They Launched a Probe! by daredevildave 2014-04-30T08:02:00
Had this been in C#, I could see how this would have been interesting for me. Overall, had I known Java, this would be an interesting way of doing things.
Foon → Ludum Dare Explorer → Users → CupcakeMedia
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | BeneathTheSurface | jam | 166 | 3.53 | 3.11 | 2.42 | 2.86 | 3.50 | 3.03 | 3.03 | 3.36 | 65 |
Had this been in C#, I could see how this would have been interesting for me. Overall, had I known Java, this would be an interesting way of doing things.
Agreed. While having a lot of graphical assets is cool, the faster we can plug and play, the more likely we are to play it.
Also, I can't really download 172 mb through the browser, my connection is unstable. :(
Wow. 246 mb. I hope this isn't *just* a ludum dare game, because I don't know how many will put up with having to download that much.
Nice music, but the controls are somewhat less responsive than I'd like. Maybe the scale of the character is just too "snug" for the scale of the levels, fits just too tightly to the space.
Nice tune. The controls are myseterious, but the upgrades are fair, although the distance to-money vs rate of aquisition is a bit too high, meaning that you cut it really close to not being able to progress due to fuel cost. Stressful, but I think it actually makes the game better. Makes every trip more significant.
Oh man does this induce a lot of panic when you're low on air. The collision is dodgy, it's hard to actually tell when you can and can't pass through something. Good game!
I think we all had the idea to first make this kind of game when we found out about the theme. :) You did pretty well. It's challenging, but rewarding enough for me to want to keep playing. The shop UI is a bit of a mess, but that can't be helped frankly. UI is always fucking hard to make. Well done!
Haha. It's a good idea and I like the game a lot, but I have to ask you this: What does scrambling the cards add to your game vs what does it remove?
Think about it - if the board was the same every time (by maybe with more cards on it), then the player could experiment with the story generator, with only three or so cards moved around for every new go.
Where as now, there doesn't need to be a story generator, you could just make a story that fits the couple of images no matter their order because you can't really compare whether or not it would have changed.
But then, if you did the aforementioned thing, it would beg the question of why this is a memory game at all. I don't know. I like it a lot as is, I don't mean to get you down at all, but there is something ... something that you could tweak slightly that would make the whole thing brilliant. I don't know what though. D:
You know, it's a pretty good competitive game, even if it requires some platformer experience. I played with my sister, and she found it way too challenging to the point where I sauntered in and took the brief case calmly. maybe it's the old problem with collision boxes, they aren't that clearly defined. I don't know.
Anyway, aside from that, there's really nothing I can fault the game on, for what it is, it is very good indeed.
You feel so involved, even though it's nothing but "click, click, clickclick, click". Yeah, I like it. The collisions could have been made a bit clearer, but overall good for what it is.
Slooowmooo pacman game. The leveldesign needs reworking. There is a lot to level design, but here it would suffice to add in things that diffirentiate the areas. The point of dressing areas is to create visual noise and use that to your purposes.
That being said, the forlorn feeling of being raped as you see the drones coming from both directions is real, so props to you for that. :) Good tension in the game, sounds used well, even if the sound isn't that great.
It needs more feedback. If I could get a prediction of what might happen if I pick an option, this game would be perfectly fine as is, sans graphics. Not knowing what the options mean, aside from the short explanation on the button makes some choices seem positive and then a boulder kills you.
Good concept, not executed as well as could have. Well done!
A top down rail shooter? That's surprisingly a not bad idea. Pretty fun, actually.
You. Motherfucker. The controls are great, the visual effects are fantastic, the level design is great, the enemies are perfectly balanced, the houses (I love the houses) are well done. That's it. You win. You're the best I've played thus far. Unity will want to advertise this LD entry. You get my stamp of aproval.
I ... don't know. Let's look at the mechanics - the shooting is somewhat unresponsive, it could have been polished up a bit more. The feedback for whether you hit or not is good, although I'd personally have wanted to hear a different sound when I hit something, even just a change in tone.
Overall, and I am saying this because I love you :3, you'd have been better off working on the mechanics more than on the graphics. Even the most astounding transformation effects would still be marred by somewhat by these mechanics. An alternative could have been to vary the types of people that approach you (but the different signs is a nice touch, "literally beneath the surface" - nice).
