Connected Worlds by bob_fish 2014-08-28T07:32:00
You herd me.
Foon → Ludum Dare Explorer → Users → CrefossusJam
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Quadopus Goes To The Surface | jam | 1106 | 2.24 | 2.82 | 2.13 | 2.13 | 1.94 | 2.20 | 33 | ||
| 2015 | 32 | An Unconventional Weapon | Jar of Rainbows | jam | 22 | |||||||||
| 2014 | 31 | Entire Game on One Screen | Crime Prevention | jam | 1025 | 2.08 | 2.09 | 2.96 | 3.16 | 1.65 | 2.05 | 2.10 | 46 | |
| 2014 | 30 | Connected Worlds | Ride to the Moon | jam | 747 | 2.48 | 2.44 | 2.63 | 2.04 | 2.31 | 2.93 | 45 |
You herd me.
Excellent lighting.
Intense game with great sound effects and intense gameplay. I didn't feel like the flashlight had much effect at first. I wish it would defeat the shadows instead of merely slowing them down.
It wasn't that fun to have to run backwards while shining a light downwards, but it did evoke plenty of emotion.
I liked the flickering lights, although all the textures seemed to be a little flat.
Minimal UI was nice.
I liked the fade out/darkness depending on which side you are on. The ice guy shouldn't spawn near you. There needs to be more feedback when you're getting hit as I didn't understand it at first. Nice particles and graphics/animations.
However, the fire seems like it would hurt the ice guy, but it doesn't matter. Once I found out about auto-repeat shooting that made the game a lot more fun. Fun game and fairly polished overall..gj!
I liked how fast you could restart which was essential in me playing so long.
I liked the art style of pixelation. The win screen needs to get fixed!
Audio plays the same sfx for death and dirt falling but would be good to mix it up.
It might be nice to force the player to drop something on an enemy as the only thing they can do so that they can use that strategy for another level.
The fire particle was amazing; the laser could use some love. The jump needs some work. It feels like you should be able to go further than you can; and needs to respond to quick or long presses of the jump key.
I liked the main game mechanic ... the first fire level would be a great tutorial.
Movement of the ship and fire by mousedown are great. it needs win conditions and more interesting pacing. A variety of enemies could help.
Click in audio got annoying. It's a little rough for a sound played so often. I did like the hit sound effect.
Indicators where the lights are might be useful. The lights in the background make it hard for the objectives to stand out.
The bass part of the music could get cut because the heavenly sounds fit perfectly. Maybe use that for the celebration? Or tone it down some? Or make me younger?
Having to get behind the light was a little tricky perhaps a grab and throw instead? Or automatically suck it up and then just have a release. Maybe if you grab it it could change your color or play a sound as well.
I thought the harder version was more fun because of the challenge of each individual obstacle, but didn't like that there were no checkpoints/the long levels.
The laser section was tedious because of the throw distance of the block. Instead just drop it? I liked the coloration change between picked up and dropped.
Tutorials would be helpful. The initial distance to nearby resources and other stations should be shortened. I suggest a velocity cap for tutorial mode or some way to restrict you so you don't shoot yourself in the foot. It's a bit too much at once.
Disable the warp drive to start with as well (introduce it later or upgrade?).
When I tried to use the warp drive I didn't understand how far it would go.
If you dock then either open the store automatically or have the menu option appear.
Graphics were very polished. I have mixed feelings about the marker font and the ui/cash amount font.
Audio was excellent and fitting.
Could have used music but the two sound effects were good feedback and appropriate.
I liked the gradient glow on the planets, however the selection graphics got cut off a bit.
The error dialog for not having enough money could tell you how much more you need.
Very pretty. I like the parallax, as it gives a great space feel. The camera gets kinda jerky. It was fun to make my sphere move quickly, but without any defined goals and only the same shapes to spear I ran out of objectives quickly.
Excellent work for a compo game. I ran into the brown bug blocking most of the asteroids sometimes.
I admit I was a bit shocked when I lost the entire train after a cart near the front was lost, but this makes sense.
I loved the pacing and the ramp up of the music when you transition from the upgrade screen to the gameplay section.
The style is polished although the asteroids feel slightly out of place or lower quality art compared to the beautiful train.
The running got a little tedious although I guess I could have just waited for them to come. The art was beautiful and the punching was satisfying. Maybe change the character based on which element he currently is (fire gloves, etc?).
