Cosmogonie by Spotline 2012-08-28T07:56:00
I have OSX Lion and it works just fine. Maybe the crashes are a Mountain Lion specific bug.
Foon → Ludum Dare Explorer → Users → Crowbeak
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | Hello, Neighbor | compo | |||||||||||
| 2016 | 35 | Shapeshift | Shifting Shifting Shapes | compo | 769 | 2.82 | 2.88 | 3.61 | 3.56 | 2.51 | 2.37 | 2.30 | 2.48 | 66 | |
| 2015 | 34 | Two Button Controls / Growing | Unexpected Growth | compo | 673 | 3.00 | 2.97 | 3.61 | 3.74 | 2.87 | 53 | ||||
| 2015 | 33 | You are the Monster | On the Growth of Ludum Dare and the Selection of Themes | compo | 398 | 3.20 | 3.16 | 3.50 | 3.00 | 2.28 | 2.28 | 4.35 | 3.17 | 78 | |
| 2015 | 32 | An Unconventional Weapon | Ultra Hat Dimension | jam | 24 | 4.09 | 3.86 | 3.69 | 3.64 | 4.19 | 4.17 | 3.82 | 3.97 | 100 | |
| 2014 | 31 | Entire Game on One Screen | IndieGames.com | ||||||||||||
| 2014 | 30 | Connected Worlds | New Ludum Dare Game | compo | 1093 | 2.54 | 2.62 | 2.74 | 2.18 | 1.87 | 1.63 | 3.37 | 2.87 | 67 | |
| 2014 | 29 | Beneath the Surface | Read Between the Tropes | jam | 283 | 3.35 | 3.10 | 3.35 | 3.28 | 2.13 | 3.31 | 3.40 | 92 | ||
| 2013 | 28 | You Only Get One | Make Tetrominoes! | compo | 282 | 3.28 | 3.07 | 3.12 | 2.18 | 2.68 | 3.02 | 2.74 | 2.44 | 86 | |
| 2013 | 27 | 10 Seconds | Worst Gnome at the Factory | compo | 610 | 3.00 | 2.95 | 2.89 | 3.02 | 2.34 | 3.46 | 3.49 | 2.87 | 77 | |
| 2013 | 26 | Minimalism | Poke | compo | 1104 | 2.61 | 2.43 | 2.34 | 2.34 | 2.00 | 2.53 | 2.97 | 2.27 | 81 | |
| 2012 | 25 | You are the Villain | Decommissioner | compo | 115 | 3.50 | 2.98 | 3.28 | 3.81 | 2.00 | 1.35 | 3.31 | 3.77 | 94 |
I have OSX Lion and it works just fine. Maybe the crashes are a Mountain Lion specific bug.
Great concept. It was too hard for me, too, but with polish could be a lot of fun.
This is great! I love the simplicity. I got really attached to my block, and found myself screaming, "NOOOO!" if it devolved significantly.
This game is fun. I think the turtle breeding is my favorite part. I would love to see a more polished version of this. <3
I had fun. I thought it was cute. I didn't feel like the cat went to slow, but the jump did feel weird. Nice and solid for a 48 hour production, though. And I thought the music was catchy. In fact, I wrote lyrics. (I had to insert a few pick up notes, but it sounds good when I sing it.)
Boxy cat, yeah
She's got kittens
and she's goin'
to feed them
Tiny tophat,
rockin' guitar,
these are cool but
can't eat them
Fish in the lake
but she can't swim
Boxy cat, no!
What will ya do?
Time to evolve!
Gills, tail, paws, too.
Become something new.
Yay for strange goo!
Interesting way to combine the concept of evolution with a tower defense game. I'm horrible at tower defense, but having no control over how your towers were going to upgrade was interesting. If you continue to polish it, it would be nice to have some kind of graphical distinction between towers.
Unless everything you breed is supposed to result in lettuce seeds, then no, it doesn't work on a Mac. xD I'm running OSX 10.7.4. Many things were also done growing after one turn.
Well, I should say that the only definite problem I noticed was everything coming up lettuce seeds. I even tried breeding two tomatoes together and got lettuce.
Well, since you didn't get a chance to test it on Mac, I assume the reason the breeding wasn't working for me is 'cause I was trying it on a Mac. xD Thanks for trying to upload a Mac binary anyway.
Interesting concept for a puzzle game. However, I see two major flaws with it. One, as nicholi mentioned above, is that the little balls got in the way and prevented combinations from working. Two is that the lighting coming from behind the camera instead of overhead meant that I had trouble placing the animals in their cups. I would drop a dino and it would land in the wrong cup.
I can't download the file. Mediafire gave me the following message:
"The file you attempted to download is an archive that is damaged or possibly encrypted. MediaFire does not support unlimited downloads of broken or encrypted archives and the limit for this file has been reached. This file may only be distributed from a premium account."
Wonderful artistic game. :D Thank you for sharing.
:D I love the animation for the flying saucer. The control scheme is very interesting. And I like how the goats will fall off if you go to fast.
I found this game very entertaining, but not, I think, in the way you intended. I cannot for the life of me figure the controls out. But I am definitely enjoying the endless barrel rolls.
With the additional movement information, I'm not endlessly spinning, but there's still something off and it's too hard to control. I feel like this really needs animation to give a visual indicator of what the saucer is doing.
I can't download the file. It says there is a server problem. :(
Turns out your game punishes people who don't use their browser fullscreen. I didn't find this out until I accidentally grabbed the edge of the window when trying to grab what I thought was the only bullet (the front one). I wonder how many other people just tried to play your game without seeing that screenshot and also had that problem? And what about people with lower resolution monitors?
I like the music, but felt it didn't fit the game very well. You have a solid concept for a game here, but the level designs could use some work. If the people occasionally turned or something, it would add more excitement to the game. Overall, it's a solid entry. :D
I'm having trouble figuring out how to really do anything. It seems as though I can't start time without publishing a game, but even if I don't buy any targets up front I don't have the 50k to publish with...
Seems pretty solid, but I keep getting overwhelmed by paladins and die before I get anywhere.
It's choppy to the point of unplayability in my browsers, and I won't have access to my Windows machine again before the end of judging. :(
I haven't played missle command in forever. xD
Very solid, nice and simple and well executed. Audially, I think it would benefit from an adjustment of volume so the narrtion stands out more. Lots of fun, though, good use of goats... and no fair with the birds! xD
When I try to run it, I get an error about not being able to find the main class.
I'm only getting 5-6 FPS.
Can't run it on my Mac (OSX Lion). I double click the file, it tries to open, but no window appears.
Simple concept, good implementation.
This is fantastic. :D I really enjoy it.
Nice, solid puzzle game. :D The sounds do their job just fine.
OM NOM NOM!
Fantastic game mechanic. Simple, fun, and unique.
Solid entry. I didn't enjoy it, but I am biased -- I can't stand herding things in games.
Your user interface is far from the friendliest I've seen. It would have been nice to have an exact number for the amount of money I had, rather than guessing and watching a line on a chart. That said... what an interesting concept. You definitely did something unique, here.
This is one of the funnest games I've rated so far. :D
When I opened the .love file, I got the error whose screenshot is here: http://www.tiikoni.com/tis/view/?id=88547fa
The hero's health never seems to go down, and since there's no graphical or text indicators of what's going on, I lost interest in playing pretty quickly. It's a great idea, though. I love using a GM as a bad guy.
And surpy, he may simply not want to install the game. There are 950 games; if they all had to be installed...
Nice concept. Lots of potential, with further development.
Hmm. Well, the web link takes me to a downloadable dropbox .swf file which didn't work. It said windosill crashed. I downloaded the Mac OS X file and when I double-clicked it, it loaded up Machinarium from my steam directory.
The download-and-open-manually thing worked for me. :D Thanks!
This is a fun game. Good job!
Tokija, The "Windows" label is for an executable file that people with Windows can double-click and play without having to install anything. The "Mac" label is for an executable file that people with a Mac can double-click and play without having to install anything. The "Web" label is for a version that people can just play in a browser, regardless of operating system. The only label under which you should be distributing straight Python files is "Source". "Source" means that you have to be able to run plain code files.
So right now, you're claiming that your code files are many things they aren't.
You've also made your game in a version of Python that most people aren't using. Which means that even Python programmers would have to install another version of Python to be able to play it.
Ah, sorry... I changed the name at the last minute. It is decommissioner.py to start.
@Rose: Thank you. :D I've been trying hard not to spoil it myself.
:D Thanks for the positive comments, guys. It warms my <3!
@metadept: I knoooooow, programming the robot sim was fun. I want to improve it -- right now the constants and formulas can lead to some wonky results. xD
@apophenia Can you tell me how it's crashing and which version you are using? I didn't get to test the Windows exe at all, and my brother told me that he had a problem with the update function after making a typo.
@hints :D Yeah, I didn't want it to be just a text adventure.
@apophenia Hmm. Alrighty. Thanks for the feedback.
And if you did the video thing I would love you forever. <3
@arch.jslin Haha, I did spend a decent amount of time on formating the simulation tables. xD
@SimianLogic Yeah, me, too. :( I was running out of time. Had two big branches planned but had to merge them into one ending.
