in the game would've helped me understand this a bit quicker.
Great job :grinning:
I don't know why, but I expected a warning before getting shot, literally made me jump. I liked the story and that you had to play to lose, certainly a new way to play a game! The game itself was a little confusing though (perhaps the point) but it's hard to work strategy when you're not entirely sure what the enemy has as sometimes the cards are obstructed by other HUD elements or sometimes each other.
Good polish and an interesting experience, would get shot again, good job! :grinning:
Well, I try to give every game 10 minutes and in that time I sorted all the red shapes from the rest. With a bit of music it's actually quite therapeutic. If you added a boost for speed and the ability to explode everything around you this would genuinely be fun. I am however incredibly sleep deprived, so make of that what you will. :grinning:
Not sure if it was just me, but the mouse sensitivity was quite extreme which made playing rather tedious and made me feel a little ill, but not a big deal. I think there needs to be a penalty with leaving a lot of presents on the floor (maybe they explode or something) as I just ran around the outside and managed to get well into the 100s before getting bored. I guess the constant sound of presents colliding is enough of a reason to try and get rid of them all :stuck_out_tongue:
Loved the christmas themed graphics and audio, very festive! Great job :grinning:
Very good! I played through all 15 nights and I must have enjoyed it as I didn't stop playing :stuck_out_tongue: but I did have a few issues.
The use of theme is very good but as the game progresses it seems to be more luck than skill as I recall being stuck on one day for a long time and then suddenly I won by accident as the burglar ran into me. Perhaps having a few unlocks on the way like faster movement and/or a torch could've made this feel a little less RNG based.
The graphics are inconsistent in style. Understandably it is a game jam game and keeping things consistent isn't always possible, but if the art had been kept minimal (no textures, less reflection, slightly brighter lights) it probably would've looked better all around.
Moving is a bit clunky, you ideally want an option to quickly face another direction when trying to pursue the burglar instead of turning like your heads stuck in honey or something.
That being said, I really did enjoy it (hence the essay), the level is large and well designed and the use of sound to locate the burglar (and seeing him pass by doorways in the distance) is fantastic and a nice variation to a typical stealth game. Great job to all :grinning:
Perfect! An amazing blend of difficulty and innovation with superb sound and visuals, I struggled to stop playing it, well done! :grinning:
41300! I believe that's pretty high. I really enjoyed this, especially the duality with health bar, ammo and movement speed. This could be an incredibly solid game if it had a handful more enemy types and a few bosses/levels. The only issue I had with the enemies is that their bullets were the same colour as mine, just slightly larger, which can get a little confusing.
The graphics are decent, the only thing that is lacking is the UI as it's not consistently styled and the environment could've been a little more interesting. Particle FX were cool and added an extra amount of feedback. Audio was nice but some backing music would've gone a long way, even if it was some simple ambient underwater sounds.
Great job! :grinning:
Awesome! Once I had got a decent grip on the controls and realised there's no reason to stop firing, this got really fun! Would've been a little better with more variants of enemies and upgrades but even so, it is a cool take on the theme. I think I found a bug too, on the first round of playing you get upgrades really quick, but after a few deaths, they don't appear very often or just stop appearing altogether. The music got a little repetitive after a while too, but the first few listens I did enjoy it.
Great job :grinning:
That was fun! I liked pretty much everything but there were a few issues I had. Perhaps it was just me, but I struggled to find the green spell for a while, which confused me a bit as I couldn't kill the enemies with the green shield but I could kill the stronger yellow enemies. The spell casting system is great but takes you out of the action a little bit by making you stand still, perhaps assigning different runes to different buttons on the keyboard/gamepad you could create a system where you can cast on the move.
Graphics are very polished consistent and I loved the animation at the end, really solid way to finish a LD game. The monster/ghosts hiding in the environment was really cool. I didn't quite get the theme, I assume when the bar on the left filled up I'd lose the game, but I feel this could've made the game harder by increasing the amount of enemies or something similar.
Great job! Thoroughly enjoyed playing it :grinning:
I liked this a lot and it's a shame it's short but the game is so polished it makes up for it. Bombing the enemies was a little tedious (cross bombs were occasionally unable to kill enemies) and moving around with the arrow keys while keeping the gnomes safe quickly resulted in hand pain (perhaps just me) but those are the only things I can think of that were slightly negative. I love your take on the theme (sort of what I was going for, but executed properly :stuck_out_tongue:) as it adds a layer of strategy to how you move about within the levels.
