Something deep by General 2015-09-04T13:20:00
don't know if it was the intention but quite a relaxing game to play
Foon → Ludum Dare Explorer → Users → Cynical Monkey
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Gacha's Paradise | jam | 2.33 | 1.50 | 2.83 | 3.66 | 2.00 | 1.83 | 3.25 | 2.25 | |||
| 2017 | 39 | Running out of Power | Recoil - Mike Said No Short Titles | compo | 179 | 3.56 | 3.55 | 3.50 | 3.86 | 3.08 | 3.20 | 2.21 | 2.81 | ||
| 2016 | 37 | One room | UnfairBnb | compo | 562 | 2.72 | 2.39 | 3.00 | 3.32 | 2.32 | 2.69 | 2.75 | 41 | ||
| 2016 | 35 | Shapeshift | Shift Commander | compo | 502 | 3.18 | 3.24 | 3.36 | 3.22 | 2.79 | 2.94 | 2.68 | 3.07 | 68 | |
| 2015 | 34 | Two Button Controls / Growing | Rosebud (Growing) | compo | 510 | 3.20 | 3.17 | 2.71 | 3.86 | 3.08 | 3.03 | 2.46 | 3.03 | 59 | |
| 2015 | 33 | You are the Monster | Monster Of All Trades | compo | 782 | 2.73 | 2.53 | 3.04 | 3.22 | 2.12 | 2.62 | 2.23 | 100 |
don't know if it was the intention but quite a relaxing game to play
the checkpoint system is great idea but a little glitchy, got checkpointed in mid air between platforms next to a shooter with no way to not die via bullet or splatting
using a touchpad for this was really difficult as the tutorial zoomed by and there didn't seem to be any way to reverse it to actually read it. I also agree that even with seeing your reason below it didn't feel like it fit the theme, maybe if you had made it a village of trolls or orks instead of people
really enjoyed, would of liked a chain bonus for people killed without hitting the ground
was it intended for the doors to be able to be used as cover or just a happy side effect
maybe think about different coloured visitors, worth different scores, have to avoid the ghostbuster etc.
really liked the take on the theme and it played really well, looked great to
died in about 4 seconds first attempt but made it almost 3 minutes on turn 2, plays really quickly and smoothly, very easy to pick up and satisfying when you can kill 3 or 4 at once
I liked it although I got stuck at QW and couldn't progress, i also did the jam around kids. not easy
i wrote the rather brief guide on the left after making the whole game and knowing exactly what i was talking about but without stopping to think wether other people would know what i was talking about, i could of explained it better but thanks for playing
good fit for the theme, could of used a little more water to make escaping purples a bit more interesting
Hey you played my game the other day and left some really positive feedback that I took to heart and upgraded the game I did, my compo entry is the same but if you check out my posts there is a link to the polished version game in there and as it was partly due to your feedback I did it I wanted to share and see if the polished version lives up to what you thought it might
downloaded but wouldn't run
well it took me 3 rooms to get a pen and paper out, most unique game I have played yet
i absolutely love the look of the game, the colours set such a great tone
really hard to find any fault with the game, loved the graphical style and it used the 2 button controls well
i love this, the Japanese rose blossom art style, the simple colours the playful music and the quick and easy controls that work really well. my only fault is that you made it and not me god damn you you beautiful bastards
After seeing your game on a lets play I came here to come check out the source because I found some of the things you did cool but by submitting it the way you have you putting it behind a $15 paywall. I know within in the rules of the compo it's allowed but it doesn't seem within the spirit of why the source is there in the first place
I liked the music it set a good mood although an idea for later builds might be o have the music evolve with the creature, gets faster for speed, heavier for defence. i would take the mouse out of it entirely though, with the options being on the left and right it would just fit with the control theme.
i like the idea but i think it just wasn't for me, maybe needs an option to review the tutorial or put notes on your entry as I had to restart it due to the Press ctrl message dissappearing before i could read it and got stuck.
I have marked you well for Humour, Theme & innovation, everything else 1 star! So overall you averaged a 3
I liked that the gamespace grew with your progression and i thought the owl was cute, the music fits well with the game although there is a distracting pause in the loop.
it kind of straddles the line between garden sim and management game and the feedback I would give if you were going to develop it further is to pick a lane with that. For a garden sim you the speed at which the plant can die and how often the well breaks feel at odds with the relaxing nature of those games. For a management game it needs that urgency of the "whats the next thing" something that points you to what you are upgrading to, why you want it and what that will let you progress to.
really fun game and controls really smoothly
i liked the papercraft art style
stunning looking game with great audio and sense of space. controls weren't for me but that didn't take away from playing it to much.