I don't even know what a text parser is, unfortunately. xD I will look into that.
Some people seem to predict the twist, others don't. I definitely understand dings on the fun stat. Glad you guys like the writing -- I feel like the ending could use some work. xD I finished writing it in the wee hours of the morning, though I had it planned early on. Thanks for playing! <3
OH NO! D: Thank you for the heads up.
I meant to make multiple endings, but ran out of time. Future improved versions will have multiple endings.
He could... except no one could read it.
I think I found the bug, guys. So far, however, only the Mac version has been recompiled because I am nowhere near my windows PC and won't be for another couple of hours.
Starspell: I can see that. Definitely a point worth arguing. But if the game makes you think about such things, I still consider the game successful. :D
You're also right that they might just kill you. I was finishing the story at like 1 AM and was thinking more about driving the point home. xD One of my plans for continuing development is to smooth out and add to the story, including multiple endings.
Thanks for your input!
Hmmm... I compiled it in Windows 7. Wonder if that makes a difference.
Thank you! :D
Yeah, I know the reading will keep a lot of people out, but with my limited skillz, my options were limited. xD Thanks for the suggestions.
This is great! I would love to see this developed further. :D
I feel like the best thing you could do to improve this game is put a time limit on it. Or add a timed mode or something. It would add pressure that would enhance the fun. It's already really fun, though. :D
Nice and solid. I like the natural idea of scaling by people arming themselves in response to rampages.
I feel like it moves too slow. I don't know if AI turns take so long so the sounds can play or if there are so many sounds because the AI takes a while, but the pace was kinda detrimental.
I feel like it needs a time limit or something. It feels like a sandbox with extremely limited capabilities.
I love how the graphics and sound both change to indicate approaching doom.
The constant loop of the audio at the beginning is a bit annoying because it's so short, but the game is fun. You might want to make the bloodstream changes visible -- I feel like they catch me too off-guard.
The controls are definitely a little clunky on a computer. I also feel like the difficulty jumps around a lot, rather than scaling. It was a lot of fun, though.
I really like this. I have only two complaints. One is that it's too big -- even with my browser maximized, I can't see everything. The other is that I think the footsteps should be quieter so I can hear the pinging better.
The controls are kind of clunky and the guards notice you even if you're behind them, which makes stealth difficult.
Bravo for coming up with a fun way to be a villain -- to try to foil the good guys attempts to invalidate your plans. This was tons of fun!
I'm not a big fan of the autojumping. It's distracting, and in a game where touching enemies is bad, it feels like a disadvantage.
Also, you're not supposed to modify gameplay during the judging. xD
I love how the NPCs said the silliest things. :D
Good, solid entry, yo.
I found the camera control to be too sensitive for comfort. Lack of an option to invert the y-axis didn't help.
This might be nicer with a second person, but even then I think I would get bored of it quickly.
Your links don't work for me. I'm having trouble connecting to the server.
I like the music... and I kinda like how it contrasts with the idea of what you're doing. I am glad you didn't add munchy/crunchy noises. This was a lot of fun. I am nowhere near beating your time. xD
The controls worked smoothly, but I felt more like a bird than a bus.
This isn't the first reverse-a-classic-arcade-game entry I've played, but has a unique take on the gameplay aspect. I like it.
Good concept and solid start. :D I like how everyone was a plain cylinder, yet the flashlights made the police completely transparent -- never had to wonder which way they were facing. Would have been nice to have camera controls and movement on separate hands, though.
I love the fact that you can fling them by their well-defined butts. xD
I was hooked from the goat lord's first evil BAA HA HA.
Good, solid little entry you have here. :D
When I clicked the link, the only thing that loaded on the page was, "We're sorry, but something went wrong," in bold red letters.
I think my favorite combination was Jesus + Void.
At first I was confused, then I saw the letters change real quick, then I started playing... and within like 10 seconds I was giggling.
I just remembered another comment I had... your game over screen has the potential to induce an epileptic fit.
I am Goat Hand! :D There's a lot of humor in this one. I like it a lot.
You have a solid start, here. I can already see where you're headed with it and I think it's a great concept.
I feel like there's not enough player agency. It's too random.
I like how you thought about the theme and did something different with it. My only real problem with the game, one which made me stop playing it earlier than I would have otherwise, is the volume difference on "water". The balance is way off on volume.
Ironically: because of the switching of cards between the truth and lies decks, which I assume is to help keep the game fresh from playthrough to playthrough, I feel like this game could only be successfully implemented as software. You can't have different card backs because of switching, but I can't see how you could mark the card fronts in any meaningful way, either, without creating a limited set of possibilities that players would eventually learn.
Good for you, BTW, making a game even if you didn't have time to code.
When I tried to run your game, the window popped up, but it remained black and I got this error message in the console:
Traceback (most recent call last):
File "/Users/crowbeak/Downloads/Sir Cat/main.py", line 171, in <module>
main()
File "/Users/crowbeak/Downloads/Sir Cat/main.py", line 30, in main
bg.blit(Overset.load('sky.png'), (0, 0))
File "/Users/crowbeak/Downloads/Sir Cat/overset.py", line 6, in load
image = pygame.image.load(path).convert_alpha()
error: File is not a Windows BMP file
Very solid, all around. I think I've spent more time playing this one than the other games I have rated thus far, but once you get all the upgrades... *shrug*
Hey there. Sorry for taking so long to review this. :( Been working late the past two days.
Your game is really well-rounded and complete. The lack of a good tutorial at the beginning caused me to stop wanting to play rather quickly. It wasn't until I had read the comments that I saw the stuff about firing; not having that info in the game is the one thing that I would say was a serious problem. In a tactical game, you need to know how to use your tools.
I feel like it played more smoothly when I tested it from your link in the IRC channel... but it's definitely more fun with more people.
I feel like this is an advertisement more than a game. That said, the graphics and sound are good, and the story seems interesting, but... I wouldn't exactly call it interactive. You could have made it a video and I would have enjoyed it more. As it was, the movement was slow and seemed to drag on. And I got stuck near the mirror.
I played your game for like 45 minutes without realizing it. I also love your clever non-use of goats.
Great start. It would have been nice to have an objective, but the movement was smooth. I can't play it for long because my tendonitis doesn't enjoy button mashing.
I feel like it's too slow, and there's not enough to do while you're waiting.
If you had JUST code for your source, with like a .py file to start the game, this would be playable on Mac, I think.
There are bugs. I got stuck on a wall in a corner. Aside from that, though, I like it.
Your control scheme makes it impossible to play this game on a Mac laptop. There is no right control.
You made an interesting and unique strategy game in three days. My compliments to the chef. You should polish this and try to sell it.
BBQ CHICKEN!
Potato mode's hilarity aside, this is a really solid game. I like it a lot.
tnovelli: Yeah... Python is just what I had to work with. I'm planning to do spend the next four months learning to use something else.
Cosmologicon: There really isn't replay potential, no. xD I had fun making the sound effects, though, so I'm glad you like them. :D
DaveDobson: Sorry to hear that. >_< I'm glad you like the potato eyes, though... that was the idea that led to the game in the first place. xD
Really neat concept. I would love to see a more complete version. Playing this now is a bit of a pain... mouse sensitivity was over the top and I couldn't invert. The words were kinda obscured because sometimes there were multiple things of text right on top of each other and it became an illegible jumble. I really believe you have the start of something good here, though.
Hmm. Your title doesn't really match the game.
Frantic! I love it.
If any of the games I've played so far have captured Minimalism and melded it well with gameplay, this one has. What an absorbing experience. The sound was very illustrative, and I like how your trail fragmented when you hit a wall.
Are the levels randomly generated? Some of them doomed me to failure.
How do I shoot?
Genius menu options at the beginning.
I feel like this really needs some sound.
This is a nice little toy. :D I enjoyed it enough to screenshot my masterpiece(?). http://www.flickr.com/photos/crowbeak/8690626023/in/photostream
That said, having the mouse anchored on the center of the images made it difficult to place smaller items precisely. And with 20 objects, I felt like it could easily get a little cluttered. Took me a while to realize there was a trash can, which is okay I think since it's easy to restart. I don't feel like I would know that minimalism was the theme just from playing this, though.
The controls are a bit clunky. >_<
Some of the colors are too similar. I am having trouble playing the game and am not at all colorblind. Someone who is colorblind is likely to be unable to play this at all.
As far as gameplay goes, I feel like this would benefit from scoring or a timer.
The monsters are terrifying! Dying is terrifying! This game is wonderful. xD
For the part where your time is limited, I can see why there would be a slow text pace, but I found the slow text -- particularly in the intro -- frustrating and it kinda killed the fun for me. I did like the idea, though.
You can edit the new link into your entry by clicking Edit in the pink box at the top of the page.
You have a rar file inside a zip file with no exe file in sight after not having a link at the top of your submission page. >_<
It's not loading in Mac OSX Mountain Lion on Chrome.
I wish there had been an option to just let turns pass more often, so I wouldn't have to research a cure for the zombies I had just decided to use for something else.
I love the barely noticeable squares in the background. Gave it some depth while still keeping the minimalism thing going.
I kinda like the extreme widescreen. Really nice overall.
Interesting concept, and good art, but... I feel like it was too much to cram into 10 seconds. I like the stories at the end.