To sum up, all round very solid, good job :grinning:
2380 burnt, 1800 eaten, going to get RSI if I carry on, so I'll stop there. Fantastic game! Nailed the theme perfectly and all around the game is just so polished and fun, absolutely amazing job, well done! :grinning:
This was fantastic! Amazed with how interesting each enemy type was and how they worked well with the strange concept of your health also being your ammo, good duality within the mechanics :grinning: I forgot I could roll to be honest, so perhaps making that a little more useful would be my only criticism (because dodging seems redundant when you need to be hit to be able to fight back), but this didn't really affect my experience as I still had loads of fun!
The graphics and sound work really well together, and I loved the way you displayed the information of the enemies and slowly introduced them while increasing the difficulty. Overall this game is very solid with great polish, definitely one of my favourites this jam, well done!
Huh, an interesting take on a game, can't say I've played many where I have to type fast or suffer loud creepy whispering :stuck_out_tongue: The farther I got into it the more it got to me, genuinely built up tension and it really goes to show how annoying to type most of those names are!
My only gripe was the volume it got to (could be almost painful) and some information that appeared after moving between nodes would cover up names that you're trying to read to type/spell, which is more annoying than difficult.
Anyway, good job on making a different experience to most submissions :grinning:
Incredible! Took me a few hours to pay off the debt (day 77! I struggled with the weed control at the start :stuck_out_tongue: ) and I was a little disappointed nothing happened but honestly, the systems you got in place for this are amazing and worked flawlessly.
While the GFX are not 100% complete, what is there is very good and I'd love to see a more polished version with perhaps an upgrade to get rid of weeds a bit faster as that was quite painful. Great audio and intuitive controls also!
Superb job! :thumbsup:
Love the concept! Levels are nice but perhaps in the wrong order as I found the middle levels a lot harder than a few of the later ones. Although you can make of that what you will as everyone has different experiences :stuck_out_tongue:
Graphics and audio fit nicely together although a few sound effects were a bit loud and high pitched (something I've made the mistake of doing in past game jams) which can get a little annoying after a while. Controls were responsive and it's a great twist on the theme! Great job overall, well done :thumbsup:
Thanks all for the great feedback :grinning:
@rahim-pxr I'll be sure to check your game out, looks very interesting!
@dk5000p Very true! I generally leave audio until I've finished the game loop, which unfortunately only happened in the last few hours :cry: I'll be sure to add some sounds to the post jam version, thanks!
@amras0000 Thanks for the in-depth feedback! I admit the controls that went into the final version were very basic and I'd intended to get around to polishing them a bit more, but didn't have the ability to extend into jam time this time around :slight_frown:
I agree that a lot of depth is missing. My initial plan had a sanity system that would require players to stack things neatly as well as items that could be stacked over multiple tiles. However, the stacking system quickly became way too complicated and debugging the issues with it would've taken way too long (had already wasted 2-3 hours on that part) so I had to remove the larger items :expressionless:
I'm glad you liked the graphics! It's certainly one of my stronger skills and I find making a game a lot easier if I know the assets I'm working with, hence the various unused assets :stuck_out_tongue:
Thanks again for the detailed feedback! It'll help a lot when I polish the game once the judging ends.
@arctic-allosaurus Thanks! I do love me a simple colour-palette :paintbrush:
@aszu The controls are an issue, I ran out of time to proper polish and balance the game :cry: My usual problems shining through, still learning to manage time.
@rend Thanks! I'm still learning when it comes down to making 'slightly' more complex systems and I still struggle with debugging. The controls seem to be the biggest issue based on most comments, I certainly fluffed them up :stuck_out_tongue: I plan to finish this entry and update my itch page after the event so I guess we'll hopefully see if you're correct about its potential :grinning:
@cg-fred There were plans for a sanity mechanic and a need to order the items by type as well as items larger than 1 square, but I ran out of time and wasn't able to get the monday off of work :grimacing:
@vfabien21 Thanks! I'd agree about the fun part, the game has a lack of urgency unfortunately.
Awesome little game! Had a mate round to play it and it was great however I imagine it would be better with more than 2 players. An online version would be great (hint hint, nudge nudge).
I didn't catch your first day stream and I'm surprised that graphics isn't an option for voting... I swear I saw you making anims and the wizard variants. Either way, the art is great!
Always fun watching your stream while participating, great job as usual! :thumbsup:
Love the retro style! My only issue was the repetitiveness of the flamethrower, it gets grating when you're essentially firing it constantly. The bend reality upgrade took me off guard but made me feel like a god, so that was pretty sick! Overall, had a great time playing this game, well done! :thumbsup:
First of all... Ow my ears :stuck_out_tongue: Wasn't expecting that when I opened it up, although that being said, the music was great! The gameplay is a bit strange and it may be because of the controls. In a game where you move around, you sort of expect to hold down the keys, by only tapping the direction I got stuck on walls quite a bit more than I usually would have. The drastic camera angle changes between each level also felt a bit odd as the graphics being fairly minimal suffered from either being too small or too big. Overall fairly solid and the premise is very comical, grat job :thumbsup:
This is great! It's a bit like my game, but with a purpose and win condition, well done!