I did however score you low on theme, just being honest with you here, for me it just didn't feel like the Theme directly effected the game design at all. it's stunning don't get me wrong, just thematically didn't resonate.
controls made it really hard to play but i liked the weird take on the theme
i like that you tied in both themese but think the controls could of been a little tighter. with the principle of the game being dodging and collecting things it was actually quite difficult to do accurately with the turning arcs it had. a little faster with a little more rotation and i think it would of offered a much smoother control scheme and made it more fun to play
I like the take on the theme i feels so familiar yet different :).
maybe make the first leaf only 3 sun to get going, i had died half a dozen times before actually getting to the tutorial screen about leaves.
I would also consider speeding up the plant, getting the sun can be really difficult especially with the randmomness of the games I played 90% I died before reaching 4 suns and got every one i would be capable of getting without some sort of precognition about where it would drop next
Hi, another similar game to mine, but on a different path :) I guess I am not the original thinker I thought I was!
I liked the style you chose everything stood out really nicely graphically. I think it needed some sort of evolution to it, not necessarily a difficulty spike just something you are growing to!
I think you need a little more detail in your game instructions, I had this trouble last year.I thought I had explained how to play really well and my comment section was alot of people saying my game needed a better tutorial. Best advice is get somebody else to read it through and explain back to you how the game works, don't correct them if they get anything wrong, add the correction to the tutorial
you nailed the mood of the game with the music but if you have only 2 button controls nailing those controls is a must! as someone else said they were a bit juddery which in a game with timing involved is an unneeded level of jank difficulty
i like that it hit both themes in a different way to anyone else and that you built a pixel art arcade cabinet for it
I liked that the speed increased as you went on, would of liked a bit more speed on the stearing though, felt a little tank light where about 10-15% faster to move and i think it would of hit a really sweet spot.
great framework to build upon if you wanted to add a y axis though.
i didn't really find that the mechanics worked for me,i progressed past the first room once and it felt like random chance more than i had made an relevant contribution to why it happened
You have absolutely captured what it was like playing these type of games as an 80's kid, and i had about as much fun playing it as i did them then. its tough to grade it because you clearly nailed what you went for. but i can't say i enjoyed playing it :(
I liked the game overall although it was a bit buggy for me although nothing being made in 48hrs doesn't excuse. ended up falling through some walls and floating in the air for parts of it (used webplayer)
liked the simple style of the graphics
I liked the puzzle but needed more of it, without sound, reason or levels it felt like a mechanic prototype more than a full game. It was a good mechanic prototype though
@yin yin
I did test it out with simple left right or tank controls to hit both themes but neither offered the fidelity of control I wanted. Decided hitting the one theme and having a smoother playing game was better than hitting both but being clunkier.
Thinking maybe I should of just given the green one some darker colouring and maybe a slightly different Sprite to highlight it was the bad one
@Pianoman373 well you are the first person to complain about it being to easy :)
sorry you didn't like the music
@modoc73 the amount of acid rain isn't a bug it's a feature! You are supposed to have more of the bad stuff than good, the ratio is 1/10 bee, 2/10 sun, 3/10 water and 4/10 acid rain
I think the rain falling up just means it's lowest speed is slower than the branches falling speed so while it is moving down it appears to be rising
I think you need to play my entry, it will be like looking in a pixelated mirror :)
Not to repeat the crowd but loved the graphics and thought the audio really fit well with it. Agree about the impossible spots but I have similar ones in mine so it would be hypocritical to complain to much.
i really liked the audio gave it a very early 90's space game vibe
an interesting puzzle but maybe ramp up to your fail state. you end up dieing alot trying to get used to the timings of it. where if the first 2-3 or three you could do without losing the game it would let people pick up the rhythm easier
i liked the 2 button code idea, think it made a very nice change from other games i have played so far. maybe need a better way of seeing the codes though, the back and forth to the combo book really slowed the game down
the button mashing brought me back to playing california games, now all is an equivalent of that hacky sack game
graphically its great, the controls could feel a little faster and i think that would make it more fun. the lack of sound really took away from the overall through, i liked the growing mechanic but felt as a game it really only kept my attention for a minute.
maybe some kind of goals could appear, instead of dying you could shrink when you don't have enough flies, and you have gaps you have to be small enough to fit through sporadically or creatures you have to be big enough to scare away,
graphics are really good but game play was just me holding a mouse button down
i thought the fog of war effect and audio set a great mood
i love it! you should play my game as i took the same idea and went down a different path.