I was streaming when I played your game: http://www.twitch.tv/crowbeak/c/2837135
I tried to download the Love file and use it with the love app and I tried to download the pre-compiled Mac file and I got this error screen both times: http://tinypic.com/r/347wg2x/5
Sorry for the weird black bar overlay. I'm streaming. xD
Video of my streaming your game: http://www.twitch.tv/crowbeak/c/2837174
It's quite fun and I would totes play it again, but I think the audio needs work. If the level goes for a while, it gets unclean.
BTW, I was streaming when I played! http://www.twitch.tv/crowbeak/c/2836942
I love it! The only problem I have with the game is that it froze when I got to the third car. :( Running Mac OSX, and I had to force quit the program.
This was really pleasant. I love the graphics.
I will try again later, you saw the crashery.
I snuck in playing your game at work. xD I like it. I think it's great that you only lose a life for failing a room, and getting hit just costs you time. I do wish the levels weren't random. I can lose a really hard level and then get three single-snake rooms in a row, and that feels a bit silly.
I really wish I could select a level, or that they at least weren't loading randomly. The lack of time to think means that I want to try this one I'm stuck on repeatedly.
Bravo! Sweet and simple. I love it!
I read your postmortem. Ditching the other mechanic was a good idea, because this game is fantastic.
For a game that relies so heavily on its light mechanic, there are a lot of jumps that are harder to make than they need to be. Some make sense -- it's a matter of having time to get to a place before the flashlight runs out. But when you're making the jumps to get back up to the charging station in the dark, it shouldn't be hard to do.
I love the beating heart. Nothing but different colored circles layered? Beautiful! But having to go through the whole story again for replay made me sad.
Yeah... I didn't have time to balance it properly. I want it to be fairly manageable, but make it so that having a needle in a red zone affects one or both of the other gauges. xD
^_^ I really appreciate the kind words, folks. I'm glad people have as much fun listening to the sound as I had making it. :3
Sweet, thanks for the link to the video review ^_^
@cryovat: Haha, sorry about the keyboard, man. ^_^
Yeah, I know there are some improvements to make in UI understandability. ^_^ Post-jam version is in the works, but I have a bug to squash, too, so I'm refactoring code so I can find the frelling thing.
The game needs balance, but having the character's ability to move from switch to switch be something to take into account was planned ahead of time.
I dunno if this is because I'm on a Mac or what, but clicking gray sites did absolutely nothing.
Thanks for sharing your game with me!
I won't be playing this one because it requires an install on a windows machine. I can only play Windows games on breaks at work, and I am unwilling to do installs on a work computer. I am glad you learned something, though. :D That's the best part of Ludum Dare!
It was rather distracting when the cat-robot portrait moved with every new speech bubble, but this is really solid otherwise. I could wish for WA[S]D controls, where W is jump and A/D moves you sideways.
Not bad for a first time. Not bad at all. Keep it up.
I love the graphics, but feel like the blood on the happy thoughts instructions was a unnecessary. I like the game a lot, but felt its hold on the theme is pretty tenuous.
Oh, and the music is lovely. <3
I enjoyed this once I figured it out. The game over message is delightful. :D
I was streaming when I played your game: http://www.twitch.tv/crowbeak/c/2837159
This is a really good idea for a narrative, and one that used the theme quite well. However, given that you didn't do anything particularly special with the game engine, I feel like you should have been more careful about your grammar. Get to know the engine a little better, too... when the flashback titles popped up, it would have been better if the titles had come up automatically rather than waiting for player input on a black screen.
This is an amazing idea, but the control scheme needs work. It's really hard to be mashing one button while needing to push another button with the same hand at sporadic intervals.
Did you realize the rules don't allow you to just use someone else's song, even if it IS creative commons music? You're allowed to remix creative commons sounds, but just plopping them in your game is against the rules.
That said, it's an interesting concept, but when the puzzle has been figured out, the graphics don't actually look like they match. I have no clue what path my thief took to get to the ship.
Playing on a Mac (OSX 10) and there was no time element at all.
This was rather harder than I expected. Are you sure a day is ten seconds long? I feel like the seconds are a little short. Your vampire is gorgeous, though.
The controls were a little difficult when transitioning from room to room. I kept dying on the second room with spikes because the character sprite intersected with the stage goal when it didn't look like I'd gotten to it yet, and the acceleration continued through into the new stage.
I really enjoyed this one. I suck at it, but I like it. I couldn't beat Fun #1 and gave up shortly after my death count passed 50. xD
And I played it on Mac. xD Hence no buggery. Check the LD IRC and see if someone can help you build the other versions.
I was streaming when I played your game. :D Wanna see? http://www.twitch.tv/crowbeak/c/2836962
Unity Web player currently crashes on a Japanese Mac.
Could you by any chance be convinced to create a Mac OSX build? Of all the harebrained specific things, Unity Web player currently crashes on Japanese macs.
This is not the only game I have seen this LD that used the needing to go to the bathroom idea, but I like this one better. The concentrating to earn more seconds mechanic is nice.
You have a good idea here, but the control scheme kinda kills it. The controls are already confusing from the menu -- the game controls are WASD with spacebar and mouse, but you have to use enter to select things in the menu and can't use the mouse? If you polish this, consider making mouse clicks also work in the menu and nixing the enter key altogether. Make space a selector.
The game crashed as soon as it opened with this error message: http://tinypic.com/r/rihyfp/5
I love the precarious castle. :D The game was kinda disappointing, though. I know Ren'Py does a lot of the work for you, so unless this is your first time making a video game at all, it would have nice to see more come out of this. That said, if it IS your first time coding then bravo.
I have Mac OSX Mountain Lion, and when I tried to open the game I was given the unhelpful error that it quit unexpectedly.
I tried to use the source code on Mac OSX Mountain Lion and got the following errors: http://tinypic.com/r/i6i4ow/5
To be fair, I haven't used Pyglet since last LD and I installed Mountain Lion over Lion in the interim, so it may be a problem at my end rather than yours.
Interesting idea, making a short game that requires redoing to get it right. For people unfamiliar with text adventures, though, I think it just comes across as indecipherable. In my case, on OSX Mountain Lion and with Python 2.7, the game crashes at the end instead of restarting.
This looks like tons of fun, but it crashes for me.Web player won't run because there is currently a bug with Japanese Macs, but the downloadable fails too.
Oh, how I wish it weren't Windows-only. :(
Congratulations on completing your first LD. I also did a text something in Python with no clue how to compile for my first LD, so I know the pain of people being unwilling to install Python to try your game. I would like to offer you some sempai advice, which is to have an else that catches all possible things the player can think of so that things like this don't happen: http://tinypic.com/r/2upfgoj/5
I also cannot figure out what I'm supposed to do. Nothing I'm trying to type in works.
I enjoyed this. It took me a couple of times to get the hang of it, but when I did, I liked it. My record is 67 seconds so far.
I was streaming when I played your game, BTW. http://www.twitch.tv/crowbeak/c/2836952
Hilarious idea, simple way to increase difficulty.
Can't open it on my Mac, but unlike the first guy I got no error whatsoever.
I have but one critique, which is that your next game have more focus on a good user interface. Good luck!
You should be proud. This is a fantastic idea. I wish there were a two-player mode, though, and/or better AI. I didn't get the point at first but when I did, I fell in love with the idea.
BTW, I was streaming when I tried your game. If you want to see the video, it is here: http://www.twitch.tv/crowbeak/c/2836994
If you used love, couldn't you have made a .love file? Those can be used on all platforms. I can't play this because it's not available for Mac.
Mac users with Japanese input have a problem with Unity web player crashing, at present, and since I have a Japanese Mac I can't just turn it off. Where is your source project? I could play that.
I suck at stealth games, so this one wasn't really for me. Once I hit level 3 I couldn't get out of the opening corridor.
It's okay that your source code can't be run directly, but you really should include builds for systems besides Windows for download, then. Linux players can't use the web player at all, and some Mac users can't use the web player in its current version, either.
I love it! Glad I'm not the only person using mouth sounds. ^_^
Haha, fantastic. Even if they aren't jumping constantly. Now it just needs netplay or something so that you can play with someone even if you live in the boonies in Japan.
OMFG. This is fantastic. <3 Bravo. Just... just bravo.
:3
Video of when I streamed your game: http://www.twitch.tv/crowbeak/c/2837187
That was a fun experience! I love the camera craziness.
I tried to play it on my Mac (Mountain Lion) and it crashed before it opened. I can't play the web version because of a ridiculous bug that only affects Mac users with Japanese input.
The left and right button appear to just cause barrel rolls (web player on a mac), so I dunno if I'm just not getting it or what.
I really love the graphics on this.
This is easily one of my favorite games of LD28. This is fantastic. I love the simplicity of the graphics, too.
Haha, theme subverted. I like it.
Thanks for the comments, guys. Not getting to make a different choice of piece was done on purpose, but I had no playtesting besides myself; the reason for it is that you only get one... piece. Maybe not getting to rechoose doesn't matter in that sense, but I was building the system and fixing that wasn't a priority. xD
I ran into the time limit before I could make it more challenging. I've actually thought of several ways to do that.