The art is nice and simple, but the player blends a bit too much into the environment, perhaps a darker metal would help him pop a bit more.
The movement felt fluid, but the turn delay made it a bit awkward when over-whelmed with blocking and having to turn a lot. It makes the game harder but at the cost of giving the player RSI.
Other than those fairly minor issues, I had a lot of fun. It has great potential for expansion and is very re-playable :grinning:
Fantastic mood and lovely graphics! Such a great style and it all fit together superbly. Game play could be a bit frustrating, but I didn't lose but I suspect I had only a few eyes left to open. Those eyes were creepy. Running seemed a little redundant as there was never a reason to not run? Unless there was an energy bar that I missed, hmm, that's quite likely now I think about it.
I didn't kill it, you made it too cute :cry:
Awesome! Strange how I always happen to find a game that can take over 30 minutes to complete. Had fun though, even if that incessant beeping was a little annoying :stuck_out_tongue:
Graphics very cute and consistent, gameplay fun with lots of depth and the theme fits perfectly with the beehives constantly running out of space, great game! :thumbsup:
Awesome game! Overall one of the best I've played yet. :grinning:
Art is superb, lots of different assets, well animated and all consistent in style, awesome!
Audio incredible, fits well and builds a great atmosphere.
Gameplay fun and interesting with a nice difficulty curve to keep you going back. My one gripe was being unable to place buildings over enemies as once a lot of enemies were in your base, there was very little you could do to counter them.
Theme is clearly great here as I was indeed constantly running out of space! Who would've thought!
:thumbsup:
success2.png
Took about 16 minutes... Let's just say I play recklessly...
Great game! Simple mechanics with an awesome difficulty curve and very cute retro graphics & audio.
Overall a solid game but the game play on the last level was a little annoying. The spikes do so much damage they might as well be insta-kill as you won't have enough air to make it the rest of the way. The graphics are nice and consistent with lots of variety, so great job! Audio is minimal but adds to the atmosphere well and the first time I gasped for air I genuinely looked around thinking someone near me was choking :stuck_out_tongue:
Great job :thumbsup:
Awesome! Very comical and the music and art style were very fitting :grinning: Not sure if there were further levels as the homing pizza deliveries were a challenge to avoid when the body stacked up :stuck_out_tongue: but a few more levels would've been nice to see as the early enemies got a bit repetitive when I knew where they were coming from.
Either way, great game! :thumbsup:
Great game! Wasn't too difficult but I sure enjoyed the twists towards the end but they did little to hinder me. I don't know if you have things going on under the hood, but a morality stat/meter would add a lot more depth!
I generally agree with the majority of feedback everyone else has written, but to further explain why this seems to be the general consensus...
People who participate in Ludum Dare are generally focusing on gameplay and how interesting things can be done with the theme. What you've created, while impressive, isn't doing any of that. It seems like more video-editing went into this then programming, which is a strange approach to making a game. First you make the game and test if it is fun, then you make the promotional material.
That being said, the video alone would look quite impressive on a resume (although they may be put off as the game can be completed in under 20 seconds...)
Either way, the important part is that you learnt something while working on this and had a lot of fun :grinning:
Was confused at first as shooting seemed impossible, looks like there's an issue playing in fullscreen :stuck_out_tongue: Once that was solved I found spamming the asteroids was the best method, but I may have done more damage to myself than the planets did to me.
My best in the end was 2:20 and I died with my black hole and star still as I was saving them for a tight spot, but a I said earlier, I mostly damaged my self and it's difficult to fight against your own stupidity.
Really great game, everything really nice and polished and the star effect was beautiful. Great job :grinning:
Haha! The music was inspirational :musical_note: that'll be stuck in my head for a while :stuck_out_tongue:
Interesting graphics, what I've found during my time doing Ludum Dare is that limitations improve things by a surprising amount! - Use smaller assets (16x16 pixels or maybe 32x32) - Colour palette of maybe 8 or so colours - Consistent style and limited pixel scaling Those are the rules I live by anyway, and my average art score throughout all my jams/compos is around 4 stars, so I guess it works :stuck_out_tongue:
The mood and humour were superb, I hope you learnt a lot on your first LD, I sure did on mine :grinning: great job!
Quick to pick-up and play, it has a lovely simplicity to it that all LD games should embrace! It's certainly something I myself struggle to pull off! You've done a great job for your first jam! Congratulations :grin:
A little repetitive but overall an incredibly well polished game! The art and animation are incredible and that dude on the other side of the screen is perfectly creepy.