the splitting thing is really good,i might steal that :)
would of liked a more noticeable change with the transformations to the control of the player but really enjoyed the basic concept
I really like the art, really smooth controls
a really solid entry, the music set a great tone for what was going on
nice little tetris/smup fusion
Liked the Marble Madness of it but a few little touches would of made a more enjoyable experience. falling of the platform was a little to easy and the time it took to restart again was just a few seconds to long. seems like a minor quibble but that couple of seconds can really change how much fun a game can be (look at Super Meat Boys immediate restarts)
also Application.Quit
felt like i was missing something until i started furiously tapping space and then it became a bit weird to play, like Flappy bird meets Thomas was alone. personally i would preferred more of a puzzle element around the shapeshifting and the physics but i get that the time element of LD doesn't make developing a number of puzzle levels easy
really well polished game but i had to stop playing after about 5 minutes, the screen shake was just to much and i was literally starting to feel dizzy and a bit nausiated
I liked the art style, would of liked a little more explanation in game of what was going on
nice interpretation of the theme
This is one of the best i have played so far, i hope you continue to work on it post jam as you have a great game here
this was a good entry, liked the fact that the graphics were pretty self explanatory about what each shapeshift would do, didn't have to wade through an explanation each time or test too much
while it adds an interesting mechanic to tetris i found myself just playing tetris and ignoring the mechanic completely. It was a mechanic that never felt needed to be used. I think you have a good starting place here but you need to I give the player either an incentive to use the move/subtract ability or something that will force them to use it as the core game you are building on is infinitely playable without it.
I hope this doesn't come across overly critical because I do really like the idea
interesting game for learning the alphabet, which version of sign language is it?
well its the first driving game I have played so definitely a unique take on the theme
would be interesting to see what could be done with this with more time
it may be too soon after The Witness for me to think about mazes again
I liked the overall idea but felt I needed a few more narrative choices, i would of preferred actually being randomly assigned species and not knowing my choice
Ooops sorry, i got a bit paste happy, i will untick linux long day :)
The cannons are supposed to shoot backwards it's not a bug it's a feature!
Music is not my strong suit but better to include it than not, plus the soundtrack is adaptive which was something I had never done before so wanted to include it
Not a bug a feature
Each ship part you attach changes the stats if your ship as well as getting an added boost to one of the areas.
So one part might slow you down but speed up the cannons, another increase shields but decrease the size of your fuel tank
I may of made these changes too subtle but jams and properly balanced games don't go hand in hand.
I think I may be saying "it's not a bug it's a feature a lot" ironic that it wasn't the theme
the game starts paused on your first playthrough so you can read the controls, you have to press P to unpause it
Can you elaborate on that? Haven't had anyone else mention any problems with the controls and it literally follows your mouse around.
eventually killed the man in the first room but it didn't fully make sense to me why i did
interesting idea, what is the reason for the helper tentacles?
need a little more work on explaining what to do in game. just clicked everywhere until i worked it out
nice twists on lemmings although some of the momentum really needs to be dialed down.
it was an interesting concept, personally would of preferred if the solution was through a puzzle mechanic rather than just being quick
nice idea, but really needed some music or sound effects. while the mechanics are easy to work out for yourself the size of the level and the lose condition aren't so some explaining would be nice. its got a lot of potential for a mobile game but personally would of liked some way pf predicting what the next shape might be, it just felt random so it was hard to make informed choices when presented with multiple directions to go
this took me back to playing Amstrad games, nice aesthetic choices
maybe some simpler more focused controls. would of had an easier time of it if it was keyboard only
the volume of sound effects was a little uncomfortable at times, but overall an interesting idea. its a really slow start though, initially I thought it wasn't working properly as there is no hint that mechanics are being introduced slowly, or what the controls refer to. So I was trying to change shape/lane on the first level.
great sound and look to the game, maybe try speeding up the time it takes between death and restarting if you can. an extra few seconds of idleness can really take away from how fun overall a game is
I liked the idea but felt the fun was hidden behind the difficulty, I couldn't seem to do anything before I was swarmed by monsters I couldn't kill that downed me in 2 hits. maybe I missed something I should of been doing but didn't feel like the game did a great job of showing me. but i screw up the explaining how to play he game properly every ludum dare so who am i to judge :)
nice idea but it all felt a bit random as to what to do, didn't find my girlfriend but it just felt like i was randomly shooting things in the hope i might
would consider making the tutorial a bit more interactive by the time the game started i had half forgotten what i was supposed to do
interesting idea,can see it evolving into a good physics puzzler
nice simple concept for the theme
i really enjoyed this, would love to see it expanded upon as it could be a a really fun game
awesome soundtrack to play with, shame about the impending seizure :)
I know you labeled it a demo but I was a bit shocked at how short it was. hard to judge in a constructive way with as little to go one. I would of liked a little more feeling of weight to the jumping
I really enjoyed the mechanic but only made it halfway through the level, managed to get myself stuck going after the bonsai you taunted me with twice!