Where did you place it on the board? Maybe there's a mistake in the shape checking algorithm.
Ooooooh, saying the name is a brilliant idea. :3 Gonna steal that for the post-compo version, methinks. :3
I think this is a good start. It needs more work, but it could be a very good game. Right now, the player is just doomed to lose out on money, and it would be nice if I could manually switch between shoing what a tile does and how many turns it has left instead of it just swapping back and forth on a timer.
I felt like my eyes were trying to cross while I played. I dunno if it's the framerate or the speed of the background or what. And then I kinda sucked at the game, which I don't think is related to the problem I had with the graphics. xD
This is great -- the second only-one-tower tower defense game I've seen so far, but I like this one better because you can just put the tower anywhere.
You can't run an exe file on a Mac.
I don't know if it was the camera angle or what, but when I was supposed to be moving I could not for the life of me figure out what was going on.
I'm playing on a Mac with Mavericks and the one button doesn't always work. :/
This is a game that really needs a tutorial.
I'm not sure if the game is buggy, or what... I jump and there's nothing but white and there's no way to tell if I'm falling or if I landed on something I can't see.
Nothing is happening and the sound is chopping. It just doesn't appear to work. Playing on Windows 7 in Firefox.
I'm terrible at this game, but that doesn't stop me from loving it.
While I appreciate the giggle factor of the control scheme, it makes the game really hard to play. Very cute, though.
I can see that it's basically Lemmings, but there is no indicator of where they need to end up.
Neat idea for a game, though its hold on the theme is tenuous. (Same of my game, with the theme. Just sayin'.) I enjoyed it. The animation of the conveyor belts was disorienting, though, since the wheels didn't turn.
Quite amusing. :D
This is a fantastic idea, and I think with more work it could be a fantastic game. Letting players click the tower every so often to fire again makes it more active, which is cool, but aiming is difficult.
You should get py2exe or something and make an executable of this.
Your OS/X link doesn't have a file which can be executed on the Mac OS.
This is at once the most difficult and the most interesting asteroids variant I have played. I salute you. Also, budgetary constraints, lol.
Altering expected use of the buttons gives this greater impact. Well done.
This got my heart racing. Them monsters were scary. *slobbering noise* *red light* AH MAH GAHD
I'm glad I stuck with it through the first level. That first level is a doozy, though. It's really hard to get the crossbow without getting eaten.
Congrats on your first LD, bravo for having a lady protagonist. I like the art. Don't see much of that in Twines.
I know you didn't get hardly anywhere with this, but it still made me laugh pretty hard.
Rated for humor because of the source code directory structure. :)
This game is great. And the end of the third scene is goddamned hilarious. It needs sound, though.
Internal server error when I checked the link. Can't play it.
This is fantastic. I've spent more time playing it than any other game thus far.
:/ On the Mac version, at least, the mouse cursor doesn't disappear, which meant I kept having the start and menu bars pop up. I would also often move forward, but hitch on something and stop, which seemed really odd because I seemed to have no volume. I also have trouble with a non-inverted mouse.
All this added up to me stopping reading the subtitles early on, and by the time I realized that, I had already missed so much that there was no point in continuing the game.
*slow clap* I don't care if you win Ludum Dare or not... you just won Ludum Dare. Brilliant, both with the ending and the overall message of the game. Bravo. Bra-vo.
I am so glad I stuck through trying to kill the last two scouts. The ending is fantastic.
116.1
I like all the small details.
Mouth sounds FTW ^_^
Lol, must have a rebel base.
I like how the game gives you everything you need but doesn't just hand you the answer. I suspected the culprit from early on, though, so it was nice to be right. I also like the fact that you have a pianist going behind the piano music.
I felt like a lot of the links led to passages whose contents didn't logically follow -- I go up an elevator and then it tells me I'm coming up the last few steps? >_>
Creepy hidden things are creepy!
This is another one you should polish up for release, if (when) you ever finish MidBoss. I really like the on the fly deck building combined with semi-RT-semi-turn based action. It's unique.
Thanks for the feedback so far, folks! Glad you're enjoying it. I wanted to add art, but I got started on this late and didn't end up having time.
Contacaton, thank you for the typo thing. I was making the Magical Guardian branch right up until the wire. xD
o_O Hmm. The restart link is part of the Twine engine... I dunno how to change that.
tripleVisionGames: xD I actually had a bad start and didn't really get anything done until 30 hours in, which is why this is a Jam entry and not a Compo entry. I'd have written more except for the insane notion of creating a game that *required* me to be constantly browsing TV Tropes. I spent at least as much time looking at the web site as I did writing stuff for the game. I suspect the TV Tropes:writing ratio is more like 3:2.
I dunno if anyone will read this, but I've been thinking about what some people have said about doing more with the tropes than listing them at the end. I've come to the conclusion that it would have been good if I had had the player choose which trope to add next, using the random trope button on TV Tropes to find things to use. Lots of hilarity would have ensued. I might do one like that later.
It made me think. I like that.
I don't find the game too hard. It might be too hard if creatures reset when you die, but they don't. The hardest thing for me to deal with were the blue snowman things. That last run through the tunnel with the wings was tricksy.
I really enjoy it -- the slowdowns at gobbletime make the splashes of blood really apparent and I think the game fits its title well. But the challenge never ramps up. I feel like it really needs that, because it gets monotonous after a while.
I love the clouds. ^_^
I like the art assets :D The little POOF explosion thing is excellent, and the letters/numbers are pretty sweet
This game is difficult. I like it. Fun with foliage!
I like the metaphor of the monotonous gameplay. I ended up making up melodies for the music myself and humming while I played. The graphics are lovely.
Nice! My first LD game was a simulation done entirely in text, but I did it in Python and couldn't make builds to distribute and had no fonts or music or anything. You have me beat on those fronts. xD Dunno if this is your first or not, though.
I feel like this game needs more indicators. There's a long cooldown on your only attack, which is fine, except there's no way to know when you can attack again. Health only regenerates when you level up, but you have no way to know how close you are to leveling. I ended up feeling like I had to play super conservatively, and in a game where your only attack would hit everything around you, that felt like a darned shame.
Very Super Hexagon-ish, but not in a clone-y sort of way. I like it.
Not bad. I like the graphics. There were places where it felt like my death was a result of the controls rather than my own lack of skill.
I like the music. I feel like burrowing through the dirt should have taken more time than walking through previously dug paths or something. It felt like I was just walking around a room with cops too dumb to leave the edge. Good idea, needs iteration.
I saw a few typos, such as "With an empty fridge you are a too busy to find the time to cook." (Extraneous "a".)
I had trouble identifying with the first part, being female, but it was interesting. Lots of good storytelling techniques used.
The music started off good, but got on my nerves in the middle. The way it was repeating made it sound like it was glitching out. The controls were pretty good, though.
The graphics are beautiful, but the game really just feels like an invisible maze with insufficient clues as to the right path through that punishes you for making good guesses because sometimes the only way through is to let a rabbit get blown up to clear the way for the next one. I didn't really enjoy playing it.
This is a lot of fun. Throwing the knights around is my favorite part.
I saw a lot of black boxes instead of enemy sprites. Made it harder to tell what's going on.
I didn't get it until I got to a floor where I couldn't see a way down. Before that, I had been wondering how you're supposed to react to/interact with other players if they are around.
I like the music, but I'm not sure if it fits the idea of hopelessness or not. I also like the fact that you can play until you are tired of it. That fits really well with the title, and subverts the expectation that you'll run out of stamina or something and die if you dig long enough.
Well, that was dark. Well done.
I have to say that I also think you should have credited Atomic+ as inspiration. The game is different enough that I wouldn't call it a straight-up clone, but I also find it... interesting... that you didn't even mention it.
It's gorgeous and an interesting idea, but... I just... I don't really like it. I like my interactive fiction to be interactive, but this is not a way I like it. I do like how the angel or devil appears in the scene depending on how it comes out, and I like the fact that every battle is different, though.
The music is good for zen-ing out to.
I really like the way movement works, but I feel like starting the player facing the center is a horrible idea. I died three times before I figured out what was going on.
You should get py2exe or pyinstaller or something and make a playable build that people can download. Even those of us who have Python installed (not as big a percentage as you might think) won't necessarily have the libraries needed. I don't, and I'm not willing to install new libraries just to try your game. Sorry.
Hard to control, but in a good way. I enjoyed this.
I really like this game, but I got caught on the way to the well after the slow and painful process of dragging my laundry to the landromat. :( I didn't want to do the whole thing again. Good game, though.
This is really good for a first attempt. I have two problems with the game. One is that you can't throw rocks when moving. There was one spot where I had to rely on the rock going through the wall to hit a skeleton high above me, which is counter-intuitive.
The second problem has to do with level design. There are multiple places where there are spikes at the bottom of a fall, and you can't see them before you fall. There's no way for the player to anticipate that, and it feels unfair rather than difficult. The player should be able to see all dangers coming so they can react, especially in a game where one hit means death.
I like the feel of the movement. It would be nice if it had something to make it more of a challenge, though when I realized the jetpack only had so much fuel it made me think a bit more about what I was doing and how.
I feel like the AI needs some work... if I had no bots close to the entrance they carved to get to me (stupid zerglings :< ), they would pause for a bit before continuing to destroy my base. This is a really, really good start, though.