Overall great job, well done :thumbsup:
Awesome! The hot/orange walls were a little annoying (especially the tighter gaps) but I managed both endings. You opted out of humour, but I found the audio quite comical at times (if not a little repetitive) although I suppose that wasn't intentional :stuck_out_tongue:
The mechanics were interesting, took me too long to realise I was pledging to not go in a certain direction. While the audio feedback helped, perhaps an additional sign (fading vision, flash red or something) as failing at times seemed quite abrupt.
Graphics were a little inconsistent in style, but the styles seen are nice and as I already mentioned, the audio was great!
Fantastic job, well done! :smile:
That was great! The controls were interesting and it took a bit of time to get used to moving about but for the most part it was quite frustrating. I managed to get out the level too wheredigo.PNG for some reason when you put your whole body on the button on that level, you start to go a little crazy after a while :stuck_out_tongue:
Graphics are lovely, although a quick browse of your twitter shows some of the assets were made outside of the weekend. That's fine for jams but the rules do mention if you do this they ask you to opt out of the graphics rating.
While I understand where you're coming from with theme, it didn't feel like I was sacrificing arms and legs as the level is impossible without doing so. That's only a minor issue though, still a very high score nonetheless.
Awesome work! :smile:
That was sick! Both literally and figuratively... Everything is incredibly solid and I had a great time playing :grinning:! Last level was a bit odd as I ended up floating away on my own frozen corpse. Sacrifices were indeed made!
Beautiful :eyes:! Had a great time trying to beat a target of 20.... only to smash it with a 43 after a fair few fails. I think the fire at its max height is a little unforgiving :stuck_out_tongue: Incredibly solid game and I guess I have a new god now :chicken:
Looks and plays incredible! While it is a simple stacking/matching colour game, it's a great mix up of the genre and the concept of mass guillotining googly eyed mayans is absolutely hilarious. Incredibly solid entry all around, difficult to really find an issue with it. Fantastic job! :grinning:
The cards required a lot of trial and error, but I liked the strategy involved when you start to figure out what card does what. The sun card was humorous as it did exactly as I expected... killed everyone and made my fire quite bright. The graphical style was nice but a little lacking (the deck could've been more than just a box) and the music set the mood fantastically. Seems like this LD we'll be doing a lot of sacrificing, haha. Great job :grinning:
Lovely and simple! Everything overall was really solid and the levels ramped up perfectly to introduce the mechanics even if the first few levels were a little like "How'd I win?". I'd say it didn't feel like a sacrifice as that was the only way to win, but that seems to be a common theme for most games I've played (mine is far more loose, so who am I to judge :laughing:)
Great job!
Unsure if there was a strategy to this... I just kept sacrificing and suddenly it started raining boulders. I assume they were the doom stones so I got rid of them and managed to get to 167 citizens. Is that good? I think the resolution I was playing with was a little broken too as there were elements of the UI that were hanging off of the edge of the screen.
Anyway great job :grinning:
I'm enjoying this but I'm stuck... The blocks come down from the ceiling and onto the pressure plates but the floor doesn't open up. I could be being super dense here and not understand the puzzle...
Nope... I went back and the floor moved down when no one was on any plate :confused: I'm assuming this is bugged which is unfortunate as I was having a blast.
Let me know if you manage to replicate it, regardless I'll come back and give it another go!
Great job! The levels were fairly repetitive but I enjoyed the increase in difficulty as the life gems were slowly sacrificed. There was plenty of graphics which is great to see for such a short time frame! I've found keeping things simpler (limited colour palette and smaller image resolution) really go a long way in speeding up the creation and keeps everything a bit more consistent. The style of the flames is fantastic, more of that.
Intro was funny and enjoyable! I laughed out loud when the first rock fell, great timing. Gameplay was just a bit too infuriating for me though due to rather obscure hit boxes :frowning2: At first I felt movement was too slow, but then the speed pickup made me happy but then quite sad as it runs out without warning which makes the platforming a bit more tedious. The graphics are lovely but mix of pixel densities is a bit too much (but that's only a minor complaint) and the audio was fitting and humorous!
Great job! Shame I'm quite bad at platformers :grinning:
The less resolution, the better the game looked! Until at certain point, I suppose :stuck_out_tongue: likely down to the simple low poly art which I loved! Perhaps a few textures would've increased the affect the change in res would've made, although it may have made it look worse.
Mechanics and controls were a little dull until the end where the shooting began, but the angle and lack of cross-hair made it rather difficult to shoot accurately. I think my score was 1150 but I restarted and may be wrong!!
