3rd Emu australian war simulator by sebbernery 2022-04-06T14:34:38Z
Love the wackiness of the premise. Made me wonder if animals have thwarted carefully planned military maneuvers in real life! :-)
Foon → Ludum Dare Explorer → Users → d00kl1
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | I'mma quilter, not a quitter | compo | 3.27 | 3.11 | 4.30 | 3.66 | 3.35 | 2.75 | 2.92 | 2.83 | ||
| 2022 | 50 | Delay the inevitable | Pooh-Pooh | compo | 597 | 2.60 | 2.47 | 2.58 | 3.62 | 2.47 | 2.77 | 3.25 | 2.56 |
Love the wackiness of the premise. Made me wonder if animals have thwarted carefully planned military maneuvers in real life! :-)
Fun game that fits the theme perfectly.
I hadn't been aware of the SuperPowers 2D-3D game engine, looks interesting, thanks for bringing it to my attention.
Characters: baby, mom, cat, shoppers are all engaging.
A few very minor nitpicks: 1) Although the mom has other matters on her mind, but it would be nice if she could blink her tired eyes once in a while. In contrast, the baby's eyes (even with the pixelated style) are so much more expressive, bursting into tears.
2) The red tape, separating the sections of the stage, reappears after mom respawn. I would expect that the red tape stays cut once it is cut.
This is a really fun game. Developing procedurally generated terrain is so cool.
I am a fan of the SSX game series; Andy Hunter's Go soundtrack will forever be linked to the visuals of any snowboarding game I play. In the absence of a soundtrack in this game, I had Go on another tab. Perfect fit :-)
Like most effective art, this too is disturbing; it sticks in one's consciousness.
What really set the tone (other than the top-notch visual art, music and narrative) was the exchange at the beginning between Jakob and Sameera. Both knew each other's names – unlike strangers, they are aware of the shared history that ties them to _their_ neighborhood.
Too real for the 'Delay the inevitable' theme.
Fun to play – It has a lot going on. The pacing of the levels is excellent.
This is a promising game - delaying the inevitable meeting...
In this game, the cut-outs (trees, final character, signs, title screen) relate to the mystery of the narrative. Similar to scenes you see in movies – letters from kidnappers made out of cut-out printed letters. This artistic device could be used to provide hints of the mysterious part of the narrative.
Good fit for the theme.
The first two flies appear to be more suicidal than the third one. In all my attempts, the first two flew into the light, however hard I tried to dissuade them. And then, the fun begins. The mantis is a nice touch – scaring it away is very fulfilling.
Looking forward to see what you do next with the concept in this game.
Love the art style: visuals and gameplay are impressive
However, as others as commented, the tutorial is a bit long and I really wanted to jump into the game.
Best experience of Ludum Dare 50; I could spend hours in this game!
Good submission. I appreciated the music pitch shifting up as I continued the game; as if there was an urgency, meanwhile, the star counteracted the mood of the music by stating that there was no goal other than to quit.
Any sentient being from a distant galaxy, with buttocks at the top of its head, will be welcome on Earth. Whether they choose to engage with a species intent on spending their time in front of a rectangular object, clicking away frantically on another object that appears, superficially, related to the floof is another matter. Floofspeed!
Good submission. However, I feel shortchanged with regard to the style.
The title sequence was beautiful – The drawings looked like they were executed with watercolor/gouache/ink paint. The colors bled into the texture of the paper. Oh so good!
But then, all the visual pizzaz vanished when the actual game play started :-(
I hope you continue experimenting with the visual style, tools, approaches that you had adopted for the title sequence. THAT is the part that made this game stand out.
The pacing of the attack is good, love the subtle differences in enemy classes (hair, jetpack, etc.). I do miss a boss fight though, but it could be fun to see a boss try to grab 3 or 4 trophies, stuff them under its armpit and scurry away.
As @jepjoh2 mentioned, prudent use of vertical up thrust makes the game more interesting. I played on difficulty level - easier, but still found fuel supplies scarce.
Very good fit for the theme.
An idea to consider: As the cracks continue to get deeper and wider, eventually sections of the earth break off. The player can still circumnavigate the globe by jumping over the crevices formed by the missing pieces, but the earth becomes a lone segment of the circle from where the player can no longer off to other segments. When the last segment falls, it takes the player with it.
I like the possibilities for this game.
Fun game. I'm nitpicking here, but 2 frames of simple walk animation (for e.g. blocks at the bottom of the character displaced by a block for each frame) would change the feel of the player. Currently, the player feels like he is either on an invisible hoverboard, or an apparition gliding over land.
@daniikk1012 to clarify, using minimal animation and simplistic art style is not the issue here.
The best art uses only what is necessary to convey what it needs to. When one strips away the 'visual noise', the scrutiny on the elements that remain will increase. In a game that uses a simplistic art style, the visual noise is limited or non-existent.
In this scenario, the animation, however simple it may be, separates the visual elements. The smooth movements of the zombies, comet and rockets belong to one group, let's call them group A (A for Apocalypse) with a similar motive: machine-like, efficient movement towards the target – the player.
In contrast, the player is different from group A. The player is a human running on a non-slippery grass surface; humans do not move like the members of group A. A small change in player animation, however minimal it may be, will reinforce that DIFFERENCE (the contrast).
In summation, if and when you add animation, please do so to reinforce the contrast, not just for animation's sake.