The game isn't loading for me in either Firefox or Chrome. I'm on a Mac.
I like being able to fly. I wish you had gotten more done on it, but it is highly entertaining.
I haven't played Space Harrier, but this reminds me of StarFox. Sorta. xD
I love it. :D Bonus humor point for FALCON PUNCH! in the console when I closed the screen.
I like the slice of life-ness of it. I would rather the controls had been keyboard only, though.
I really like the graphics.
This is really cool. I look forward to uncovering more of the map.
This was really well executed. I didn't finish it, but only because I'm kinda bad at platformers.
I'm from Alaska. Even big earthquakes don't really scare me. Our buildings are built for them, so minimal damage occurs. It was just the first thing I thought of and could easily implement before going to work. xD
Thank you for the kind words, folks. :D
fcpfoof: No, I didn't. xD But I definitely wasn't prepared due to other obligations.
I don't know if I'll do a post-compo release. I feel like it would be appropriate; I wanted to have a whole bunch of things crop up during the game -- significant other wants to go to a movie, work calls, etc. Basically, have other areas of life all coming down on you while trying to Ludum Dare. More meta! :3
Hmm. Introductory Ludum Dare game. You know, I hadn't actually thought about that.
With the idea of it being an introduction to Ludum Dare game, I probably will continue it. It won't go the original direction I planned, though. xD
I love the idea (and the graphics), but the controls feel a little unresponsive.
I'm just having too much trouble figuring out how to get anything done. The game doesn't really provide sufficient feedback.
Interesting concept, though the execution needs work, I think.
I found this quite entertaining. Love the sarcasm and I'm glad you at least submitted something. Ov
Oh Benn, this is glorious. Connection to the theme is tenuous, but the gameplay is excellent. I wish it were longer.
Having the look and the aiming decoupled makes this game very difficult to control. I do like the graphics, though.
It took me forever to work out how to get the info I needed from console C, but when I did, I enjoyed the mechanic. Brilliantly done. The toilet was also an excellent touch.
This is great but it really, REALLY needs the ability to just hold the mouse down to shoot. A trigger warning about that potentially epilepsy-inducing flashing on the game over screen might not be out of place, either. xD
This is interesting. I like the choice of worlds to cross.
It is really difficult to figure out how this works, but once figured out it's pretty great. Really need to work on a tutorial next time, though.
I had to read other people's comments to get it, because I, too, missed the text in the corner at first.
This is well-suited to touch, I think. As a game being played with my mouse on a computer, I was limited by my tendonitis.
Well written, with graphics and CSS used to good effect. I quite enjoyed this.
I felt like there was a little tooooo much path retracing, but aside from that I really like this. I love the character sprite and how he's still flat when he's sideways.
This is a neat idea, though I live alone in the boonies of a foreign country and can't just rustle up someone to play with. I think it would be worth expanding into a full game.
I feel like this could be improved post-compo to be a really cool action shooting game, but right now it feels like a seed.
Nicely brain-bending.
I played through this whole thing in spite of poor level design choices (I shouldn't have to die to find out what I have to do to move forward, though at least there were checkpoints often) because I liked how you were using the theme enough to keep trying.
Without really being given a goal at the beginning, it just feels like aimless wandering.
This reminds me of that one XKCD comic.
This is a really neat idea and the animations are cute.
Longer and better fleshed than most Twine entries turn out. I think I would have been able to tell you're a writer even if you weren't taking the opportunity to advertise in the sidebar.
I feel like your preface should have been an afterward. You did a good job of making a game that could be fit to any number of situations/feelings, which includes transgender issues, but by prefacing it with your experiences you color the lenses right before handing the glasses off to the player.
I keep having to restart because the left hand stops working. :( I really enjoy this, too -- the silliness is great.
This is a great idea, but the controls killed it for me.
I liked it, but that font is so very hard to read.
If Dropbox is really the only way you have to distribute this, you should be able to just put the file(s) in your public folder, unzipped, and link to it so people can play without having to download anything.
I would love to see this expanded upon.
There are a few spots where the ceiling gets in the way of jumping, which was rather frustrating, but I liked it overall. I appreciated the LD community member jokes.
I like the game, but I muted it pretty quickly because the music got annoying really fast. It speeds up, but for no apparent reason... and there's a well-established expectation that faster music means you're running out of time.
This is really well written.
This is an awesome idea and I would love to see it polished. In its current state it isn't very fun, though I believe it would be with some iteration.
I love all the graphics, but especially the fact that you can see the planets in the background. They helped me remember what beats what.
I'm confused about why I only get one turn with a fourth point of movement when I upgrade movement and I feel like there's a little too much grinding, but overall I really like this entry.
I enjoyed the humor! :D
This is a very engaging game. Thank you.
This is a good start, though the lack of increasing difficulty made it too easy. I loved watching the tower get taller beneath me.
That theme song was inspired.
Neat idea, but the enclosure is too big for the sizes of the starting beast and ducks. The music also sets a mood too serious for how silly this is, IMO.
Brilliant.
This isn't the first game I've seen this LD to have the scene morph upon hitting a goal of some kind, but this IS the first one to really contextualize it perfectly. It's a twisted trap room, so of course it changes every time you hit a button.
It's too hard for me... I'm not good enough at platformers to really grok the physics. I'd recommend it to others, though.
I'm not colorblind and I am still having trouble seeing/figuring out what the heck is going on. :/ I can't even really get started because I dunno where I am. There's no way a colorblind person could play this.
There are some performance issues and what you're supposed to do is difficult to figure out, but this is a good start.
I don't know why I'm driving a piano, but this is awesome.
Great idea and pretty good execution. The underscore doesn't correspond to where underscore actually is on a Japanese keyboard, though... hard coding it to a specific location on the physical keyboard is terrible for those of us not using the same layout you have. :P
I found the screams of the fleeing enemies entertaining.
Channel 9 was my favorite. I kinda wish that LD-related number channels had had stuff, but I totally get the time limitations. Good job!
Whole game on one screen -- including options, which are also game. Nice.
This is wonderfully funny in its simplicity. xD It became too easy once I got the hang of it, though.
Neither link works for me, either.
The download keeps failing for me.
I live in rural Japan with noone to play with. :( This is hard to do by oneself.
Such a good idea! But getting seen by managers did nothing and there didn't seem to be a win condition flag. :( This is a great start, though.
The game asked me for a username and then... didn't load.
This is impressive for a 72-hour job. Good going.
That music is awesomesauce. I sat on the start screen dancing for a couple minutes before I played. :D I love the bubble mechanic and the whole aesthetic is very fun. Movement controls need work, though.
I really wish it supported joystick, but even with the D-pad the controls feel great. Top notch quality overall. Good work.
It's a good idea... but there were waaaaaaaaaaay too many monsters and when I saw how many more places there were to search on the second murder I just closed the game.
It took me far longer than it should have to call the help line. xD Not your error, though, totally mine. I enjoyed this.
I also tested this solo, as many other commenters did, but since the key generation seems to be random, I can imagine it being a hectic fight for keyboard space.
This is a good start. You should consider developing it further.
The robbers move so fast it's impossible to tell what's going on.
I enjoy the graphics and throwing everything in sight is definitely fun, but the mouse cursor was difficult to keep track of when there was a lot going on.
The first time I pressed space bar, I burst out laughing. It's adorable overall.
We're working on a fix for that >_<
2-6 is probably the hardest puzzle in the game, but I assure you it's solvable. ^_^; When testing for bugs, I had to take 4-5 tries, and I designed the mechanicsand puzzle both. Thematically, though, it belongs in floor 2. >_>
Thanks for the kind comments! \o/ We actually came up with mechanics, asked the artist to come up with an interesting aesthetic/setting he could do in the time allotted, and created some story to match.
\o/ We're really glad y'all are enjoying it. Thank you!
Did you try the fix mentioned in the description?
\o/ That sort of progression was one of the things that made me fall in love with Portal. It was my inspiration. Glad you enjoyed it!
Eniko has been too busy to get the browser port finished these past few days, but it IS coming!
The brawling is also consistent; I just didn't do a good enough job of designing the levels to make it obvious and the diagram in the upper left corner only shows strength order. If the attacker's hat is strong vs. the victim's hat, the victim gets knocked out; if the attacker is weak vs. the victim, the victim gets knocked back. If the hats are neither strong nor weak, they get into an endless fight.
Thank you for the kind words! \o/ I know I say that a lot, but I really do appreciate it. We're glad people are enjoying Ultra Hat Dimension. ^_^
:D Thanks again for the kind words, everyone. (That's a thing I'm happy to be a broken record about.)
Color wheel of hat dominance is now my favorite description of it. :D We were just calling it a chart, but that's WAY better.
I kinda wish you had either allowed for A and D keys to be used for steering or made the horn a space bar press instead of mouse. The controls were akward. I liked the fact that the steering bar doesn't allow you to sit on exact center; it's either left or right of center, which made the steering quite like real life in a sense.
I love the graphics and animations. I dislike the screen shake. The unusualness of the rhino arrow is fantastic. The fact that you get limited ammo and no idea how much stuff you'll have to shoot with it is not so great. I also got stuck on corpses, it seemed, once. I would call this a good prototype that's worth polishing up for a post-compo release.