The name pun alone is fantastic, great job! :smile:
Awesome! The plot was really entertaining and surprisingly long and complex. Great job :grinning:
Awesome! I'm terrible at bowling but this was really fun to play as it felt great getting a strike with a super powerful launch. I did manage to launch so pitifully a few times my direct hit got a 0, which I thought humorous. Graphics and audio were incredible and the overall feel of the game with the little bits of dialogue was quite funny. Great job! :grinning:
Who would've thought I'd be spending 10 minutes humping fires as a safe full of money... Only during Ludum Dare...
I had a great time playing that... something oddly therapeutic about constantly throwing myself into enemy fire. I suppose it's the opposite of most games :stuck_out_tongue: Graphics and audio were really adorable and the feedback from taking hits and picking up coins was awesome! Great job :grinning:
That was awesome! It has a great replay-ability due to the mix of interesting and funny options to choose from. I ended up getting quite a few endings too, although earlier choices didn't seem to mean much as I smashed my ship but still had it? Unsure what happened there.
Overall a really solid entry, great interpretation of the theme and the mood is definitely the strongest category! Great job :grinning:
Awesome! Very fun and cute. I really liked the pixel art but do get a little irked when such a different range of pixel ratios are used :stuck_out_tongue: Might just be a me thing though. I liked the game-play but felt the combat was a little too tricky, as seeing how the enemies applied damage was fairly ambiguous and I died more than I felt I should.
Overall, a really solid game! Great job :grinning:
Filimonchik :heart: I've also recently lost a fluffy friend :cat2:
Anyway...
Loved the game! The lack of sound was quite jarring as it felt like playing muted and the controls messed with my browser a little :stuck_out_tongue: it's alright though because it managed to give me a constant firing gun! Quite handy. Movement was smooth and the range of different weapons made saving the cute little cats all the more satisfying :grinning:
The graphics are brilliant! Consistent and cute style with some nice particle effects mixed in. Overall a solid entry, great job!
I went with 'Kraken', quite generic :stuck_out_tongue: I was thwarted by the paper :sob:
Incredibly impressed with what the two of you achieved over the weekend! I definitely need to focus on simpler core mechanics like you guys have done as it goes to show how much of a fully fleshed out game you can make when you do so. The UI is a little confusing at first, but due to the low cost of attacks in the first round it doesn't hinder the gameplay at all. Same goes for attacking the enemies, it was fairly confusing but as the difficulty ramp is very forgiving it doesn't cause issues at all. The only other thing I'd say about the difficulty is it was a little too easy, but that's far better than being too hard!
Graphics and audio are incredibly cute and consistent although certain images are a little too sketchy and seemed rushed - I suppose that's to be expected given that it's a game jam though :laughing: Still very impressive from someone who is usually a programmer though! I'm sort of the opposite myself so I can understand the challenge.
Overall a fantastic finished piece, 4-5 stars all around! Great job :grin:
Incredible! Some of the best pixel art I've seen in all 14 weekends I've participated, which is saying something. The sheer amount at such a high quality is also very impressive. The game is incredibly solid, theme, audio and mood are all well rounded and fit together very well - it's clear you lot work well together :grinning:
Game play is a little confusing though as I was unsure if drawing blood on peoples back was working or not :stuck_out_tongue: Had a great time wandering around the world and interacting with all the characters. Fantastic job!
A little repetitive but overall a solid entry! Just needed some music :musical_note: . I pimped out my office with everything red :fire: Graphics were real cute and consistent too!
Great job! :grinning:
I liked your use of the theme, however, the soul bar and health bar could've been closer together on the UI and perhaps a little bit larger so that they're easier to see.
Graphics are nice and consistent and the use of a small colour palette is great, however it lacks shading which makes the foreground and background blend into each other. Music was thematic but did get a little repetitive after a while :stuck_out_tongue:
Lack of feedback was notable as it was difficult to tell if the ghosts were taking damage. Controls were also a little strange, but I've also done a dodgy job setting up controls myself this jam :laughing: so no big deal.
Awesome game! Great fun and great use of theme. Only thing I can think of to improve it would be more diverse enemies and more weapon types. Fantastic job overall! One of the best games I've played yet :grinning:
That was awesome! Really enjoyed the card game, however it was a little easy and a short due to there being only one enemy - it still was quite re-playable though. Overall, a real solid game but could've done with some audio! Graphics were also incredibly cute :grinning:
The artwork is gorgeous! Certainly top quality work there and the sheer amount of it is also impressive. The gameplay leaves a lot to be desired though as I didn't feel like I did overly well but still managed to win. I only sacrificed my eye and that I only did to see what would happen.