could see these as an endless game moving up a tower if you could work out a way to procedural generate solvable levels
found the controls a little difficult but i liked the concept
needed a little more to go on really, some in game explanation of the what, why and how of it all
has some good core ideas but man the controls made this a bit of a nightmare to play, it was really hard to control, your jump changed power based on how close you were to a wall. the level design you start gave you such little freedom to get comfortable with how to move.
try and break down a level a little more. look for a youtube series called Game Makers Toolkits video on Mario Level design. It talks about a design idea used in alot of Mario games.
a level introduces a mechanic, gives you an easily achievable section with that mechanic with no risk of death before giving you a harder one with risk of death before ending the level with an advanced section.
with some tighter platforming controls, slower introduction of the changes, and some safe challenges designed around exploring the differences you would of had a really interesting little game here
fun little duel joystick like shooter,
maybe think about making better use of the space you are not using, the messaging could of been on the wall on the left which would of saved constantly scrolling down and back to read it
the art work was great but i tried 4 different sizes (1920x1080 was not available) and none of them allowed me to actaully see the full screen and the details of what i was supposed to do were off screen
i would maybe think of adding some sound cues when the cat is getting close
this was way more endearing than it had any right to be :)
a different take on the theme which is nice but overall its a little slow, with idle games which I have played way to many off the hook is always lots of fast early progress and discovery, hit a wall, grind through the wall, fast progress and discovery hit a wall, repeat.
the grind felt really slow from the start before any progress or discovery comes and that is hard to get into
really cool idea and fun use of the theme
You win at game jams again! at first I was worried this was going to be a Hackmud type deal as its all the rage but man this is fun
so is it a game that is so uncomfortable to be in but you can't get out of or was i playing it wrong?
i think there was an interesting game that got hidden behind not really explaining anything, having to discover things for yourself is fine but you have to have an intuitive way of discovering it.but i liked the way you interpreted theme
agree with Fingamer, maybe start by throwing out a few easier fights to give the player a bit more early wins to get interested
is the size of the gun changing an intentional hurdle, as soon as I upgraded if I missed one of the little pink ones I was unable to shoot them because they clung to me, but it didn't feel like that should of been the challenge
i liked the game and the use of the theme overall but the controls weren't fully there which made the harder levels frustrating more than taxing, but they weren't far off
really interesting puzzle and i think the art design worked really well
Patched Gamebreaking bug 12/12
Are the instructions not coming up onthe right ?
Feel bad criticising someone who taught me so much but the game froze on me 3 times in a row and when it didn't the ball went through my bumpers twice :( looks really pretty though
it will keep going but gets a bit buggy around 20 levels in
@vkmiro I like the battery idea, didn't think of that
here is what was on my if there's time wishlist- Two end points that both need powering Two start points that have to get to the same endpoint loop puzzle mode - everything has 2 connectors and you have to get power to every coil
but I wanted to polish what I had rather than complicate things.
Chess pawns?
The next level button is not broken, you don't get a next level you ran out of charge :) the screen went red, there's sad music, you are told you lost. All the signs are surely pointing you to the idea it's over and back to the menu for you :)
Also wouldn't it be way more broken if the next level button did work after a game over
i like that you included a how to play instruction within the game (only the second I have seen so far) so keep that up. nice idea but i agree with some previous comments that the difficulty spikes
i liked the game, it felt nice to drive and shoot, very mad max, didn't do anything massively interesting with the theme as you could remove the batteries and it would still be the same game, but a really solid entry
i really like the concept of the game, tell you what it needs checkpoint it like a second before the light get switched off so you can glimpse the level when you reset to make the reset feel better to use and have like super meat boy replays all at the same time when you complete a level
any chance you watched the pipe trek stream ;) good game i liked it, relaxing to play, were the levels procgen or hand made? i never really felt any pressure though, i have a similar game and made rotating the powerline also cost energy
i liked the art style and felt flashbacks to california games on the master system, i think a nice adapative soundtrack would really add to the game
i liked the idea and its a different take on the theme to any i have played so far but have issues over the presentation, it did not fit onto the screen through itchio but because you hijacked the mouse i couldn't use it to scroll up and down when needed. so like maybe don't take full control of the mouse like that
it was a bit buggy and crashed on me twice but the interface felt good and the powerlines worked nicely, i didn't think it delivered too much with regards to theme as i never felt i was running out of power or that power was a commodity
i will be honest i went in really closed minded expecting to not be overly impressed but that was amazing. it was just rally relaxing to play and the music was pretty chill. what i really needed though wasn't like objectives i wanted tricks and achievements. just give me like Tony Hawks Pro Skater 3 but with a granny on a pogo stick doing flips and like ui popping up telling me i just did my highest jump or longest spin.
So i marked the audio highly because while there wasn't much going on it set the mood well, maybe a few more SFX like car doors opening, to dynamically tell the story rather than the dialogue having to do all the exposition
consider the size of the screen though, i played it in itchios browser and it meant that the buttons and dialogue couldn't be on the screen at the same time, which when the game is mostly negative space felt frustrating having to keep scrolling up and down
i liked the tank design but i think maybe a more interesting colour palette could be more visually stimulating, especially as you are looking at them for a long time(for a jam game) a few more visual clues would be nice to let you know whats going on, a bit of feedback even as simple as a "well done" when a wave is over would of just broken up the gameplay. also diagonal firing please:):)
okay so the basic premise is there but the levels in the middle dragged, once you introduce the switch going back to just moving to the exit was not really an interesting challenge. also i would add a reset level option, once you push a crate into a wall yo are screwed
i liked the music but i just built the lab straight away and won, also playing in itchio cuts of the building button
so it was a bit confusing at first, some more ingame instructions would be good, and i did mark a little lower for graphics,the initial look was bad but once the snow starts appearing it hurt my eyes to play so that gets a down i am afraid.
It felt colourful and fun, maybe a quick menu screen with controls, aim explained and think about size for itchio i couldn't actually get the whole game on my screen
nice basic tower defence game, didn't really find it did anything for me with regards to the them though, the batteries runnning out of power felt like an afterthought to fit it in than something that was doing anything with the theme
i like the idea of having 3 things to do at once and thought there could be something to work with to make a tense game but i think it needs to build up to that rather than just be go and chaos. a little more explanation of what and why you are doing things would not hurt either, played it 2-3 times and it was never clear what the dials and lights did
i liked the bounciness in the controls, i think you could of incorporated the theme into teh mechanics a bit more interestingly, maybe a charge shot that kills instantly but uses more power. put the player in a position where they have to choose
well that took me back to my amstrad days, i liked the idea but it seemed the sloution to most levels was pick a spot and dash for it in a straightline so being able to move up and down served no purpose. maybe add some pylon checkpoints to mix it up
nice game and i liked the music at first although about 12 times in a row is about how many times i can listen to it
i liked the idea but would say it never felt like the power was running out just the lights going out a few more visual notes and some audio queues would help with that
fun game mechanic, felt a little unwieldy once it starts getting out of control, like i never found a way to bring the sun back in check, once it goes it goes.
would of liked the sun going round the planet the wrong way to of had an effect like moving the meteors backwards as time reversed :)
i enjoyed the idea, would of liked a few more options of what to turn off as seemed a little simple to get to earth, unless i was doing it wrong, i liked the art
Would of prefered a few more in game instructions, i get the restriction on time but a quick prompt here or there really helps round out a Jam game, maybe an explanation of what each of the colours can do
also i wasn't able to have the whole game on my screen at one time due to its size
i scored you the highest for mood as the game felt creepy
i think the controls need some tweeking its every easy to spin around in circles the way it follows the mouse, especially as the shadows don't let you keep still and you have to click on a box to build the lihtbox, had a couple of times where I went from no damage to dead in the space of being able to build a lightbox and building it as torch did very little to teh shadows.
the rng also caught me out maybe have it so the chance of something appearing increases the more something else is selected. like imagine you have a bag and you put in a battery, wheel, hamster and bulb and then pull one out. the next time rather than doing it all a fresh the undrawn items stay in the bag and you go from having a 1/4 chance to 2/7,3/10, 4/13, 5/16 etc ( i had a game where i collected 6 wheels and never saw a hamster.
Sorry didn’t think to add pressing up for previous command line as a feature. I don’t play a lot of IF so was keeping it basic as it was the first time I built one in unity.