I love the interplay between gathering resources and building. I couldn't really tell what the upgrades were doing other than changing types or what the point of repairing was when making a type seems to reactivate the turret. Great artwork.
Clean graphics! Really interesting take on the theme by combining two worlds. However, my ear stinks and I couldn't pass the 3rd puzzle. Would something visual to tie along with the sound ruin it? Perhaps each of the note blocks could have a different symbol and the bird could play those shapes.
Smart thinking to name files as the directions! I may use this idea for any distributions I make :D
Good start, other comments pretty much have said it all (a bit slow ish). Windows that pop up kind of kill the theme for literal interpretation, but at least the play area is one window.
Fun game with great humor. Unlikely characters "little girl with shotgun" and half eaten sheep are hilarious. Good, but a bit repetitive music. Although you can toggle so. I love the sfx too. Munch!
Not sure exactly what else you can do to make gameplay more interesting but the whole time feels the same. Powerups or something?
Decent music, could use sfx. The idea is really interesting too bad you didn't have time to add in win conditions. I love the artwork, self killing and strategy in picking up all your downed guys. The particles/gunfire look awesome when you have a ton of guys.
Do finish this! Maybe even explore something that isn't just locked to one screen? The mechanic is super cool. Feel free to send me a msg on twitter and I'd be happy to give feedback on a finished version @Crefossus.
Watch the making of I explain the concept in the first 2 min ish :D
Cool particle fx and music on intro, but a little repetitive in game. I like the player art.
Control choices are a little weird because of the hand placement required.
The art/animation donuts falling and conveyor belt velocity/accel feel great.
Maybe make some interesting/meaningful choices available? I guess right now it's just when to upgrade to the next level machines.
Pretty fun after getting used to the controls.
I wish the rest of the game had as much detail graphically as those boats - wow!
Great job with the theme. The flying mechanic is really fun. I gave up on 18... so tricky.
Fairly fun use of the play area. The enemy color blends into the pink a bit too much. The spawn needs more warning, perhaps an animation so you can move out. Also maybe your bullets and theirs could be different?
Nice graphics and sfx for the survival play area change.
Never seen a shooter that allows you to position ships like this. Unfortunately I couldn't keep my ships alive for too long. I love the graphics consistency throughout.
Interesting, reminds me of jezzball. I didn't have the patience to slice through very far. Pretty decent graphics and good idea to add music even though you didn't make it. If the enemy was more predictable I think I would play further.
Got this running under 64 bit version of ubuntu in virtualbox. I had to at least sudo apt-get install libsfml-dev and maybe apt-get build-dep libsfml, but not sure about 2nd command.
Wow amazing! I love how you reinvented the playspace on your monitor so creatively for the theme.
Too bad the walls are buggy - there are also a couple other bugs (not transferring rooms, enemies get stuck, walled in completely on first load). I wouldn't have found those if it wasn't so much fun. Never beat it though... even with trying to exploit popping in and out of the same rooms to only pickup good stuff.
I highly recommend a controller if you didn't try with it.
Audio is great both sfx and music.
I liked the gameplay - especially using trees as cover at first and how the landscape changes. Missed a restart option. Could use feedback on player for when getting hit besides the bar going down.
Pretty fun.
Strange to use installer although I just sandboxied it.
Very innovative. I would say let the mouse repeat and reduce firerate if need be.
I like needing to keep on track, but the feedback could be fullscreen somehow. Maybe getting dark or like messages could pop up as you get close? "you're loosing communication. Maybe not, but just the bar isn't enough to catch it the first time. After that I stared too much at the bars :D
After downloading edit the HTML file and change and height 600 to 900 (in 2 places i think. That made it playable for me.
Great art and I like the how you have a little meta theme going on.
I found the mini games kind of confusing. I'm not sure how to adjust the angle but I can move both cannons around. I guess the scoring works like pong.
It would be good to show who wins before resetting the game.
Pretty slick camera and graphics work that all fits within the theme. Peaceful clouds help out too.
It's a bit slow and at first there seems to be no correlation with what the npcs are doing and your money, but after time they do go into the rooms.
Maybe that could be tied a little stronger like show money coming from what generates it and when it happens.
