Improv by localcoder 2010-12-20T13:42:00
Please make Arrow keys works : WASD doesn't work fine on azerty keyboard :)
Anyway, nice job on this ! Maybe lacks a secondary element (mobs, items, ...)
Foon → Ludum Dare Explorer → Users → deepnight
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| π₯ | 2015 | 33 | You are the Monster | Delicious Cortex | compo | 4.46 | |
| π₯ | 2015 | 32 | An Unconventional Weapon | Badass Inc | compo | 4.35 | |
| π₯ | 2014 | 31 | Entire Game on One Screen | Law Breaker | compo | 4.36 | |
| π₯ | 2014 | 30 | Connected Worlds | Chipset-0 | compo | 4.50 | |
| π₯ | 2013 | 27 | 10 Seconds | Proletarian Ninja X | compo | 4.44 | |
| π₯ | 2012 | 25 | You are the Villain | Atomic Creep Spawner!! | compo | 4.57 | |
| π₯ | 2012 | 23 | Tiny World | Memento XII | compo | 4.39 | |
| π₯ | 2011 | 22 | Alone | Last breath | compo | 4.11 | |
| π₯ | 2011 | 20 | It's Dangerous to Go Alone! Take This! | Appy 1000mg | compo | 4.29 | |
| π₯ | 2010 | 19 | Discovery | Attack of the time travelling pygmy from outer paleolithic (aka Time Pygmy) | compo | 4.48 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| π₯ | 2022 | 51 | Every 10 seconds | Tenjutsu | compo | Graphics | 4.61 | |
| π₯ | 2020 | 47 | Stuck in a loop | Fort Loop | compo | Graphics | 4.62 | |
| π₯ | 2019 | 45 | Start with nothing | Sabotage | jam | Fun | 4.53 | |
| π₯ | 2015 | 34 | Two Button Controls / Growing | Full Metal Democracy | compo | Graphics | 4.68 | |
| π₯ | 2015 | 32 | An Unconventional Weapon | Badass Inc | compo | Graphics | 4.83 | |
| π₯ | 2014 | 30 | Connected Worlds | Chipset-0 | compo | Graphics | 4.72 | |
| π₯ | 2013 | 27 | 10 Seconds | Proletarian Ninja X | compo | Fun | 4.33 | |
| π₯ | 2013 | 26 | Minimalism | Budget Squad | compo | Graphics | 4.76 | |
| π₯ | 2012 | 25 | You are the Villain | Atomic Creep Spawner!! | compo | Fun | 4.31 | |
| π₯ | 2012 | 25 | You are the Villain | Atomic Creep Spawner!! | compo | Graphics | 4.74 | |
| π₯ | 2012 | 24 | Evolution | Strike of Rage ! | compo | Fun | 4.31 | |
| π₯ | 2012 | 24 | Evolution | Strike of Rage ! | compo | Graphics | 4.70 | |
| π₯ | 2012 | 23 | Tiny World | Memento XII | compo | Graphics | 4.68 | |
| π₯ | 2012 | 23 | Tiny World | Memento XII | compo | Mood | 4.49 | |
| π₯ | 2011 | 22 | Alone | Last breath | compo | Graphics | 4.65 | |
| π₯ | 2011 | 20 | It's Dangerous to Go Alone! Take This! | Appy 1000mg | compo | Community | 4.15 | |
| π₯ | 2011 | 20 | It's Dangerous to Go Alone! Take This! | Appy 1000mg | compo | Graphics | 4.89 | |
| π₯ | 2010 | 19 | Discovery | Attack of the time travelling pygmy from outer paleolithic (aka Time Pygmy) | compo | Fun | 4.46 | |
| π₯ | 2010 | 19 | Discovery | Attack of the time travelling pygmy from outer paleolithic (aka Time Pygmy) | compo | Humor | 4.56 | |
| π₯ | 2010 | 19 | Discovery | Attack of the time travelling pygmy from outer paleolithic (aka Time Pygmy) | compo | Theme | 4.67 | |
| π₯ | 2010 | 19 | Discovery | Attack of the time travelling pygmy from outer paleolithic (aka Time Pygmy) | compo | Graphics | 4.51 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Tenjutsu | compo | 5 | 4.34 | 4.23 | 4.12 | 4.36 | 4.61 | 3.58 | 4.06 | ||||
| 2021 | 48 | Deeper and deeper | Nuclear blaze | compo | 25 | 4.20 | 3.92 | 4.05 | 3.84 | 4.70 | 4.09 | |||||
| 2020 | 47 | Stuck in a loop | Fort Loop | compo | 10 | 4.25 | 4.07 | 3.93 | 4.26 | 4.62 | 3.24 | 3.03 | 3.86 | |||
| 2019 | 45 | Start with nothing | Sabotage | jam | 5 | 4.42 | 4.53 | 3.43 | 4.13 | 4.58 | 4.34 | 4.12 | ||||
| 2018 | 43 | Sacrifices must be made | Save & sacrifice | compo | 25 | 4.09 | 4.15 | 3.75 | 4.40 | 4.45 | 4.06 | 3.77 | ||||
| 2018 | 42 | Running out of space | Blossom | jam | 320 | 3.64 | 3.43 | 4.12 | 4.12 | 4.33 | 3.73 | |||||
| 2018 | 41 | Combine 2 Incompatible Genres | Nightclub Showdown | jam | 42 | 4.17 | 4.22 | 4.02 | 4.04 | 4.48 | 3.94 | 4.23 | ||||
| 2017 | 40 | The more you have, the worse it is | Cats are assholes | jam | 13 | 4.27 | 4.14 | 3.71 | 4.37 | 4.70 | 3.79 | 4.35 | ||||
| 2017 | 39 | Running out of Power | Zero Volt X | jam | 6 | 4.44 | 4.12 | 3.78 | 3.88 | 4.85 | 3.69 | 2.62 | 3.84 | |||
| 2016 | 37 | One room | Lost in pandation | jam | 31 | 4.20 | 3.73 | 3.58 | 3.95 | 4.73 | 4.00 | 4.22 | ||||
| 2016 | 35 | Shapeshift | Sub Dragon | compo | 14 | 4.16 | 3.93 | 3.85 | 3.37 | 4.61 | 4.02 | 3.83 | 39 | |||
| 2015 | 34 | Two Button Controls / Growing | Full Metal Democracy | compo | 15 | 4.21 | 3.84 | 3.76 | 3.34 | 4.68 | 3.86 | 3.05 | 3.90 | |||
| 2015 | 33 | You are the Monster | Delicious Cortex | compo | 2 | 4.46 | 4.30 | 3.97 | 4.30 | 4.61 | 4.22 | 4.08 | 4.19 | 53 | ||
| 2015 | 32 | An Unconventional Weapon | Badass Inc | compo | 2 | 4.35 | 3.84 | 3.12 | 3.68 | 4.83 | 4.04 | 4.14 | 4.38 | 44 | ||