Good wholesome burnin' your house down kind of gameplay ;-)
The animation is very effective, especially the head pixel block thrusting forward as the player character hurriedly walked to-and-fro.
The particle effects helped set the mood for the scene.
The choice of an ant as the main character is novel.
It could have been interesting to switch the camera viewpoint from up above (from where we humans look down at the ant and its world) to an ant's view of the world, with plants and shrubs providing a canopy and temporary shelter from the rain until the eventual deluge, which I assume is what the water level indicator at the top-right of the screen is for.
Enjoyable experience.
The move mechanic worked well during the battle against the asteroids. The duck shaped cannonball was funny :-)
I've visualized overhead clouds as a flock of sheep innumerable times; a game that has a cloud shepherd and a cloud tipper (or shaker) takes it beyond that vision :-) Fantastically imaginative application of theme.
Very polished game; the path finding of the other solar bots was spot on.
Fits the theme well. Initially, the red sun at the back made me think that the dictator was walking away from a radiation fallout site into a tunneled bunker. But, then, the actual message was much more powerful than a nuclear blast. Good job.
Great fit for the theme, very polished visuals, audio and gameplay mechanics.
@ubershmekel @szym @zimny11 @phlip45 @fifut Thanks for playing. Hmmm, sounds like the gameplay is difficult. I'm not good at actually playing games (need ASSIST mode turned ON when playing Celeste to make progress). I made an assumption: what is difficult for me, should be easy for others. That was probably wrong with the limited play testing I did before submission.
@andy-beers Thanks for playing. There are only 3 screens: food pipe, stomach, and intestine.
When player reaches the bottom of the intestine, the game finishes and shows 'Delay in seconds'
I really thought about whether touching the walls of the digestive system would result in an instant kill or a bounce off it. Assimilating into the body is the desired outcome for all particles that are ingested, and that option was adopted.
@alaah Thank you for playing and providing feedback. Yes, the difficulty and NPC spawn logic needs fixing.
Regarding level design, there is potential to build this up to more than 3 levels. Many animals have multiple stomachs (cows have 4) and far more interesting digestive systems than humans.
I agree that the transition between levels should be seamless. I'm still learning how to use Scratch to make vertical scrolling work properly.
@captainexpo thanks for playing the game and providing feedback; I’ll continue to work on it to add more levels and also a difficulty setting along with more dynamic background graphics. The sound was the easiest, just using the audio record feature in Scratch and freestyling some beats with my voice :-)
Well, I tried a few scenarios: * Raging psycho who kills anyone who approaches the king * Docile floormat who says YES to everything
Both scenarios played out badly for the king. That must prove something?
Good submission, piqued my interest and made me replay the game to try different personalities for the king.
Fun to play. The stretch effect of the player character block works well to convey momentum.
Good game, especially after the inevitable 'Game Over' overlay popped up. Somehow my powerups felt more powerful when playing in the Game Over mode.
Fits the theme too.
Well designed game with and good pacing. The graphics are a nice combination of pixel art (smoke etc.) and higher resolution (water etc.). The status indicators are effective, tell the player exactly what needs attention at any moment of time.
Game mechanics work well, the animated scarf billowing behind the delivery person is a nice touch. I feel the difficulty of the game ratcheted up quickly from a small house to a skyscraper jungle. On the flip side, if I could get the hang of climbing up and firing the pizza slice to the tower dwellers, I could made more progress.
Novel premise. I'm still stick at the second level, guess my reactions are not up to scratch. The grid snapping of the platforms works very well for the initial placement. But then, when I have to move it by one step when the player is on it, the placement is airy and not grid snapped. I wish I could proceed to more levels to discover the level design choices you made. Also, I like the white circle transition swipe effect, like wiping the slate clean.
Matches the theme very well: 10 seconds is a long time when it's a matter of life or death! I beat the game, but I'm not sure I could read the emotions of the opponent effectively.
The art style is good; the music fits the stage. If I were to nitpick, I would change the costume slightly between characters, and maybe their hair colour.
Yeah, it will sit there with the hourglass until 4 people join. I'm not sure how this can be avoided, it is meant to be a multiplayer online game with real people (not AI or game logic) making the drawings for the quilt.
@untitled-studios that's a good idea!
@frib Thanks for the suggestion, I will add that soon.
@pinkemma thanks for giving it a try, I can see sporadic attempts at joining the game in the server logs. Maybe I should limit it to 2 player per room. Hmmm...
@bosco Thanks for playing. Yes, the broad brushes allow the player to stay loose and free, avoid fretting over the details. Plus, you can quickly fill an area and draw an expressive line using thick brushes. Making a quilt is a team effort :-)
@nicholas-maddalena Thanks for playing, and happy quilting.
@haydads That's a good idea. So, if the waiting time exceeds 10 seconds (sigh), take player into single-player mode which uses drawings from previous users. I like it :-)
@adamcyounis Thanks for playing. Yes, the transition should have been punchier, with more oomph!
@spacefudge Thanks for playing. The biggest change to be made is to not force a player to wait interminably until 3 others show up. A single player mode with drawings from previous participants should work to address this issue.
Top marks for moodiness–The quadruped robots, their eerily smooth movement, the focus on their objective, the glyphs that are interspersed in their communications. All very well done. The game mechanic has been implemented well, and the levels are challenging. Nothing to complain about :-)
The background music was thumping: real urgency and primal vibes. The art design is clean and effective–although there are multiple items occupying the same space, it never feels cluttered; picking up the item from the middle of a jumble is still possible.