The movement is pretty smooth. I enjoyed the color lerping in between levels and level art(color scheme swap sort of reminds me of tetris or something). The menu art could use some love :D
The biggest issue is that sometimes the enemies pop up right near you and it's too tricky to avoid them in time.
A good amount of text on each page makes it easier to follow but it's a bit too linear for me. I'm not really sure how you tried to fit the theme in either other than it's on one page.
I think the mood is the strongest and unfortunately there is no writing category which is fairly good.
Great graphics in game and on the distro website. The game is a little short but fairly polished (ignoring the cat floating around a bit). The different cat images were pretty good (like the sit). I dig the music and cat sfx.
Maybe some objects could interact together somehow or there could be something more? It is pretty calming and simple as is though.
Excellent job with the theme and innovating. It needs a little work on the execution. I think it's too hard to tell where you can go or it simply takes too long to wait for the scanline. There is a lot going on, possibly to the detriment of the game, but it sort of works. I like the hacky/blocky/computer terminal artwork and transitions which fits the theme of the jam well.
Similar to both scan lines http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=2075 and flying blind http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=23945. I recommend you try at least scan lines.
I liked the buildup of knowledge that you arm the player with even if it's a bit on the slow side. Great art and sound design with the tapes. The theme is really well integrated. The physics and stacking boxes is sometimes tedious.
I liked the music and sfx, it fit for the strange little world of bombs falling and mobile defense hot air balloons.
The bombs still blow up if you move down even though it seems liek you should be able to capture them.
A fun little game with great polish in the animations, consistent art style and positive feedback when increasing your score.
Needs more contrast for foreground elements. I liked the mood and music. The collision was sometimes difficult. I didn't get lost which was nice.
Good art, but maybe more consistent for font (vector?) and resolution like the egg splats. I like how it's intuitive right away, but is a little slow paced. Maybe different enemies or weapons or powerups would help - possibly something from the sky instead of only ground?
I liked the contrast in sfx for the ship cannon explosion vs the dragon fireball. The lighting in the airship and fire fx were great. That also helped the mood.
I popped out of the ship twice while trying to win legitimately, but ended up editing a script to do win in two hits :D
The articles and photos (sighting feedback) was fun. It helped me feel more like the monster. I can see if that part is missing that the game will feel empty.
The start is a bit rough since you need to act quickly or die alone (maybe too fast?). However after replaying it and moving quickly, it's very easy to not die alone and instead die from science. So as long as act fast...
Maybe there could be more warning when you are about to reach max loneliness. There is an opportunity here, like - when it increases the monster could say funny things or the bar could gain some attention and give it some urgency with sfx, particles.. standard jazz.
Great job coming up with a new type of gameplay matching the theme, and having it reasonably interesting to explore the mechanics (plus I dig the art, especially basking in the sun! :).
The attention to detail on the player motion is also good. You can backup but only slowly, conversely your velocity increases a bit more. I think when you reach max depth?.. whatever it was it felt right! 5 paragraph essay sighting confirmed. died by comment police brutality.
I like the sfx changing based on environment and drawings. The bouncing hat animation was cute. No music seemed to work out fine. Nice dialog too and interesting emotional state representation.
If you were trying to get me to feel like I was lonely like the owl or whatever the f was inside that tree; then it was working. Nothing seemed to know I existed...even when I tried to give honey to the fox. I was just a lonely monster. Mission success I think.
Excellent job with the chat/alien language. It hooks into the theme, is humorous, and is a tutorial/guide without being annoying. It also gives the game some personality.
I like the gameplay pacing and overall difficulty (you hooked me in and I had to figure out how to approach that last level). Also a great job with different enemy types.
I like the concept and followers, interesting twist. I like that you can "lose" an enemy by getting them stuck on a tree :D (since they change their state back or.. simply don't follow if not close enough - this is cool.). Of course that pretty pointless once I figured out how I'm actually supposed to play.
I got to 150 humans left before I lost the will to find more. So maybe could use dirt paths to connect the towns to have less random wandering, or an arrow indicator of nearest village. Or maybe the camera zooms out when your army is bigger? Maybe just a less big game since it gets kind of repetitive after a while?
Still really neat idea and good feedback for human death.
I like the overworld music and graphics. The love theme throughout the game is clever too, instead of just destroying ships.
I like the dancing buildings and entities. You can always add a link to the post jam version of your game on here if you wanted. It looks like you already know the feedback I would give :)