| 2014 | 31 | Entire Game on One Screen | Law Breaker | compo | 3 | 4.36 | 4.13 | 3.35 | 4.11 | 4.57 | 3.97 | 3.53 | 3.94 | 48 | ||
| 2014 | 30 | Connected Worlds | Chipset-0 | compo | 2 | 4.50 | 4.22 | 3.96 | 3.68 | 4.72 | 4.04 | 3.72 | 4.26 | 50 | ||
| 2014 | 29 | Beneath the Surface | Beneath the City | compo | 16 | 4.20 | 3.84 | 3.69 | 3.33 | 4.62 | 3.66 | 2.72 | 4.14 | 35 | ||
| 2013 | 28 | You Only Get One | Purpose | jam | 42 | 3.80 | 3.61 | 3.49 | 3.27 | 4.25 | 1.39 | 2.39 | 3.80 | 30 | ||
| 2013 | 27 | 10 Seconds | Proletarian Ninja X | compo | 3 | 4.44 | 4.33 | 3.89 | 4.09 | 4.61 | 3.27 | 3.76 | 3.87 | 59 | ||
| 2013 | 26 | Minimalism | Budget Squad | compo | 17 | 4.12 | 3.78 | 3.61 | 2.85 | 4.76 | 3.63 | 3.73 | 3.82 | 60 | ||
| 2012 | 25 | You are the Villain | Atomic Creep Spawner!! | compo | 1 | 4.57 | 4.31 | 3.87 | 4.47 | 4.74 | 4.00 | 3.93 | 4.12 | 33 | ||
| 2012 | 24 | Evolution | Strike of Rage ! | compo | 4 | 4.22 | 4.31 | 2.82 | 2.29 | 4.70 | 3.51 | 3.92 | 3.76 | 55 | ||
| 2012 | 23 | Tiny World | Memento XII | compo | 2 | 4.39 | 3.72 | 3.58 | 4.34 | 4.68 | 3.04 | 2.34 | 4.49 | 58 | ||
| 2011 | 22 | Alone | Last breath | compo | 3 | 4.11 | 3.45 | 3.56 | 3.93 | 4.65 | 3.62 | 1.99 | 4.08 | 3.85 | 32 | |
| 2011 | 21 | Escape | A tale about life, death and a looser. | compo | 79 | 3.43 | 2.51 | 3.42 | 3.89 | 4.49 | 1.06 | 2.69 | 3.42 | 1 | ||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Appy 1000mg | compo | 1 | 4.29 | 3.88 | 3.57 | 3.76 | 4.89 | 1.48 | 2.85 | 4.15 | 1 | ||
| 2010 | 19 | Discovery | Attack of the time travelling pygmy from outer paleolithic (aka Time Pygmy) | compo | 1 | 4.48 | 4.46 | 3.98 | 4.67 | 4.51 | 3.09 | 4.56 | 3.82 | 15 |
Please make Arrow keys works : WASD doesn't work fine on azerty keyboard :)
Anyway, nice job on this ! Maybe lacks a secondary element (mobs, items, ...)
OMG ! Remembers me of Aquanox :)
Really beautiful for something done in 48h !
I played for the last 2h, which is a clear sign of a good game. The ambiant is good, the player's progress through the shop system is simple and works perfectly.
I especially loved the feeling of being lost when I went too far without beacons in stock to get this shiny little Ancient Chest :)
Love you.
Very good job on this one :)
Especially the ascii art : very well done, each character choice is just perfect !
A little goal, except than shooting bad guys, would be welcome :) The parallax works pretty well. The warp of the map borders is invisible, but the ennemies disappear when you go past it.
Also stopped at 1.1 :)
Nice idea thought, even if sometime, I don't get what happened to me !
Thanks all for the comments _^o^/
@LegacyCrono : yes the door can still be broken, because at first, opening it didn't award a Discovery. So you could either figure out how to get the key, or take the time to destroy it :)
Unfortunately, I decided later on to add a reward for using the key (yeah I was tired, brain was off, no more coffee..etc).
@David : didn't have time to make a finish screen T_T... That's why I added the R shortcut :P
Hopefully in a later version ?
Nice you noticed the reference ;)
@wiering : oh, sorry, I used Benjamin's sprite library. Available at :
http://www.ludumdare.com/compo/2010/12/12/im-in-30/
Good concept ! The monster you create lack a little more efficiency (they don't attack heroes quickly, so you have to wait a looong time..)
Arrrgh ! Bumpers are so hard to jump on ! :)
Nice job here. You have a little bug with the jump : you can jump in the air if get on a platform, then let you falling (without pressing W), then pressing W while falling.
Wonderful game, I really took lots of pleasure to complete it :)
It took me some time to figure out the "checkpoint validation" thing, maybe missed a message or something...
Good job ! This would deserve a more complete version :)
This game has great potential ! At the moment, it lacks some challenge, but the basis are there :)
Good job
It would be great to make targets moving, to complexify their discovery :) Nice idea, indeed.
Yes sorry for the poor camera system : I hate it too. I had to do this choice because of my render technique : the game world is a 400x100 single bitmap. This bitmap is then scaled 4x (using a scaling algorithm like SuperSAI in emulators), which I implemented in a simple but dirty way...
Therefore, no scrolling permitted :(
@Septi > the world was generated at first, but with the idea of a more story based game came the necessity for a carefully crafted level design. So I finally imported a bitmap map which I created with Photoshop...
@Manuel777 : feel free to re-use :) This would be great!
I may post another message to talk about techniques on this engine.