Overall a very solid entry and something to be proud of! Well done to all involved :grin:
Awesome! Fun and incredibly polished. The graphics are simple but work very as they're consistent but still utilises effects like glows and particles. Very easy to sink a lot of time into, although it would've been nicer if the sword was more a sword rather than a short range spray gun :stuck_out_tongue: Great job!
Hey, I'm a special coin! Although, I cheated... was that the point? I hope so!
I oddly had fun playing that, even though I spent most of my time trying to figure out what to do. Surfing on wobbly platforms or dropping them down steps was what I mostly did. I'd play that again.
Anyway, great job! :grin: Sorry you couldn't finish the game, I feel your pain!
Does... 73 mean something to you?
Overall had a fun time, although the combat is a little difficult to judge until you get hold of the super long sword :stuck_out_tongue: Graphics are nice and consistent, although adding the darker black colour around the edge of the player/enemies would definitely make them pop more from the background. The life mechanic was a little confusing at first, I was unsure why you'd want to sacrifice so much when you die so quick. Maybe I was missing something.
Great entry, well done :grin:
That's awesome! Had a great time replaying that, tended to resort to spamming skeletons... unsure if that's the best method, but it worked :stuck_out_tongue: With more enemy variants and unit types I can see myself being totally addicted! I'm looking forward to seeing where you go with this :grin: great job!
That was great :grin: a fun mix of various challenges with a really interesting concept and fantastic mood! That bit with the colourful lights towards the end was incredible. Graphics are simple yet consistently well utilised and the audio really rounded it all off. Fantastic entry dude :thumbsup:
That was quite relaxing once my raft was large enough for me to stop drowning all the time :stuck_out_tongue: It took me a while to figure out food :eyes:
Art and audio are cute and fitting and I loved the little quirky features like dropping the radio in the ocean.
Great job to all involved :thumbsup:
Very cute and rewarding when the crops grow :grinning:
Movement is quite painful on the hands though, as it seems to be quicker to press individually as holding down the buttons seems a bit buggy.
Great job :thumbsup:
That was weirdly fun! Took me a while to get into it as the bandits spawned FAST when moving around a lot and I almost won, but my army of drunks were no match for the bandits waiting patiently off-screen :stuck_out_tongue: My one criticism would be the view is rather limited - although that is likely by design.
All around an incredibly solid entry! Towards the end of me playing it I was approaching full town control and was very jumpy when when a red line locked onto me - I literally called out when a bandit finally got me :scream: it was TENSE.
Great job to the both of you :grinning:
These other comments are so confusing as I've no idea how to climb... W and S do nothing and left :poop: also seems to do nothing. I understand this is unfinished but is it a falling simulator? I'm so :confounded:
Certainly felt like I started with nothing though, so great theme and humour... I suppose :stuck_out_tongue:
This is great! I'd suggest making restarting the game a little quicker as failure is quite frequent and waiting around for it to start again is a little tedious :stuck_out_tongue: I did find the people kept opening my locked doors though, which I'm unsure if I'm missing something, but it aint helping the struggle to keep them alive.
I tried to rate this before the time was up, but I don't think I managed it in time, so I'm sorry if you don't get your results :frowning2:
Questionable morality and 26% HP! Very funny and the background changing as the story progressed was really pretty :heart_eyes: A few spelling mistakes here and there, but that's to be expected with the shear amount of text you must've written for this.
Great job :grinning:
That was really fun! Controls were a little tedious at moments of panic (wolves at the door) and the collisions on trees were a little annoying when moving from area to area but overall the experience was fantastic :grinning:
Art and audio are both wonderfully cute and the gameplay loop is very enjoyable. Great job! :thumbsup:
Perhaps if there was a clearer indication of the hit range it would play a lot better because even knowing that I still found myself going too close to enemies. It is quite fun though, regardless of how easy it can be to die :stuck_out_tongue:
Graphics is nice, but I'd suggest keeping static images with consistent pixel scaling as it makes for a far better aesthetic. You can do minor scaling in animations and particles.
Great job :grinning: hopefully I get you over the line in time!
EDIT: Had another play at it as I didn't want to let that darn tank win! Took me a while to best him but I managed it :grinning: it's a shame the last level is a lot easier with a pistol than the machine gun - it tended to waste less ammo than anything else and getting more from drops was very luck based. I struggle to leave an LD game incomplete :sweat_smile: I'm glad I managed to do it in the end.
HELF.PNG Jesus... how much health did that have? I couldn't add a 3rd gun (might just have been me) but 2 guns took a long time to kill it. Maybe I should've got daring and tried ramming it with my saw :stuck_out_tongue:
Overall - once I'd figured out how to build a working vehicle without being killed - it was super fun and interesting to play and with fantastic music and graphics to boot :grinning:
As I alluded to earlier, the initial 'grasping' of the mechanics was very difficult and I think it was mostly down to the wobbly camera movement as it made it quite hard to pick things up.... assuming I had to actually click them? In a tense situation with a spiky, tentacle-y giant beast following me around may have fried my brain a little :laughing:
Anyway, to put it simply... this is a great idea for a game! Really nails the theme!