Really neat idea, making time the currency for the vending machine. Since the enemies never stop, it's a good choice. The giant zombie was funny.
I can't play this because of the combination of no way to invert the mouse and high mouse sensitivty.
I love the art style and I like the concept, but in practice the controls made the game unfun for me. To be fair, I'm not good at platformers to start with, but there were times when I would fire and nothing happened or where the controls simply not being responsive enough caused my doom -- even after downloading the SWF to my own hard drive to avoid lag issues. I would be interested in seeing a post-compo version that had been more finely tuned.
You tried to rate our game, before, but couldn't be bothered to install a redistributable (understandably) to fix the crash on startup issue. Our programmer has fixed the problem, though, if you're interested in giving it another go.
I'm really bad at this kind of game to start with, so the speed at which the character moves makes it frustrating to play. It seems well constructed from what I can tell, though.
I love the perspective and the animations, but if there was an end, I didn't find it. Great start and I would totally like to see it fleshed out.
I like this a lot, but the fact that it's just in 3D space with targets chosen seemingly at random and nothing in the background to help you orient yourself is rather confusing.
You were definitely hurt by that save fail, but I can see where you were headed with it and you have a good start.
I can't rate this one because I don't have anyone to play with. :/ I mean, I COULD rate it, but that wouldn't be right. Sorry. Downside of living in middle of nowhere Japan.
Health as ammo. Neat concept. I found it hard to aim, but I'm kinda bad at this kinda game anyway.
This is a really interesting concept, but trying to find the last cube is like trying to find a needle in a haystack. I dunno if there's a corner I missed or if the cubes wander around aimlessly, but if the latter then the game might benefit from the cubes patrolling set paths.
There are a number of things about the writing that don't sit well with me. Some word choices ("ensconced" was not used well), but mostly the branch choices. You knock on the door and then two of the choices are not actions the player takes. That's an immersion breaker. Then, the player character is assigned too many traits for a game that is ostensibly putting the player in the character's shoes. Many of "my" reactions are things I would never say or do, and the way they are framed it just tosses immersion out the window.
I really like the trees.
:< I have the redistributable packages installed and repaired them anyway just in case and it still says a DLL is missing.
This is great. I love how the graphics are minimalist, yet provide a lot of texture to the screen while simultaneously making the different enemy types very distinct. It's easy to relax your eyes and take everything in, which is really useful when the game speeds up.
That's a really unique game you've got there. Well worth the mental adjustment in getting used to the mechanics.
The first time I played the game, I didn't get it. Glad I gave it another try. That's an interesting mechanic, throwing anythign nearby at the zombies.
This was fun to play, but I can't rate it highly in most categories because 1) you admitted it's a clone and 2) the music is definitely not open source or otherwise legal for you to use. I don't remember which Final Fantasy game it's from, but it's definitely Final Fantasy music.
1) If most of your sound is from non-you sources, you should opt out of audio voting.
2) This is a neat concept, but it was too easy to kite the enemies around the arena.
Dunno if this is intentional or not, but the name instantly reminded me of Robot Roller-Derby Disco Dodgeball. Name association aside, you've created a unique arcade game here and it's really fun.
This is a really great start. I think you could build a full game out of this. Took me a while to realize that you have to click the give button, though, and I upgraded past max 50 a couple of times before realizing I could ignore the customers and just collect mats after that.
As someone who comes from Alaska, my image of tundra is not automatically white and blizzardy. During the summer, the tundra is actually full of life. The idea of feeling permafrost through one's shoes also strikes me as silly. The guy should have used the tree as the basis for a snow cave. And eating snow from under a tree is never a good idea because it ends up tasting like tree from bits of bark and leaves and sap that fall down on it.
The writing is good, as always... I just know enough about the subject matter that I can't immerse myself in it. :/
This is a really interesting idea, now that I've read the description and see what you were trying for, but the execution fell flat. I had no clue what I was doing or what difference it made to increase or decrease things, etc.
I also got a 404.
It's really hard to understand the rules that govern how everything works, but the mood it sets is fantastic.
:D I'm generally not a fan of zombie things, but I appreciate this take on them. Unconventional, indeed.
I couldn't finish this because the movement was making me queasy. I think the problem was the size of the tiles combined with the fact that it was a little hard to tell the difference between boulder walls and ground. The art looks good, but the ground was just too busy.
I got as far as getting two of the components needed to get the door open, and I like the mood the game set.
I can't beat this because the shaft that starts wide and narrows as it goes up, where you have to combine wall jumps with dashes after using the scuba gear and from which the blue key card can be seen, is too hard for me. I can get to the top, but not over the lip into the next room, and falling all the way to the bottom is super frustrating.
That said, I've always been bad at that kind of thing and don't hold it against you. Even without getting to the end, I am impressed. The level design is solid, the graphics are not just appealing but also show the player everything they need to know (with the one caveat that powered and non-powered doors are indistinguishable to most colorblind folk), the audio cues are fantastic... this is just great. And I didn't play the post-compo version. I'm not gonna rate on the theme, though, since I haven't gotten to your implementation of it.
You have successfully hit on a natural and easy to grok way to have a unique FPS. I like it a lot. It's probably a good thing that it seems impossible to die, because I couldn't figure out a way to avoid the owls hitting me.
Wario Dare?
The graphics are lovely and the gameplay mechanic is fun at its core, but the time limit on figuring the sliders out kills it. Especially since you go from one slider straight to three without any way to find out what each individual slider does.
I have no clue what is going on.
Interesting idea, but it doesn't recognize my microphone and it's too hard to control.
Maaaaaan I wish I'd remembered to check out your entry before putting out my last LD roundup. The graphics are lovely, as always, but the idea of using cards to summon things that fight for themselves is a really good one. I like the abilities you chose for your deck; I just wish the deck didn't reset on game over. It would have been nice to be able to just tweak the one I already had.
I can't rate this one because I don't have anyone to play with. :/ I mean, I COULD rate it, but that wouldn't be right. Sorry. Downside of living in middle of nowhere Japan.
I couldn't get hardly anywhere with the third level, but I can appreciate the skill and strategy the mechanics create.
This is a neat and adorable idea, but even knowing that I can look around with the kite, it's frustrating to try and figure out what to do. The kite can't go below the player, which means making leaps of faith which, if missed, drop the player back to the beginning of the game and requires the player to cover a lot of ground all over again. Grabbing cloud ledges with the kite seemed broken until I realized that you can only grab at the very edge -- the game gives no indicator of that. Eventually I got stuck because I just couldn't find a new place to go.
The darkening and lightening used to try to recreate the old film effect wreaked havok on my ability to concentrate. Too big a difference, too often, too fast a transition, I don't know, but it made it really hard for me to do anything. Then there's the fact that I have no clue what a samovar is and it wasn't possible to view the clue again once it had gone away.
This game really needs a progress bar for loading, but aside from that it is fantastic.
Lack of ability to invert the mouse + high mouse sensitivity means that I can't actually hit the birds.
Great art for a compo entry. I like that you did more than just make a top down shooter; the mechanic of stealing weapons from your enemies is really interesting. I feel like the time it takes to steal weapons is a bit long, though.
I like that the weapon is unconventional in terms of how it can be used rather than its shape/form/type. That grainy shader is really sweet, too.
It's a fun idea, but I ended up stopping playing because my tendonitis made all the clicking unpleasant after a while rather than because the game made me. It's basically a choose-your-own-way-to-steamroll-the-lolitas thing and I didn't find it particularly exciting in practice.
I agree that better writing would have improved this. It's a good story, though. And the use of colors to indicate which text changes when a link is clicked is good. I wish the font had been a bit thicker, though. The contrast between black and gray was too low for how thin the font was.
Tried the link and it doesn't work.
Level 9 was too much for me and my lack of skills. Good level progression to teach the mechanics, though. The water hanging in midair is unrealistic, but I never have demanded too much realism in my games if the strangeness contributes to good gameplay, and it does so here.
This game is all right. My biggest problem with it is the lack of consistency regarding what you can go through and what you can't. Buildings don't look different enough from plain boxes to make me think I shouldn't be able to walk past them.
I won't rate this because I have no one to play with, but I did check out both compo and post-compo versions and I really love the rope swinging.
I love the storytelling. "The glowing intensified when I pushed the left mouse button." xD Good voice acting for the narration, even with the blatant tutorial fourth wall breaking. It was neat to see the environment change with the storytelling, too, and it felt like a complete mini-arc in a larger story. I could see this as a demo/intro for a full game. I'm glad you had a solution in place to keep player death from causing loss of progress. I was afraid I'd have to start over when I first got attacked. My biggest problem in the game was the lack of ability to invert the mouse. It's also kinda sad that there are no subtitles; any deaf person who plays this is going to miss out on the narration and probably find the game a frustrating experience.
This is adorable! My favorite part was being able to use the hair dryer to float.
Learning to control the car was interesting, but even before you figure that out, it's fun. Bravo!
As someone unfamiliar with Bible verses, I found this game far too opaque. This is a neat idea, one I'd be interested in seeing again if it were fleshed out.