About me, sorry, I don't have a blog (yet!)... ^^
Posted the timelapse & the enhanced version :)
@TomK32> feel free to get inspired :)
@stephenreese: Nice ! It would be an honor for me if you could do a mix for my game :) Feel free to contact me at ludum[at]deepnight.net !
You're the really first one :) Woot !
Really intelligent variation of the Sokoban rules :)
Great concept here :)
The first level is quite hard and a more progressive beginning would be welcome, but when you get the trick the game turns into something really interesting and challenging.
The game looks like an arcade at first look, but in fact, it's definitely a great puzzle game!
Timelapse released!
At first, it should have been a quite fun and positive game. But the lack of time made it quite depressing at the end : didn't have time to include all the subtleties I had in mind, nor the happy ending branches...
Sorry about that ! :)
Great idea, the progression is nice too. The controls are really awkward though : they would really require more polish, maybe by adding a visual feedback to target (rollovers)
The growing circle idea is great! The game badly fits the theme tough.
Simple but really efficient. I liked the art a lot, reminds me of good'ol time ;)
I posted an extended version with difficulty setting ;) Yeah I know the base game is very hard...
I get an error on "particle.png" loading (I use FlashPlayer DEBUG).
Really great mood :) Good job with this one! Anyway, when I open the door at the top of the large slope, it gets me back in a previous room. Bug or is it normal?
The mood is just great, reminds me of TimeFcuk :)
The combat system is a bit too simple, it lacks a dodge gameplay. The simple way to fix that would be to add a "charge time" to enemy attacks, with a direction indicator : this way you could be able to anticipante, dodge & counter attack ;)
Good game anyway!
Very clever puzzle :) I'm a real fan of your work : great gameplay, as always.
I've played it til the end, expecting for a trick to actually make puppies adopted. I even tried to hit every single key of my keyboard during the open phase to make something happen... Is there any actual way to have puppies adopted? For spoiler free, you can mail me at ld AT deepnight.net ^^
The general idea is great, but the gameplay is bit harsh : all mobs tend to stay in upper left corner and everything is going too fast from the very beginning.
Very good game :) Probably too hardcore for me but everything works perfectly! Nice art too.
Very interesting idea here ! Few comments anyway :
- PLEASE support alternative controls for foreign keyboards (WASD / ZQSD / Arrows)
- the movement speed of the troops is maybe a bit to slow to take over 5 cities: it takes a loong time (I gave up after 2 cities)
How did you make the music? Was it generated or did you use a composer?
Very interesting metroid-like concept :)
Very intriguing game and great story :) The psychological aspect is perfectly transcribed!
However, the controls are really not that great... A simple click on the nearby rooms would have been a better approach than buttons in a corner.
Wow! Such a long game in such short time :) Very very good job here!
And the sounds are great too, which is rare ;)
Interesting idea, but it maybe lacks something to extend the gameplay a little bit. Maybe a way to plant seeds and to draw attention of the humans (trying to maintain them away from young plants)?
Nice audio :)
I wish there was something to do, but no action had any effect for me :)
I prayed near the sea before fishing, walked for a bit before the night. Then I went to sleep.
Oh well, that was fun anyway :)
Really great job in such a short time :)
The game is very very solid, especially the art!
Love the planet designs :)
Anyway, the controls are really too hard to get used to.
Good overall job!
Funny game :)
Absolutely stunning idea! Very intriguing and original and it kept me playing for a loong time :)
Really great job
Very very good overall execution! The art is particularly good :)
It's funny we did choose the same interpretation of the theme (a player imprisoned in a "tiny world").
Great job!
Great game!
But it doesn't fit the theme, does it?
Absolutely stunnig :) Really love the concept, clever gameplay!
Very challenging and it makes the player tackle the classic platformer problems in a very interesting way :) However it tends to be very frustrating :)
Nice job! I also made my game in full haxe (but no NME) ;)
Really interesting game and perfectly executed :) Putting characters with diverging objectives in a small world perfectly fits the theme!
Waaaaah so many kind comments T_T
That's REALLY moving...
Thanks everybody!
@recursor : what version of Flash Player do you have? Some people reported me that the player "walk" animation didn't play on their system :/
@JonathanG : WordReference.com was my best ludum dare friend :)
I will post source as soon as possible (probably this week) : I just need to make sure it compiles in any environment. Right now, my classpaths are specific to my system and won't work on any other.
Sorry for the delay!
Absolutely amazing! Excellent execution, great art, and very solid gameplay :) Many games tried to do the "single little planet with ennemies flying around", but you manage to turn this into a very playable and intuitive game.
Great job!
Nice game (I liked especially the hammer animation)! It was a bit too long for me to test the alternative endings :( But I fav'ed it for later play :)
Very good interpretation of the theme :) The catapult shots are maybe a little too fast to manage them properly, but the game tends to be both challenging and intense at the same time.
Good point :)
Please, add support for ARROW keys (foreign keyboards hate WASD)
Excellent game, great execution and great ambient :)
I don't like the "left/right=turn CW/CCW" controls, but it's not too imptorant.
Maybe some kind of mouse control? Autofire and click to move to the cursor?
A really GREAT game with good concept and execution! The gathering system works just fine and could open to a very good bigger game.
Great job, you are my fav :)
Very nice effects and ambient! The death should be more visible : right now, it's not "obvious" that you got hit.
Nice game :) I couldn't use WASD controls with my AZERTY keyboard : please think about adding ARROWS as alternative controls :)
The movement of the rat is a bit slow : the game may feel better with a faster initial movement.
Also, I died after hitting a house, while I was full-life? Maybe a bug because I died previously (something not initialized properly)?
I played it for 5 minutes, didn't get the point...
The concept works great! Not easy to understand at first, but it quickly gets interesting. Nice game :)
Very solid game! The only detail it lacks is more feed back when hitting enemies: more fx please! :)
Very original art style! It lacks some sounds, but the gameplay works nicely :)
Amazing ! :)
They don't want to pay you more. But you will make them pay.
STRIKE!
Oups, wrong form :D
there is a bug with an old version : empty the cache and try again.
@Fenmar : you're right, good idea! I will probably work on a post compo version as soon as possible :)
Thank you everyone for your really nice comments ^^
I'm really sorry I could'nt stick more to the theme: I didn't have time to implement the whole story I had in mind, especially unlocking special moves as your salary rised. Maybe in a later version?
@Christina Antoinette Neofotistou: you're right and I'm sorry about that! I only wanted to stick to the references (especially Street of rage): this kind of game definitely used to be testosterone oriented...
I fixed many minor problems and added respawn checkpoints as suggested in a post compo version :)
http://deepnight.net/games/ld24-strikeofrage/extended/
Very good overall job :)
The card selection interface is hard to use though, the currently selected card is not really obvious... Also, support for multiple controls is nice when using letters such as Z/X, for foreign keyboards ;)
The duration of the game is probably a bit too long and gets boring after 2 minutes: maybe the pace should rise faster to make the game fit within 1 minute?
Anyway, the overall execution is amazing & beautiful! :)
Very simple, yet really fun :) Nice idea, you get hooked quickly by the game!
Absolutely stunning, you are my fav so far :)
The concept is great.
That's a really impressive work for a 48h game :) The overall art is great and level design is good. I especially liked the music, works great!
Good job :)
Ok you are definitely my fav in this LD Β°_Β°
I totally loved your game and played it through the end (which something I rarely do in LD).
Gameplay is great: it seems pretty simple & basic at first but every level has the perfect balance between frustration & reward.
Excellent job :)
Thank you everyone for all your really kind comments ^_^
Really touching!
Source code (Haxe) has been released, check my blog :
blog.deepnight.net
Thanks again everyone for all the comments! T_T
@iandioch > you're right, the game would require a little more monster types, like turrets and better balancing. The shield idea is good too! I take note :)
I posted a post-mortem on my blog : [ blog.deepnight.net ]
A very solid game here :) The controls can be perfected (switching mouse/keyboard too often) but the overall realization is great! The art is especially good.
It's funny to see that both of us followed the same idea but with different gameplay directions :)
Great job!
The art and music are simply amazing :D
However, the game would have been even better with some gameplay variations.
Great entry!
Ah ah ah really loved it :) As usual my fav weapon is still the basic gun. Really intense gameplay.
The bazooka would be more interesting with a zone damage to make close combat more dangerous. But the screen was maybe to small to do that without being too annoying?
Excellent take on the theme. A kind of Battlestar Galactica (the boardgame) in a very minimalistic way. One of my fav game in this LD so far :)
Nice job :) The walk sequences are a bit slow though. I got killed by a giant bat which spammed healing on itself, making it impossible to kill :)
Very nice take on the theme!
Excellent work on this game :)
It was really fun to play til the end, everything felt very natural and the feedbacks were really great.
Cool gameplay idea :) Reminds me of ROM check fail!
Note: the client took ages to load here, both URLs.
There are many compos based on the minimalist artistic movement... But yours is definitely the most original I played so far. Excellent compo!
I can't honestly say I understood the underlying mechanic, although I have a really vague intuition about it. Golden WTF reward :)
A very clever idea :)
Something in the controls doesn't work very well though, but I couldn't exactly find what. So I didn't score a lot :)
I couldn't play it :(
Too bad, it looked really nice! Fav'ed for later check.
I had troubles reading subtitles near the tomb, the went away really fast. So I got stuck there, not knowing what to do...
Anyways, that's a solid entry :) I really like the odd feeling of everyone starring at me all the time, great effect!
Absolutely stunning *_* The theme relation is a bit thin but the overall game is incredibly fun and efficient.
Great job guys!
Totally strange :)
I really loved the spawn effect of the bricks, but the controls are really annoying: the jumps would have really deserved a little more dev love :)
The position of the fireball (top of the character) makes it hard to aim, but you get used to it quickly.
The sounds are funny, not the usual bsfxr :)
Even if it was minimal, it did actually work well :) Very intense.
Nice tech demo, but couldn't figure if there was actually something to do. So I didn't rate it.
Excellent :) Lots of fun and really funny :) The art is great, you did a lot of things in this game for a 48h entry!
Great job.
Takes some time to get used to, but it proved to be an excellent game :)
Everything is pretty intuitive. And I hate orange.
You managed to make expressive characters with 1x3 pixels o_O
Everything works nicely! The punches/kicks lack strong feedbacks to emphasize the power of the hero. An extra gameplay element, like throwing furnitures would have been a great addition!
Good job :)
Funny idea :)
The way garbage were or not thrown away was a bit strange. High velocity collisions didn't do much, while repeated small collisions did the job.
Also, the "hero" is in front of the camera which was annoying while aiming.
Ah ah ah, excellent twist on the theme :)
SPOILER WARNING !!
I really hated you on the double jump sequence.
Very hard but interesting take on the theme :) It lacks a restart key to make the whole thing a little more fast paced.
Great job on the art, it looks low-fi but not cheap :)
Man! You did reaaaally great on this one :)
I understood the game in 5 seconds without any tutorial or anything, everything was really intuitive: excellent work on the feedbacks.
I'm not sure I got everything right, but when a seed is planted, dropping more on the same column is useless?
Man! You did reaaaally great on this one :)
I understood the game in 5 seconds without any tutorial or anything, everything was really intuitive: excellent work on the feedbacks.
I'm not sure I got everything right, but when a seed is planted, dropping more on the same column is useless?
Also, the music was quite too repetitive after some time. It would have been great to add some sound synthesis like a tone matrix or something :)
I uploaded a hotfix: you can toggle LOW quality mode using L.
@AnnaGavaldaKedavra > I chose to focus on gameplay to fit the theme: a shooter with minimal equipment that forces you to play in a different way (1 gun & 1 light & no powerup). I do agree that it's not 100% fitting the theme, maybe I should have made a minimalistic looking game too?
@AnnaGavaldaKedavra > I couldn't agree more with you :)
My main problem with this LD was exactly that: I usually do my best to fit the theme, but this time, "Minimalism" was like my "kryptonite" theme. Exactly the kind of thing I find hard to do :)
So I tried to make a gameplay out of it, but pretty much failed to do it.
What is fun is that, this time, I actually didn't look much at the theme voting rounds, just to be able to start the LD without any preconceived idea.
I actually really should have paid more attention :)
Thanks for your honesty
Incredibly addictive concept! Definitely one my fav LD26 entry, you really managed to create a totally unique gameplay with a great learning curve. Made in 84h? Seriously: that's amazing.
Incredibly addictive concept! Definitely my favorite LD26 entry so far, you really managed to create a totally unique gameplay with a great learning curve.