Great job to the both of you :sweat_smile:
I found something :heart:
That was great! Graphics are simple but are used incredibly effectively, the colour bleed effect when a heart is grabbed is a wonderful touch :grinning: Audio was fitting and the core mechanic is very cool! I'd say the blinking platforms took me by surprise a little bit :stuck_out_tongue: Perhaps if they slowly scaled from bottom to top as a way of indicating the timer they were on, it may make that part a little less tedious.
Overall a really innovative entry with a solid theme to boot! Great job :grinning: :thumbsup:
That was great fun :grinning: Graphics and audio are superb and are super polished! The ghost is super cute :heart_eyes: Dodging was a little tedious at times but bearable for the most part. The different mechanics (shaking chains, falling lights) were very thematic what with being a ghost and it made interacting with things very straightforward which is exactly what you want for a an LD entry.
Great job to the both of you! This was fantastic :grinning:
That was great fun and the audio and visuals are superb! Played through a few times and I'm not sure if there's an end. A total kills/rooms completed would've been nice so that I could compare my multiple attempts.
Great job to all involved! Very solid entry :grin:
20 stars.PNG
I think I'm playing this wrong :sweat_smile:
Fantastic game! Took me a while to get into it but once that first big boy wave destroyed all my starfish... Lets just say I took it personally.
Great job everyone!
My only complaint was it got a bit repetitive after running out of plant types, but honestly that's very minor as everything about this is amazing! The art, audio and gameplay all fit together incredibly well, the level of polish is astounding. Great job all around :grin:
It's a bit of a struggle to get into moving the blocks around and a little confusing in how to explode things, sometimes just 2 blocks, sometimes 3. The combo certainly is unlikely, so fantastic job with the theme :grin:
Art is great and matches the audio fantastically! Overall, great job :grinning:
@DaragonGames Thanks for the feedback! I think you're right, I wasn't aware of that category. Would people still play a game if it's listed as unfinished?
@DaragonGames Fair enough, personally I always aim for compo, so when I submit to jam, essentially I've failed :stuck_out_tongue:
@Ryunos Indeed! Seems I need more practice in scoping, going to try and make a few very small games before next LD, may participate in a few mini jams.
@Beebo-studios I've spent another day on it so far, but figured if I was going to finish it, I'd spend a bit more time polishing up the underlying systems as they're a bit janky having been made quickly. Thanks for checking it out :grin:
@Markram Thanks for the feedback! I do intend on finishing it and I'll likely put it on my itch page when it's done. https://cojowe.itch.io/ :thumbsup:
@maymakegame Ah, no problem at all, cheers for giving it a look.
@Yetman Cheers man! You certainly have a point about the lack of tutorial, something I'm taking from this jam is that if you can't explain the game coherently on day one, it's probably too complicated to make :stuck_out_tongue:
As many have already mentioned the hitboxes, I'll avoid that topic :stuck_out_tongue:
While the numbers are great, there are better ways to show feedback. For instance, you could change the image of something to pure white when it is being hit, or shake the screen when you get hit etc... At first it is hard to tell that you can chop trees (it doesn't help the numbers are also green :stuck_out_tongue:) I also managed to spawn infinite food, which certainly helped me survive the night :nerd: I had like... 6000 :hamburger:
Anyway... Graphics are nice but vary in styles, when it comes to game jams, think simple, think consistent and you're on to a winner! Great job :grin:
That was pretty good! I enjoyed the theme combo, as funnily enough I went with the same concept but where you went more tower defence, I went more card game. I also... didn't have time to add the tower defence part, but hey, I'm a terrible time coster.
Graphics are cute and consistent and the games feedback was very good, placing down cards felt great. The gameplay is engaging but the lack of a play button took me off guard as I was still familiarising myself with the cards and various stats when suddenly I was under attack. I guess dropping me in the deep end added a level of panic you don't usually get from tower defence games :stuck_out_tongue:
Oh, and the upgrade card bug was a little annoying, but as long as you kept getting low level cards, it really didn't break the game that much.
Anyway, great job overall!
Probably should have read your page first as me and my mate were fairly confused why the pickups didn't activate :stuck_out_tongue: but it's understandable, I tried to make a card game too and also failed to implement all features. The main issues we found though, ignoring the incomplete features, was the collisions were very buggy, I managed to get stuck in the wall with no way of escaping.