Fuck those dogs. But. I like that every level is a small story about you helping someone. It's a bit like a point and click adventure, but more fun and with more logical things to do. It was fun figuring everything out.
I love it! This is a trend that should go on, point and click games with controls for the characters. It's relaxing and I know that puzzles are simple, but fuck it. At least I was allowed to do them myself, I was in control. And out of a level-designer's perspective, the hints and the way everything was set up - well done. For LD, this is great.
It feels somewhat ... slow and lacks agency, but it's a pickle with a tophat, so how can I comlain? ;)
I like the art style, even though I shouldn't. :3 The game needs more feedback, some signal before the scientists actually throw the net. Otherwise, the leveldesign is surprisingly good, the controls need a bit more polish and being caught and getting back in the game is quick, in spite of the cut scene.
It's an interesting idea. If the game had been more responsive to things like left shift, it would flow a lot better. It's really innovative!
It's impressivelly done!
Interesting concept and for the time it took to create it is very solid. In the context of LD it's a pretty good game, and overall, the concept carries the slightly dodgy mechanics. With more polish this could become a REALLY interesting game.
Yesss. This is really good. Let-the-player-figure-it-out kind of game that makes you feel clever for figuring it out on your own. The different game modes are also welcome, although the first mode is perfectly interesting on its own! Well done!
Stealth! That's awesome! It works better than I thought it would, but damn is it challenging.
It's extremely hard! A bit more feedback for when you pick up bubbles would be nice! Interesting game though, I still liked playing it.
There is something here, the concept is good but I don't think you executed it well enough. For the feedback that the player gets, it would have been better to simply click on the roots, instead of having to drag the spheres.
Alternativelly, you could make it so that the player has to drag the sphere along the trunk in order to deliver the water, and decrease the speed with which the water over-flows. That way you have a clearer agency.
They way you did it makes it feel as though you are doing more work that it's worth.
Ha. Ok, interesting idea and you have the graphical assets to back it up. The actual controls could have been more polished though. As nice as it looks, it plays kinda ... statically, rigidly, flatly. Although it might just be that I don't like those kinds of controls.
I'll say this, for LD - this is a really good game, with the combat mechanics that slightly lessen the game, but the variety of combat areas at least make me want to keep playing to see what you've thought of next.
This is VERY interesting! I don't know how well-thought out it is, but it plays really well. It's a really cool concept and you did it perfectly. It maybe helps that it's not all-over the place, the focus is what makes it so sweet.
A some kind of clearer art style would improve the game a lot, but otherwise it's kinda fun!
I like the controls, they are really solid. The sound is funny and get annoying slower than you'd think.
Ok, so I jumped over the portals and then the road was just empty forever and then it ended, I fell out of the level. I don't think that's supposed to happen! This is a game that would love more investment into level design, I'd love to see more focus on that, rather than graphics!
This a lot of fun. It's easy to play, hard to master. Easy to sink a lot of time into, I like it!
This bent my mind, but when you get the hang of it, the level design makes the game flow really intuitive. Needs more polish on the camera movement and controls, but otherwise great!
First of - I like the variety in creatures. That's really interesting to see.
But it needs a lot more work on balancing. It becomes a clusterfuck pretty quickly. That being said, it's a game that throws you back into the action as soon as you lose, so I can forgive that.
It's actually quite good, only unbalanced. There are both too many sharks (too tightly together) and too many beach balls. So in a way - it actually really well balanced.
I'm sorry! I fixed the link to go to a website first, you can download it from there.
At first I was going to complain that it needs better balancing, but then I got the hang of it and suddenly it became easy. I guess it needs more polishing in terms of responsiveness, more than anything. Otherwise it's actually alright.
You bastard. :P
Really good leveldesign, I'm seriously impressed.
Oh shit. This was the game I wanted to make initially, before I decided that I wanted to do an FPS. I think you did a better job of this than I could have, it's really challenging. I like it a lot, although it needs more balancing. I'd have liked to be underground some more.
I like the controls! Mechanically speaking, this is a lot of fun, instructing the duck, rather than controling it directly.