Pretty big jump from easy to hard, but the music is good and you chose good keys.
I can't figure out how to shoot any direction but right and I find the screen shake to be jarring. :/
The narrative was good and although it's clear how The Stanley Parable was your inspiration... I dunno, it felt like it was missing something. Hard to say if that's because I have played the crap out of The Stanley Parable or not.
This is a really neat idea, but it goes on forever. It would have benefitted from ramping up the speed of oncoming enemies faster, I think, to create a shorter play session. It also would have benefitted from not having the number attached to a piece be random. You had a good visual variety of pieces, and if each piece had been attached to the same number all the time, peripheral vision would have helped me figure out which number(s) I needed at any given time. Some indicator that the die number had changed would also be nice; sometimes the number seemed "stuck" when I'm sure what happened is that I randomly got the same number again.
I can't even download the source to find out if it's written in a language I have installed.
I can't figure out a number of things.
1) What is my pet? Is it the creature that starts out next to me?
2) How does throwing the snacks direct it to do things? The snacks seemed to have no effect on anything.
3) What do I do when I have thrown all three? Running over them did nothing.
It seems like an interesting concept, but something needs to be done to make what's going on more apparent.
That's a really neat pair of mechanics, the rift and transmutation. Very solid. Bonus points on the graphics for being colorblind friendly.
What this game lacks in sense it more than makes up for in ragdoll physics. This is hilarious.
I like how you had the one injection mechanic that could be used on any of the sheep and that the objectives changed on each level. Your choice of font was really hard to read, though, so much so that it took several levels before I realized there words there rather than decoration.
I was surprised when my band died an unfortunate death. Not sure what happened there -- did they fall in the river? That's not exactly in keeping with the mechanics of the game; I shouldn't have to worry about that.
The graphic style is really neat and I like the music. Having to ruin the music to get people to go into the restaurant was unfortunate. The timing for key presses was also not quite intuitive.
It's a good idea, overall, but it right now it's the sort of game where you could memorize the best route and be done with it, more or less.
It's a little weird that the ball can destroy crates but does nothing to the enemies.
Bravo for making a two player game that still works single player. I wish I'd had a second player, though; it seems like that would be the most fun. I don't like the movement for the guy, though.
The models for the packages were great, as were the zombified chickens and llamas. The gameplay was an interesting idea but... it feels like it needs something. I have no suggestions for what's missing. >_> Sorry.
I dunno what you could have done to improve the controls (typing vs. having to move), but that was a thing that I didn't really enjoy. You did a good job of setting the mood, but I would have liked to have some understanding of why some enemies respawned instead of dying or why some of my attacks had multiple bullets instead of just one.
I like the surrealism. The gigantic hit boxes on the tongues make it easy once you realize you can just hold the left mouse button down and edge up while attacking. Not being able to invert the mouse sucked.
I love the music. It would have been nice if it had somehow been more clear from the beginning that you only have so many pages of poetry to through. The number could be taken for a number of enemies remaining, rather than ammount of ammo.
This is hilarious and fun. I like it.
Not only did the game not load (it just stayed black forever), the resolution is waaaaaaaaaay too high for a browser game.
OMG, I wish I had someone to play this with. Still, I can see how insane this would be to play with another person. Bravo on doing something crazy and new. And I love the music.
This is really solid. I'm glad you included AI but I wish even more that I had someone around to play it with. Bravo.
I feel like the combat lacks enough indicators. I couldn't tell what effect anything was having. I did like the graphical style, overall, though.
Well done for a first entry. I like the particle effects.
The up/down arrows aren't doing anything. I can type, but I can't move.
I couldn't figure out a way to survive the narrow openings leading down to the three snails and the fish in level 4, but I like the game well enough. The controls were good.
For ease of use, it would have been nicer if I hadn't had to push enter to put in spells. I know why you did it; movement keys. But why not make arrows movement?
Brilliant -- the weapon is an item not usually used as a weapon, and its power also affects movement. The controls feel great and you have a very unified aesthetic.
I find the subject matter of this entry offensive. Not because it involves nudity/sex/etc. but because it falls squarely into the category of glorifying dangerous attitudes that are already far too pervasive. I see in the comments that you're trying to shrug the subject matter off as intended to be not serious, but not taking it seriously is exactly the problem. This IS tasteless. It's simply not cool.
I like the title pun and the animations. I feel like having the jump button also be the fire button made the game more difficult than it needed to be, but the mouse aim felt good.
There's no game on the GameJolt page. >_>
The transition from what seems like it's going to be a bed time story to passing down a sacred legend is really abrupt and completely changes the mood of the whole thing. Then it goes to upbeat music and immature letters?
The gameplay is fine, but I had to go through that thought process to get to the gameplay in the first place.
Darkening the player sprite as an indicator of health is a neat idea.
I like the idea of letters to senators as a weapon, but I never understood when I should shoot leters. Was the big meeple the senator? And how do I know how many letters I have? Not enough visual feedback.
The game is tiny, there's too much clicking involved (like, why do I have to re-select cure every time?), and it doesn't give enough feedback about what's going on in the ring. It's just really hard to get a handle on and I found that those things prevented me from enjoying the game much. I do like the graphics, though.
This is hilarious. I ended up not finishing it because I was blowing up one character before what felt like it should be, so I'd run into ALs I saw just from intuition issues.
It took me some time to figure out what was going on with E in the instructions, but I like the idea of feeding on the corpses of the immune system.
Interesting gameplay. Good job on giving the player a pretty good idea of when the missle is gonna go off. My biggest issue with the game is that I had to press enter to restart. I would have liked space as an option because the game could easily be left-hand only.
I like how your unconventionality was not just in the object used as a weapon, but how it worked. The light/scouting/button pushing all in one mechanic is neat.
I don't have a second person to play with; I was going to try it anyway and see what I could see, but the zip file is labled post jam update, so... I dunno if that's a thing I can really vote on.
Yeah... I'm not logging in with FB to play a jam game.
Lack of key binding support makes this game unplayable for me with my qwerty keyboard. The lack of a mouse cursor for pushing buttons is also really, really bad.
I like the arbitrary fact that you can only use every word once. I wasn't so happy that I thought of a lot of good words and couldn't use them. :\ First word I tried was smorgasboard. I also felt like the UI could have been better; the glasses as health bar was brilliant, given the bullying theme, but starting over every two lives when there were more than that on screen was confusing. Overall, I enjoyed it, but I feel like you've had stronger entries in the past.
At first I thought the tutorial was broken because it starts out having you perform the actions it tells you to take then suddenly switches to wall of text mode with a requirement that the player press space to advance the text. I discovered that space did something by accident and almost didn't rate the game.
As is, some of the weapons' rhythms are more difficult to manage, especially while platforming, and a practice mode that just allows people to shoot and move would be great.
This is very entertaining. I like the animations a lot.
It's a neat game, but it was a little harder to figure out than I would have liked. It took me a while to figure out how to tell which symbol was me, and then to figure out that I absorbed power as soon as I killed something, and then a while to figure out that swords could kill diagonally.
I like the mechanics. I think the rate of fuel consumption when using the pull beam might be a bit too fast, but my biggest problem with the game was that half the time I didn't get to see a score. :/ And I don't know why.
As someone who writes about games, I think this is a great mini-simulation. The game crashed after I gave Destiny... er... Predestination... a crappy review, so I think the editor decided to fire me.
I love the old-school TV effect. Good job on making the guards' proximity obvious. Would have been neat if there were more levels with different configurations and patrol routes for the guards.
This is a neat toy. I think it's an interesting concept that has potential to be a fun and relaxing thing to play with if polished.
This is cute. It would definitely be neater with a player management aspect to it. I therefore vote option A.
Entertaining, but having to click to look around in every new area kinda sucked.
This is the first game I've played so far to make me do something I definitely didn't want to do. Good job with the theme on that count. However, the forced coffee breaks ruined the experience.
The camera bugs were my favorite part! :D There might have been some neat squishing people and falling blocks and stuff, too. I don't quite remember.
I would really have loved to be able to fullscreen this. I had problems with hitting the top of my screen with the mouse and not being able to move up anymore in the game. Fullscreen takes care of stuff like that. Aside from that, it was pretty neat. You always come up with interesting ideas.
It's very frustrating that there's no way to know if an action will just be an instant game over.
This is the most complex game of Hungry Hungry Hippos I have every played. If only my tendonitis didn't shut the game down so fast. Bravo.
I like the graphics, but a transition between levels would have been nice to give me a chance to take my finger off the button so I wouldn't accidentally run into something at the beginning of the next level before finding out it was there.
Well, that's a really cool use of the theme. I like that you only get the best demonstration of it if you go balls to the wall and just kill everyone in sight.
A single run is very, very short. I understand you have a lot of combinations, but I think I'd have preferred fewer combinations with more depth.
The right-click to see footsteps idea was neat. Lack of ability to invert mouse look made the game really difficult to play, though.
This is a fun take on the theme, but I refuse to rate your audio because I'm sure you didn't make the victory audio yourself.
The lack of breaks in the text make this really hard to read.
That's a pretty impressive word count. The game feels a bit too random, though, and the establishment of the player as the monster isn't really well defined. Like, you don't actually do anything monstrous. It was interesting enough that I played it twice, though.