Graphics are nice but could've done with a bit more polish, but I reckon if I'd spent less time polishing my GFX I'd probably have managed to complete more features of my game, so take that advice with a grain of salt. Great job :grin:
Shame I had to play it by myself, but I can certainly see the potential! Great job :grin:
That was very weird and I thoroughly enjoyed it! I enjoyed that it seems like a platform game fused with ridiculous fishing, a great combo. My only issue with gameplay was the collisions were fairly buggy, occasionally causing my characters to get pushed through the walls.
Graphics, audio and mood all fit incredibly well together and the music change when you transformed was hilarious! Overall a very solid game, took me a fair while to get to the mermaid, great job :grin:
Incredibly impressive! A little annoying that I couldn't figure how to heal and ended up losing a lot of progress, I'd say gathering resources takes a bit too long :stuck_out_tongue: that is my only gripe though as everything works really well and the overall game has an incredible level of polish. I just quickly had a run to the end of the world map and I'm impressed with how more to the game I may have missed.
Graphics are stunning! The sheer amount of art is incredibly impressive, even more so due to it's very high quality, easy 5 stars :grin: Great job all around, if that wasn't already obvious.
Managed to trap a load in the corner and got a 35x combo, awesome!
Mood and graphics are the strongest parts of this game, lots of cutscenes and dialogue. It's also refreshing to see a more story focused game as generally they're avoided due to taking far more time to make and usually have very little gameplay.
It controlled very well but the combat was a bit too easy, having the enemies shoot back would certainly up the pace a little more. I couldn't hear any audio but you didn't opt out, was it broken for me or did you not have time?
Short but sweet, good job :grin:
This was awesome! Certainly one of my favourites I've played so far. Very high level of polish and the gameplay is fun and quick to pick up. Graphics, audio and mood all fit incredibly well together, the parallax on the buildings is such a simple but effective style, really gives a futuristic feel the world.
Anyway, great job! :grinning:
Very difficult but also very fun and there's a decent amount to the game, but it mostly becomes repetitive after a while. Graphics and sound work great together, only complaint is that the enemies look the same as the player, which is a bit odd. Great job :grin:
That was strangely fun, however I was really bad at swapping from typing fast to typing to a beat... perhaps my keyboard makes too much noise, I probably should have used headphones :stuck_out_tongue:
Graphics are great and full of movement and do a great job mixing with the audio and assists with the beat.
Theme is great, I believe I've seen rhythm typing games before but it certainly is a rare combination, good job!
Overall really solid game, shame there wasn't more levels! :grin:
Wow, that has to be the most interesting game this jam for mechanics, who would've thought rogue like and connect 3 would be so good. My only negatives were the graphical style and the lack of animations, but honestly, with such amazing diversity in enemies, it's understandable you went for a slightly simpler style.
Great work :grin: My game only needs 0.125 of a vote, so if you could give it a play and a rating, that would be most welcome (it's very short).
Awesome! Certainly the funniest game I've played this time around. Graphics, sound and mood all fit together wonderfully, I'm a big fan of the art style too, great job :grinning:
That was great! At first I was sceptical about typing to move around being any fun, but I enjoyed myself and got some thorough practice spelling 'walk' :stuck_out_tongue: I did break it a few times though, by walking on air on a few levels, but rather minor and didn't impact game play.
The graphics are very cute and while you didn't make the audio, they fitted together very well. Very strong level of polish with plenty of levels to sink time into, great job! :grin:
Awesome! After adjusting my screen res so that it worked :stuck_out_tongue: I had a decent time playing this. The core mechanic is rather hard to get into (arrows pointing to where I need to go, arrows I need to press, arrows arrows arrows?!) but after a few tracks, it's fairly simple. I was a little annoyed that the complexity is more so dependant on how long the track is rather than clever use of the core mechanic, but that's not too big of an issue, I'm just being picky. The more annoying issue was the placement of the arrows that you need to watch... Most of the time the driving was done in my peripheral vision, having the arrows closer to the car may have made the experience better.
Graphics, awesome! Music, awesome! Theme, interestingly awesome! Overall ... Great job :grin:
This is great! I did have a few issues though, but it certainly has some potential with a few changes. My first issue was my gun stopped working, but it quickly occurred to me how little I needed to use it, I think the arcade shooting sections don't offer enough challenge. The other issue was I ended up just flipping between planet that buys for 9 and planet that buys for 5, a bit repetitive after a while.
Aside from those, the audio, graphics and mood are all really solid and fit together very well and the overall polish on the game is fantastic! Good job :grin:
That was pretty funny! Aim of the game is a little confusing though. I'm also a few ratings short, my game isn't too long so if you have a minute to spare, that would be great :grin: