B:/ Connected by AidanMarkham 2017-08-14T19:52:58Z
Thanks for this! I really enjoyed it. The terminal interface was a really neat add. thumbs up!
Foon → Ludum Dare Explorer → Users → David Greene
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Orcs v. Trolls (HTML5) | jam | 2322 | 2.86 | 3.07 | 2.86 | 2.42 | 1.86 | 2.68 | 2.36 | 2.76 | |
| 2019 | 44 | Your life is currency | 👥 | The Great Unicorn Migration (HTML5) | jam | 971 | 2.95 | 3.12 | 3.02 | 2.33 | 2.53 | 3.42 | 3.17 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Age of Spires IV (Text/Console + RTS) | compo | 532 | 3.08 | 2.91 | 3.33 | 3.41 | 1.87 | 2.81 | |||
| 2017 | 40 | The more you have, the worse it is | Greedy Leprechaun! [HTML5 Demo Link] | compo | 2.85 | 3.15 | 2.65 | 3.35 | 2.29 | 2.60 | 2.25 | 2.62 | ||
| 2017 | 39 | Running out of Power | 👥 | Leaf Runner | jam | 543 | 3.16 | 2.72 | 3.38 | 3.50 | 2.66 | 3.05 | 2.61 |
Thanks for this! I really enjoyed it. The terminal interface was a really neat add. thumbs up!
That was a really neat game. Other than the fact that fullscreen was all black on my PC when I first started it up, it played really well and I enjoyed it.
Thanks!
I'm still confused at the health bar bit and I found it to be a very hard game. Is the goal to not be able to survive for very long (aka, wave shooter flappy bird?) or is it supposed to be beatable?
I really enjoyed this game. Not much to say in addition to the other comments.
Neat idea! I liked the graphics, but the left player's keyboard layout was busted or something. Multiplayer is a bit tough to get the full experience with a LD entry (as I'm learning -- I was aiming for multiplayer myself before I cut it)
Still though, I dig it.
The game needs more gameplay elements as others have said. Keep at it! I hope you had fun with your first entry.
It's a unique idea. Ultimately, I found the gameplay to not really be thematic as it doesn't make sense that I'd be going to the phone of "So and so" to send them an emoji. I almost wonder if there could be some other way to accomplish the same gameplay element with a better theme.
But, it's a unique idea nonetheless. Good job.
Hey, neat idea for a game. I had a similar idea... power being ruler power not electrical power...
I have one major gameplay issue which plagues a lot of games. Too much stuff!!
There's too many choices to make sense of any of it. I had very little feedback or direction other than the immediate power change.
I think it'd go better with fewer choices that open up over time (aka, do soemthing war-like and you get an additional option for war). Either that or rotate the game to have choices. You chose war and then randomly select 3 of the war cards.
Anyway, GG guys!
Multiplayer is a really neat idea; however, you should really add some single player element or it gets really hard to rate your game.
I have to echo @solah's comment - the game mechanic is awesome. I like how you run out of energy, but you're not racing a clock, you just are hampered by not having your light. Well thought up!
Day One - driving car, cops get'cha if you stand still too long.
day1.png
Day Two Begins - GTA style building graphics
Today focuses on the economy. Buying/Selling mechanics.
day2.png
Day 3
Multiplayer works for the most part, but matchmaking didn't make the cut. So, it's now a single player game.
Enjoy :)
day3.png
Yea, we were going to add a cop car, but we ended up just hovering over that red square. It was part of the Day 1 prototype and it stuck. Thanks for sharing your experience. I've actually uncovered a buying/selling bug that I'm fixing right now. Apparently when you sell you always sell at the game's original price for an item. Still possible to make a profit, but it's certainly not intuitive. Gonna sneak that change in RQ.
@rikoclon - totally.... we had lots of plans and so many ideas were cut.
Ideas we had for charging stations. In the end we just used the parking lots for "economic zone centers" and "charging stations."
* Half (Baked) Foods (Whole Foods) * Cloud 8 (Walmart) * 4-20 Gas (7-11)
That sort of thing... and yea, music... I totally agree. Thanks for the review!
Actually @huvaakoodia - the trading is done by time AND location (this is one of those things that would benefit by more UI work -- possibly naming the zones.) Each "economic zone" is determined by the parking lot that you're closest to.
As always, thanks for the comments!
Holy hell that's a hard game... I really love the design, music and theme to the game. It's just WAY too hard to enjoy.
I love the game! I really echo the call for a post-jam polished version. This could be a great mobile time killer type game. The music is super catchy and sounds really familiar. Is it a reference to something specific? I'm thinking SNL or something like that... but I can't quite place it.
Really neat theme idea - very similar to my own (weight gain = bad).
Nice game - I'm not sure I liked the bubble effect that some others did like... I don't see how it added to the ambiance at all. That said, the levels were well put together for a Jam. I had an issue with yoinking where E didn't work unless I hit it multiple times... maybe I went through the directions too fast, but can yoinking fail? Does it always require multiple yoinks? Sometimes it did it on the first try, other times more.
Great story... music + story really got me into it. At first I was about to just hit close and move on because it was taking too long, but then it hooked me til the end. Speaking of, I love the ending.
Goodbye.
Nice game, I felt like it wasn't too hard, but not too easy either. Only difficulty issue is that it was almost too easy at the end, but I sort of liked it given the Jam (I wanted to see the end). I really love the NES titles - this is the second I've come across and I'm just really impressed. The sound was really well done, GG.
I'm impressed! Making me think I want to try NES next jam. Good job!! Only missing piece? Background music/sound.
I enjoyed the game, but I really wish there had been some sort of ending. After about 5 minutes I just suicided in a massive pack of relatives that I was kiting around. If there was an ending, it would have been good to know what sort of progress was being made to get there.
I think this is a great game. It's probably a little too hard to play at first, but with some practice I bet it's a lot easier. For a jam, I think it's great. I love the unique take on the theme -- it's quite refreshing!
While I had absolutely zero idea of what I was doing, I really liked it! I felt like I was doing something at least, but I have no idea why I died. The concept of the citizen reserve was lost on me so maybe a better tutorial or something (btw, I'm totally guilty of this too!) Hint: make sure you add sound. My first few game jams I'd leave sound to the absolute last minute and it was always a big turnoff for folks. Even basic sounds make all the difference. If you did have sound, then it wasn't working in HTML5.
Very nice job, I like your list of post-submission goals. It's not that you didn't think of it - we just have a time limit is all :) I seemed to do very poorly and the machine died way too fast... I guess it's a matter of remembering which light is which. Also, as you mentioned, having some sort of level progression or end is good.
@arqcenick - the mana generation is intentionally slow. The idea is that you should have to think about when you use your spells. One strategy that I've employed is to use the spells to "push" to the end... sort of a tempo play that lets you get ahead and stay ahead just long enough. It's basically the only way I've found to reliably beat level 10 as the AI increases start to overpower you around level 7ish.
Amazing entry! Just like everyone else has said, this is a great game. As it's topical, I highly encourage you guys to make this playable on a phone -- I'm sure you won't be disappointed. Make sure to post back if/when you publish a final copy.
I feel like this 3-in-1 game really misses the mark on the whole. On one hand, it's an interesting to mix it up, but on the other I don't feel engaged at all. I'd rather see any one of those mini games opened up and flushed out instead of all 3.
I agree with the many other comments. With some combat polish, I think this could be a lot better. Overall, it's amazing graphics and sound for a weekend jam.
I agree with some of the other commenters - the game needs some "more" to be more fun. Just blocking balls doesn't feel that fun. I'd love to have a way to remove the extra balls that come, maybe creating a temporary spike on the tree? I dunno, but it just needs "more".
Overall, great submission! Good sound with good (and simple) graphics.
Very hard game, but really well done. Some of the transitions need work (like when you respawn, for example). But really, I'm nitpicking. GJ!
Wow that's hard! I'm really impressed at the unique gameplay here - You should consider polishing it up some and shipping it.
Really solid submission. If I had a desire, it would be that I didn't have to use the same key to open and pick up. Maybe just hold to open and run over to pick up? It just felt a little awkward.
I noticed by hitting 'e' I killed myself. What's up with that?
Wow, amazing game! Can't really say too much more than that... I hope you take this one the distance. Did you do the MIDI yourself for LD41 or is that a download from somewhere?
This is a really great game! There's some balance issues with the deck running out of cards (not sure if that's intentional) but I'd like to see what I think is some sort of re-shuffle of the deck when you finish. Maybe I missed something, but I'd get to round 5-6 and just have no cards. GG, very well done.
actually pretty well done, but I have to say - having ctrl as the shoot button in HTML5 export sort of f'd with me with arrow keys as movement on a mac (apparently it's an alternate "view all windows" shortcut.)
Brilliant! It took a minute for me to get the hang of it, but wow - absolutely fun game. I bet you could port this to mobile and make some $$ - no joke. It's a good "timewaster" type of game IMHO
@mrspeaker Thanks for taking the time - I totally agree... I was thinking of using Mina SSH and/or some sort of jailshell on a terminal somewhere and hosting it that way... just didn't have the time yesterday/today. Tomorrow looks better, but I'm in no rush.
@Sophie - I completely agree with your assessment. The console project I was trying out for this is called Lanterna, and it had some limitations that I could probably have coded around (and contribute back to their project), but ldjam, time constraints and all that... I wanted to add some sort of persistent "status bar" at the top/bottom for info, but in the end adding another "window" was just plain easier/faster.
@Zinkler - I think the problem is that the attacking party gets a massive advantage with the chance to pillage their enemies (steal food). Battle (attacking) is required to keep your soldier count low (so you don't have to feed them) or you have to spam farms. When making my youtube video, I got rushed down by the rushbot (I think) a few times in a row. It wasn't very fun. In the 1.1 update, I gave defenders a slight advantage with army deaths, but I don't think it was enough. If I had to redesign from the beginning I'd probably make it so food was used to "create" soliders much like ore was used to "create" buildings and ditch the upkeep idea. This way, your army was your army and you would have an incentive to keep a big one (maybe with a small fraction of an upkeep).
Thanks for playing!
well done! I think a minimap would be a great addition.
Wow, that's a hard game... I think there needs to be some sort of "on deck" concept where you know the cards coming up (edit: nevermind, right click to hold - that said, I think it'd be really interesting to run it like a tetris game where you know the "next card" coming). There were times when I'd start off and there'd be no way to "get past" the upcoming obstacle.
Great concept I like the hardcore aspect...
Well done! Nice and simple. I'm not sure if surviving a wave gave you any health back, but I found myself wanting powerups and/or life return. Maybe I didn't play enough...