This is the heaviest Ludum Dare game I've played since The Day the Laughter Stopped.
I'm glad you took the time to submit it, even incomplete. It's a good start and I'm glad you learned from it. The sound and art do set a neat mood.
This reminds me of 3D chess from Star Trek, though in that one squares on top of each other are shared spaces.
That was really difficult. Doesn't help that I suck at reversi. xD Neat idea, though. I like it.
Amazing job setting a mood. I like the videos and the use of theme a lot, too.
Well done. Very easy to panic. xD Having the bust out of pokeball and eat grass mechanics on the same button makes it more interesting than it would be otherwise.
I love the menu. :D This is a very solid game. Aside from issues with the dash at corners, the controls were very good.
Neat idea, but waaaaaay too much clicking. I would very much have liked to see it with more mathy stuff implemented.
I wish there was an option to lower mouse sensitivity so I could play this more (tendonitis and tiny hand movements don't go together well) because this was a lot of fun. Occasionally the controls reversed or something, though... didn't seem very consistent.
Highly entertaining, not least because the control scheme is so crazy.
Good job making something that would have been hard to achieve/think of with any other theme.
This is a really neat concept, but the controls need work.
Neat game idea from the theme. It feels like a game that wouldn't really work with other themes.
Good use of theme and very well-written. Only dampened by my solid dislike of cats.
Well written.
Good use of theme. It's a bit easy to figure out what the optimal strategy is, but it made me giggle and I enjoyed it.
I really like the premise, but as someone living and working in a country not the one in which I was born, having it boil down to greetings felt like a serious let-down.
I like the subtle character creation page. Good job making a strategic game in Twine.
This could do with proofreading, but I love the thing about maybe your period is a week early again, right off the bat. ^_^ Instantly sets the character as female, and I am all for pushing guys' comfort levels on stuff like that. The note to self injections are also a nice realistic touch. Enjoyable overall.
When I try to load this, I get a confusing message. Not a web game, then? What is needed to play? Python? If so, what version?
Anyone who says they don't like the controls is crazy. This is one of my favorite games this time around, and I don't even usually like platformers, as a general rule. Controls + physics = nailed it.
amras0000: Thank you! Some friends noticed that, but I was showing them at a conference via my phone and didn't have FTP access to fix it. xD It should be good now!
Hey! I was very careful not to specify the player's gender!
That's what I call thinking outside the boxers!
Protip was very useful, but did not make me a pro. xD I like MaulUdder's suggestion about measuring hair length... or better yet, giving some indicator of how close to the ground you are, if it isn't endless. It seems not endless, since I can memorize where things happen.
That was difficult, but the check points were in great places. Nice and silly.
I'm glad there's a Mac version, but my laptop definitely doesn't have two Alt keys.
Good attempt at two button within the scope of Twine.
This is not working in my browser (which is Firefox). I was extremely disappointed that the Windows link also just linked to the browser version.
Glad I checked back, because I really enjoyed this. The art is lovely and I particularly like the visible scene choice tree. Between that and some of the nodes being locked, it felt like a cross between VN and point and click adventure.
Janky plant is janky!
It's too bad I have to judge based on the compo version, because the post-compo version is much better. It really shows off what you're trying to do, making a much better showing of this game's potential. You've got the start of a good idle game here.
Game wouldn't run! Here's a screenshot of the console and the error that popped up: http://www.lenaleray.us/jam/ld34/miguelmurca.png
This was wonderful. ^_^ Good for what ails ya.
Such an interesting graphical style, but everything is crystal clear. The sound is good, the game is fun. My one criticism, I think, is that the difficulty jumps when it starts rising; could use a smoother curve. Haven't played post-compo yet, though.
This game was too easy. It's not until you start failing that the game shows off its true silliness, so it would have been better if it had been harder so the player can get to that point sooner.
I like your storytelling style.
It needs some kind of visual indicator for when a spike is *about* to pop up.
Man, by going for two button controls in addition to growing, you killed the fun factor of the game. It was hilarious and I wanted to see more of the humor, which is why I kept trying for as long as I did, but ultimately the game is frustrating to the point of being unfun. This needed up/down/left/right controls or at the very least checkpoints for every single screen.
I can't figure out how to turn the alarm off.
I am an active non-fan of weed humor, but you did something that most incremental games don't, which is have a resource being traded for money and make it worth the player's while to keep that in mind when deciding what to upgrade.
I really like the visuals. The filter over everything gave it a nice texture.
You never fail to disappoint. Also lol those vampire names. xD
It's really too bad the player has to know how to use python to play this. This is one of my favorite uses of the theme so far. That said, I agree that the smaller shapes are really hard to distinguish -- some of the colors are too close together and higher numbers of sides are also difficult. Fullscreen doesn't really alleviate the latter issue, either, because the sprites are low resolution and everything just ends up looking like pixels when you're zooming around.
This is quite solid. Movement feels really good. Grats on your first LD entry!
I'm sorry that the game doesn't handle Windows XP (I did make it a 32-bit executable), but I don't think I could fix that even if I wanted to. Windows XP is no longer a safe OS; please upgrade. :(
Yeah, this is the work of Sunday, basically. Had I had the idea early on Saturday, I could have gotten the engine finished then and spent all Sunday making levels. :<
Unfortunately, TheCain, I didn't have time to work on it on the third day anyway. I made hella progress on my personal project yesterday, though, thanks to the things I learned making this. :3
The movement did not feel great, but I like the effects of the different shapes. Especially when you get the tiger in mid air and it speeds you up right away; that was fun.
Without having played all of the Rude Bear games, this is my favorite of those I HAVE experienced. The music does a great job of setting the mood, too.
I dunno what I just played, but I love it.
Full marks for innovation, though it could definitely use a better introduction to the mechanics.
This has a great old-school feel to it and unlike most FPS games made in Unity for LD, the mouse look isn't too sensitive. Unfortunately, without the ability to invert the mouse, I can't really play this. Love the graphics, though.
I have to agree that there isn't enough feedback about the choices.
The controls feel really good and I like the graphics (it was very easy to tell each enemy apart), but being forced to take over every body wasn't so great. I also liked not having to go through the tutorial again when I failed on the first level.
The controls were a bit fiddly, which prevented the game from being all that fun, but the concept is good. It needs better indicators for when lives are lost, though.
<3 I really enjoyed this.
The movement in both forms was fun, though I tired of the game pretty quickly. It just needed a bit *more* I think. The transformation was also very satisfying.
I, too, only got two levels done, just enough to do proof of concept, so I feel your pain. xD But your two levels are well designed. You've got a good thing started here.
This isn't the first LD game I've seen in which the environment is what gets shape shifted, but it's sure the first I've seen where it's shifting shape constantly.
It's not a web game and you're importing a file my computer doesn't have installed. Can't play this.
Well, that was hilarious. Glad you had the hint at the bottom for people who can't figure out the rules, but glad it also had to be actively clicked. It was nice to have that control over having the rules explained to me.
Grats on your first LD/game. A couple of quick pro tips: 1) Web should link to a page where the game can just be played, not to a zip file that needs downloading. I know it's possible to do that in Dropbox somehow, but you're probably better off using itch.io. 2) It's good to make sure that not just the zip (good job there) but also the folder inside are uniquely named.
On the game itself: Simple, but you gotta start somewhere. I didn't find it fun to play because the combination of having little time to see what was coming and the controls not being great meant that I hit every barrier. But your message at the end made me giggle.
Good luck with future gamedev endeavors. :D I hope you learned a lot this time around.
Random works for spawning shape shifters, but random for emitters feels awful when you get rapid, color shape emitting one time and then get slow, grey blobs the next TWO times. But overall, this is a wonderful idle game and with some polish would easily be my favorite idle game of all time.
Interesting concept to take from the theme, but I got really frustrated because of lack of ability to invert the Y-axis look.
It's frustrating that the game shuts down when you fail. It would be nice to be able to just loop back in and try again. The exploratory nature of it is cool, though.
When I see "supports controller", I don't assume "must use controller". I'll give this another look later.
Thank you for adding keyboard controls.
The game is okay; having the bullets turn to follow me made it far more difficult.
I got the gcc library error mentioned above and also one about missing a standard C library or something.
Still having trouble with missing DLLs after the new upload. Also, you CAN change the link. Go to the Ludum Dare front page; there's an Edit link in the widget that shows your game and how many ratings you have.
This is quite well done. I'm not usually a fan of incremental games, but I enjoyed this one.
The shapes that make up the level, shifting... nice idea.
This was kinda fun, but it took way more ingredients than I expected for any given recipe. At first, I was trying to somehow put things on the board in the middle, so it was a bit frustrating.
It didn't run for me in Firefox on Windows 10; a pop up dialogue says that there was a JavaScript error saying that the game is insecure.
This needs more polish on the controls and check points so you don't have to start the whole game over, but the shapeshifting mechanic and using it to get more air time is a neat idea.
Very solid entry, all around. Neat puzzle platforming mechanic.
This is a fun RPG Maker take on the theme. I'd been contemplating an RPG Maker game myself, but couldn't think of a good way to use it.
I couldn't really figure out what to do, but the art is quite nice.
That was hilariously difficult.