Made in 48h? Seriously: that's amazing.
Excellent entry :)
The 8bit art & animation is really true to its model, which is rare... Great job!
I ragequit after 10 minutes of hard tries, but the game really hooked me, which is cool :)
Art style is great!
An excellent entry, very fun :)
The gameplay is solid but I was really disappointed by the way you stopped the timer when then floor "contract" was completed. Imho, it is THAT element that destroyed the scoring system.
Once the contract is completed, you don't have any reason to hurry to the next stage and you just throw all furnitures out of the current floor to max out your score. Therefore, the scoring system seems very linear and lacks variability and skill factor.
I couldn't go past 3 years old, I've always sucked at this kind of game. Anyway the random death reasons made me laugh and I ended up running into obstacles just to read them :)
Do they vary according to the age?
The idea is really interesting but I don't think the Y axis inversion was necessary here. The respawning bat too is really frustrating and is more annoying than fun.
Nice job guys :)
Very good game. The only negative thing is the importance of randomness, very frustrating.
Excellent take over the theme! :) I laughed continuously watching the gameplay video.
Very good idea even if it took me a few minutes to figure out what to do :) The thing that kept me away from the solution is the fact the trolls you control can leave the screen on the right side. I really thought that there was something to do there...
Good job, hope for more levels now!
I couldn't run the JAR:
Exception in thread "main" java.lang.UnsupportedClassVersionError: com/ion/ld27/Window : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Could not find the main class: com.ion.ld27.Window. Program will exit.
Very cool roguelike with a nice theme connection! The randomness of the levels felt a little bit frustrating though. I would have greatly preferred level designed floors with more interesting puzzles & situations.
Simple and efficient.
Excellent idea :)
The controls sometime lack responsiveness but I really like the concept, and especially the multiplayer touch. Didn't try it with a friend, but I guess it's really funny :)
Nice idea, but a few things could be enhanced:
- better walls collisions (right now they are really frustrating, especially for a fast paced stealth game)
- fix the guards perception (I rage quited after being caught for no reason in the middle of nowhere for the 4th time)
Excellent game :) The controls are really strange and don't feel natural at all, but I guess it was intended.
The music & sfx are perfect :)
Very nice game and really original gameplay!
However the theme relation is a little tight.
I would really like to try this one too :) (windows)
The collisions a bit frustrating and you spend much time stuck in walls and corners. Anyway, the game is good and I especially like the things like electric walls that turn off during shutdowns. Good job :)
The jump physics is a bit odd but the game is fun to play :) I liked a lot the hidden scoring system (with the animated pictures)
That's 5 stars game *_*
Really loved the game and the interpretation of the theme! I want a supermarket like that where you can buy cats and candies.
The only critical problem with this game is the music. My wife & me can't stop singing the f*** "tututut tulut tutuuuluuuu".
Good job guys :)
I couldn't get above 12 :)
The timer lacks feedback: it would be much better with a small break on timeout & a screen that tells something like "next round in 3..2..1".
The rounds (60s) are a bit long, especially the first one. Really loved the overall gameplay. The explosions are a bit strange: you take damages until a little bit after the end of the explosion anim (old school!).
The theme connection is also a little light.
Super title screen :)
The game it self lacks feedbacks that would allow to understand what it's actually going on. The triggers were really hard to understand in level 5 for example.
Interesting game idea however! The fact I couldn't stop playing until I eventually beat the game is a good point ;)
Really funny game :) I totally loved the moonwalk idea.
Very good TD concept here :)
The interface is very frustrating though: the arrow keys don't work during resolution phases, and the right click scrolling gets stuck each time the mouse leaves the game area.
That was really impressive guys :)
One of the best entries I've seen in Jam, especially because of the excellent art and animations! The theme fits perfectly with your gameplay which is also a very good point. However, the music is a bit repetitive and sounds would require more polish, especially because they are scarce.
Good job!
Let's have a beer!
Not my kind of game, really too challenging :)
However the game works nicely, and the art is really cool. And the fact you also created the website architecture on this single weekend is insane. Good job :)
The idea seems really good and the art is good too. But I couldn't actually beat the very first boss :)
Two problems:
- missing feedback for boss damages, I actually can't tell when I hit him or not,
- when I die, it would be really good to simply go back to menu immediately, no need to force the 10s delay each time. In fact, for my first 2 tries, I was instantly killed by the boss, so the ship disappeared, and I was stucked for 10s each time. Really looked like a bug.
What the.. Huh no.. wait.. Is it? ...seriously? ..Did I play a mother throwing her baby into the devil mouth to kill it?
Well it was really fun :)
Even though I'm a fan of games like Agricola or Civ5, I couldn't figure out the available combinations. Too many possibilities, no guide and a 10 sec timer that makes every experiment waaaaay too slow.
This game could be excellent with tweaks and some kind of negative feedback when combining useless things.
If you happen to make a post compo version, please poke me on twitter @deepnightfr :)
Works nicely :) The game would have been even better with an additional gameplay trick, like a way to manually switch the controlled zombie, or a faster paladin but who follows predetermined paths.
Woooohooo first game achievement!!
Well done :) Love all the details in the animations, good job dude
I can't believe the fact you told me for years that you couldn't draw anything... The art on this one is really cool :)
However, I didn't like the gameplay: the violent "stops" each time you fight something doesn't work well.
Really really good game here! The theme is perfectly used in this one. The mix of turn based strategy with realtime constraint works really well! I'm almost jealous I didn't have the same idea :)
However, it would have been perfect if some harder mobs were a little more clever: like a mob that follows you, but only moves 1 turn out of 2. Or mobs that do twice more damages?
Oh, and you especially did well on the art & sounds on this one. Which is undeniable proof that coders CAN actually draw despite what they all pretend.
Very interesting experiment, I especially liked the mood and the visuals. However, the random part makes the actual level design really boring most of the time. The frostbite system is strange but leads to some interesting situations (small bug: if you walk against a rotor, timer won't decrease, allowing unlimited immobility).
Waaah this one is really beautiful :)
The gameplay is a bit strange, especially the pace of the enemy bullets. Also, the fact that you cannot aim freely, even though you actually use the mouse cursor to aim... It's a bit weird and makes simple situations very confusing.
I loved the amount of details you put in this entry, very polished, both art, code & sounds. Well done guys :)
Excellent idea, perfectly fits the theme :)
The game could be much more strategic if the Tower could hit every targets in range. In your version, it's actually basically useless to place the tower in angles or crossroads because of that.
Good job :)
Excellent entry! The difficulty is super high but the puzzles are very clever and interesting :) I only wish the save points were a little bit more frequent, with a possibility to "rewind" to the previous screen when needed.
Congrats for the music too :) I'm amazed by the level of polish you achieved in only 48h!
WOAH seriously?! This entry is just amazing :D
The only flaw is the theme relation, which is maybe a bit dim. Anyway, the game is fun, and the fact that you can actually play the game you're "making" is excellent.
Well done!
The gameplay has some minor flaws (mostly due to hazardous controls), but it's very cool to play :)
You still amaze me more after each entry, you really can accomplish A LOT in 48h compo! :)
Well done!
The gameplay has some minor flaws (mostly due to hazardous controls), but it's very cool to play :)
You still amaze me more after each entry, you really can accomplish A LOT in 48h compo! :)
Well done!
Oh. And I will kick your ass on next LD.
That's a very good interpretation of the theme :)
The game is surprisingly pleasant yet simple, I managed to reach 77200! It maybe lacks some kind of penalty when someone falls asleep, like a long cooldown before waking up. The rythm of energy loss seems different between the dwarves, but it maybe would require more variations to be really important (like various bar sizes).
This is probably the entry I spent most time on. Excellent gameplay, VERY addictive! You should definitely make a game out of it ;)
The platforms were a bit annoying though. Small gameplay tip: when the player falls, allow the jump action for a few frames after the beginning of the fall. It gives much more control on jumps and removes the unpleasant feeling you have in your game: you miss lots of jumps because you pressed UP key 1 frame too late.
This LD entry of yours is really the most impressive you've submitted so far! The gameplay is really complete & solid and it's really fun to play :)
Maybe a bug: a few mobs actually hit me right after they died. Just like if their "attack decision" wasn't properly canceled by their prematured death.
This is excellent :)
But... you know guys that EVERYONE absolutely hated the underwater levels in Sonic, right?
Your entry was top notch: controls are very good, the art is amazing, and all the details were carefully thought and properly implemented :)
Good job guys!
Wow. Ultra polished entry and a very absorbing gameplay :) It took me some time to figure out I could actually buy extra goblins (I thought it was just a counter, not a button) and the game froze when I used dynamite near the borders (out of bounds access on an array, probably).
The fact the sfx are synced with the BPM is very nice too. The goblins lack a feedback to explain that they are carrying back the soil. The game was pretty easy in Normal too, didn't have any kind of trouble to contain the assault.
Good job :)
That was brosome! =)
The music is excellent, art is top notch and the overall polish is really good! My only concern is with the wall texture (the grey coral)... Not really at the same level as the other parts, which is sad as they constitute the game area.
The music was really heady, I'm sure Marine & me will have it stuck in mind for next few days...
GJ guys :)
Very solid entry with very good art :) Well done!
Very good game, although it clearly has some readability problems :) The "shoot the green blocks" part were the most annoying in the game, as it was incredibly hard to figure out in which layer they were. Reminded me of Spindizzy Worlds (Atari ST), so it's something I took as a difficulty element and not as a major problem.
This was really good :) The controls feel right (except I don't like to have the jump key away from the left/right keys)
Also, there are maybe too many lives.
The boss part was really fun :) GJ!
Superb *_*
The most original entry I've seen so far, and the one that fits the theme in the best way. Really excellent, and I loved the jazzy mood :)
Very good entry, especially knowing that it's your first game :)
The game was really fun but the way the enemy spawns are a little unforgiving. It would be nice to slow them down for 1-2 seconds when the spawn, then accelerate to their normal speed.
Good job!
You need to turn that into a full game ;)
Not really a game, but I really appreciated the way it connects LDers and helps to discover new games :)
Thanks!
That's one of the most original entry I've seen in this LD :) It takes a few minutes to get used to the controls, but once you get it, it's incredbly fun to play, well done!
The graphics are great too: the only disturbing thing was that lady with the long hairs and the looong hairy arms. Creepy.
The art and the transition effects are super cool :) You put lots of efforts in many details, well done.
The game lacks feedback on damages/life, making it very difficult to understand what's going on.
About your comment:
That's really the 1st time I feel obliged to reply to a comment. But there's always a first time :)
I really alwyas do my best to follow the theme. On absolutely every LD I partcipate, I spend hours to simply figure out a gameplay that fits the theme. On this one, I actually started 2 different games before getting the idea for Chipset0 (I will post the timelapse tomorrow)
The actual only time I neglected the theme was on Minimalism, and still, I only think my interpretation was a bit (no ok, it WAS totally) twisted :)
Anyway, you're probably right about the comfort zone thing, and I will TRY my best on next LD to do something really different ;)
I didn't rate your game, really sorry. I rage-quit when I discovered I had to click 100 times right before I could actually play ANYTHING.
I love the idea!
Your 1989's self probably loved that too! :)
Nice mood! The game itself is really a bit too slow, especially if you miss the 1st night and have to wait for the next one. I wasn't patient enough and I "brute-forced" the enigm :)
Nice platformer! The controls are smooth and it's very cool to play (which is rare enough!). Some collisions seem to be ignored, but I'm not sure if it was intended: the thin platforms behave like one-way platforms.
The graphics and animations are top notch, good job! *_*
The gameplay is nice, but a little more balancing would be cool: slower soul movements and a way to stop one for a few seconds (like: press SPACE to cast St Peter Battlecry which freezes souls around him for 2 seconds). It would allow a little more strategy :)
Minor bug: I was able get people stuck in the ground (by pushing them with the cloud).
Waaaaaaaaaah it's too short T_T
The art and sound is top notch, but the game itself lacks gameplay. When you think it really starts... it ends.
Very frustrating!
This is simply the best game you ever made *_*
Totally awesome and quite well balanced! You HAVE to release this on mobile!
Very interesting puzzle idea :)
At first I thought "meeeh too easy, I don't see how it could be difficult".
The it became quite hard for me :) Good job.
Very good experiment! I totally love the blurry/depth of field effect. It took me a lot of time do get the color-based mechanic. At first, I thought the tone was related to the height of the triangle. Then I noticed the clue you added in the upper-left corner :)
OMG. This was the most creepy enemy sound I've ever heard T_T Almost killed me instantly. I raised the volume to hear the music (which is really good, btw!) and then... THIS HORRIBLE JUMPED OVER ME WITH IT'S HORRIBLE SCREAM Β°_Β°
Well well. Anyway, the animations are top notch, the music is great and the puzzle idea is interesting. I'm not sure about that, but maybe it would be better with a smaller 2x2 area. The 4x4 area makes the changes a little more complicated to predict, thus making the game harder to play than it should be.
I totally loved the music, reminded me of Stardust on Amiga :) The thing is, I liked the idea of the time distorsion powerup, but it actually totally ruins the soundtrack and the game pace :( I suggest to make it much rarer.
Good overall entry, very fun!
I wish it was longer :) Very frustrating! The wake up would deserver a little more polish, for example explaining what was his dream about.
That's a nice job as a 1st LD entry, welcome abroad! :)
I've never played a Twine entry, yours is the 1st one :)
The story was compelling and I like a lot the addition of graphic elements from time to time.
Good writing skills!
Ah ah excellent point'n'click :) Everything is very intuitive and feels natural!
Love the animations and the music!
Excellent puzzle, good job :) I'm still amazed by the quality of the art & sound! What tool did you use to create the music?
Wow, you clearly gained a few levels in pixel art, well done! I liked a lot the scoring system with 1-2 dinos, very good idea :)
I think would have prefered a control scheme without the "auto-center" thing.
My best score is 18, I totally suck at reflex games!
It's really sad you couldn't finish your entry, the art is super good, and the chara design is great :)
And to be honest I like the fact that your story involves women in a more mature way than the traditional bimbo clichΓ©. That's a nice change, thank you :)
A very cool entry :) My only grief is about the way the thugs move toward the target point. Right now, you probably have something like "if( x < targetY ) x+=speed". The problem is that this won't make your thug follow a straight line between start point and target.
I would switch that to a x+=Math.cos(ang)*speed (where ang is the angle from start to target).
Anyway, good job here, especially for a 10h entry!
I see :) That's fine then!
Anyway, I liked the fact that my first reaction was "how can this gameplay be interesting". Then I kept playing it for 20 minutes straight :)
Very good entry, with excellent tracks & visuals! Anyway the gameplay has a few flaws: really too slow & too many shields. This could be easily fixed I guess :)
Good job guys!
Nice entry :) The level design has some flaws which could easily be fixed: some rooms are very challenging (the conveyor belt) while some other are super easy.
It looked promising on the screenshots, but I was a little bit disappointed by the lack of clear goal :/ It would be a very good thing to add goals in front of each toy.
Like your previous entry, the art is totally amazing, but the gameplay is still a bit light. But your flight engine in Spiral Wings is really good and I especially liked the way you can dash with a long mouse move. The intro is really good too :)
It seems like there is a clear progression in your coding skills with this entry, and I can't wait to see your next creations :)
I really loved the art & the music :)
The controls are a bit strange: the way you wall-jump and how much you stick to the walls.
Nice use of the theme too :)
I totally suck at juggling, but the general mood and the cuteness of the snowman forced me to continue.
That's the kind of game you want to play from time to time, with a steep learning curve and very rewarding progression.
Very different from your previous entries, but still, super solide :)
Your entry looks REALLY good *_* The engine is amazing and even though it's 3D, it really looks like a very beautiful 2D game, well done :)
However, the controls are a bit weird, traditional problem for isometric 3d game. The hero movements are a bit annoying, especially the fact that you have to stick to the grid, and that to move in a particular direction, you have to turn around first, then walk. Too "slow" for an action game like yours. Because of that, battles quickly became less interesting.
I love your room transition effect, but imho, it doesn't fit the theme at all, which is a big problem.
A very good gameplay idea :) I loved the way you have to figure out the way this machine works without any kind of instruction.
The art especially is TOP NOTCH.
Good job!
Ok I came back to your game and just spent 2 HOURS trying to figure out the solution. I'm stuck on the 5px matrix (4th ending). I'm tired. I need some sleep. I hate your game. I love your game. Dunno.
I will come back tomorrow.
I like the general idea of the game, but it lacks a small twist of gameplay. Something like fire that spreads or local damages on cities instead of a general health counter.
The art is nice too :)
Your entry is very similar to Fracuum, but with interesting gameplay twists. The controls are a bit tiresome because you can't maintain arrow keys to move continuously.
Anyway, that's a very nice game, good job and good take on the theme :)
The controls are a bit surprising at first, but it's actually what makes your entry very fun to play :) Contrary to other tunnel games, you have to concentrate on your finger movements: which key to press and which to release.
The 2 main problems, imho are:
- the theme: your entry doesn't seem to fit it
- the fact that you reset the score to 0 as soon as the player lose! I don't even know what is my best score so far :(
A very clever take on the theme, well done :)
It's a good thing you explained the twist of your game, it's much more interesting when you upgrade the dungeon :D
It reminds me a lot of Dungeon 18 on Android (https://play.google.com/store/apps/details?id=com.qqhouse.dungeon18&hl=en), very nice entry which would deserve a more complete version! I love this kind of simplified roguelike :)
A very fun and polished entry :) The digging controls are a bit imprecise thought. A basic fix would be to increase the digging range of +1.
Very good job!
To be honest, I didn't understand the story, but I liked the game anyway. Especially the art, very good work :)
I was a bit frustrated by the lack of impact of my responses over the character evolutions, but maybe I missed something :)
Anyway, this game is really really good! Well done Pierrec, once again you managed to mix narration, mood and gameplay into a very solid entry :)
I miss some checkpoints, but the overall game is really good and pleasant to play :) Good job! Probably your best entry so far!
I spent quite a LONG time playing your game :) Liked it very much! Fun and compelling ; my only regret is the theme.
You really did great on this entry :)
The gameplay is interesting and seems promising: you could create very good puzzles from it.
The art is great, as usual! The music too is really good: how did you create it?
A very good puzzle game with interesting mechanics! Reminded me a lot of Closure. The controls are a bit too "fast", and they don't fit really well with the puzzle gameplay, imo.
This is probably my fav LD entry so far. The art is absolutely perfect: you really put lots of atmosphere in your characters, well done. Each combat is fun & interesting. And the music!! OMG the music. Good job :)
My only (small) comment is about the "hit" feedback, the one when you successfully hit your opponent. It's too heavy and hides the opponent completely for a short duration, making the game very hard to play in pure-reflex mode. You have to learn the pattern and reproduce it from memory, because you can't see the enemy hands while hitting him.
A very fun game :) I'm not 100% I understood the color mechanic: you HAVE to shoot bullets in the wall when the 2 equipped colors don't match the enemies around?
Ah ah excellent take on the theme! Probably one of your most polished entry :) The screen distortion works very well, and you did really great with the art: good job!
The gameplay would benefit from extra things like having ways to distract the guards, disguise yourself or having solid obstacles+view cones (like in a traditional stealth game).
This was the strangest experience ever :)
The feeling of removing a hair was almost painful... But I have what it takes to become a Kiwi too!
It took me a very long time to beat the game, but it worth it :) Excellent gameplay as always. Once you understand that mobs positioning is really important, everything becomes much simpler!
Good job :)
Yes, thanks for the suggestion ;)
Nice game :)
There is no cooldown on the Attack: so it's possible to simply maintain the left mouse button pressed and everything that touches the tentacle is destroyed.
Ah ah! Excellent entry :)
The feedbacks are very good (except maybe the one for the player death). Also, the fact that walk & dash in the direction the mouse is pointing at makes it very difficult to attack and dodge at the same time.
So usually, spamming attack works better.
Very good job guys :)
Very original gameplay :)
The game lacks a feedback that gives a real sense of progression: when you are a large blob, it doesn't feel like you're achieving something. And you usually quickly hit purple blobs that shrink you back. Maybe some kind of exponential scoring that rewards these moments you manage to keep a large form?
Really great art & animations! The combat system is a bit rigid at the beginning but it feels/works better when you first meet giant knights.
The sounds were a little basic, but I'm not 100% sure they did work properly on my PC.
Good entry :)
Seems very basic at first, but the game quickly proves to be really fun :)
Good job!
Superb entry :)
The art is really good and you really have a feeling of being a huge monster! Great job!
The 3rd person cam is a bit too low, and it's facing too much to the ground, making it very complicated to avoid guards. You just cannot see them approach.
Woah, that's a really good entry!
The idea is great and the art is top notch, well done!
The controls can sometime become a little messy because of the mouse cursor that changes to various shape really frequently, but that's not a major problem.
Good job guys!
It was damn fun, yet very simple to play :)
It would be great if you could survive a little more longer, or at least have a clear mean to avoid enemy bullets.
Oops, sorry about the Mood removal, missclick :) Thank you for your first comment! The sounds were made during the last hour, that's why they suck :)
Very fun! The difficulty was not raising enough though and I was stuck in a very stable situation (so I gave up short after). Anyway, that's a great entry! Good job.
Very tricky sometime, but a great concept :)
I really like the art on this one, although some pictures were a little hard to understand. Nice game :)
Very very original and interesting :) I loved how you managed to create such atmosphere with a good soundtrack and interesting texts. Good job!
I'm no good at this kind of game but it was fun to play anyway!
Interesting idea, but the game feels very strange and random: I don't see much change based on my choice and the effects vary a LOT each time.
It takes some time to load (3.5mb), it should start after a few seconds :) If not, try using Chrome, it should work fine!
@DigitalDuck> I'm really sorry that not disclosing the source in time to be such big issue. I mean, there are so many other entries where people don't do it. Anyway, I just posted the SubDragon source code, feel free to download/check it :) Didn't have time earlier and I just totally forgot about the source code of my previous LD game.
Nice gameplay :) The hero jumps are a bit too fast though.
That's a really interesting game! I played it with a friend and it proved to be very tactical because we could actually see the other player available choices. A very good mind game :)
The idea is interesting and I especially liked the sort of rotoscoped dancer :) But to be honest, the music was... well... I had to turn the sound off on my PC. Not sure if it was intended to sound like this of it was a bug (tried on both Chrome && FF, latest player installed).
Really love the mood in your entry! I'm not sure I got all the mechanics right, but it was pleasant to just wander in the grass :)
Best game ever :) 5 overall!
Simple and really efficient :) Things are getting super hard really quickly: it would be great if the light could move faster! Something like a temporary speed boost or a dash maybe?
Very fun anyway :)
Interesting idea and more difficult than it seemed at first :) My main issue is with the feedbacks: you have none ^^ It's a really important element in any game: if you hit something, it has to react accordingly (white flash, particles or shaking for example). It will make the gameplay feel more "powerful".
Good job on this one anyway :)
Doesn't work for me: I only get a white screen, no error.
Very nice idea :) The control could be better (especially the way you change into a bird), but it was fun to play!
One of my favorite entry for this LD! The mechanic is really clever and rewarding, and it makes me want to try many different setups and strategies. You have room for a really solid bigger gameplay here :)
It was super hard at first but quickly you get used to the crate micro management thing. I'm not sure it's actually possible to play "apples" & "vegetables" at the beginning because of the rats. Is it intended? Great game :)
It's a really nice entry :) Gets super hard really quickly! I wasn't a great fan of the controls, it can be confusing sometime, especially because the control "tip" is hidden on a regular basis by another information. That's funny because we actually made a very similar game :D
Thanks everyone for your great feedbacks! The DLL issue should be fixed right now, please download the game again :)
@gaming-night> you're right! On this one, I tried to focus on art & animations and not on the gameplay side. I'd definitely like to experiment more on that side on future LD :)
Excellent game overall :D Almost cried by the end. Great execution, especially because you don't lose too much progress when you get caught.
Didn't understand anything, ate too many mushrooms, a tree exploded then a flower attacked me. I died.
Lots of fun, will do it again :D
Woah! Such a great idea! I really loved the gameplay and how it relates to the theme :) My only grief is the fact it's often hard to grab an enemy because it's not possible to cancel your attack (even if the attack charging time is super long). I'm pretty sure allowing pressing Y during an attack charge to cancel it (and grab an enemy) would make everything much better. Good work!
This is really beautiful! The mood is incredible and the bg is packed with nice details :) The theme connection is a bit "light", but it's mostly due to the fact that unlocking layers is not super obvious. The sense of "sound progression" is a little weak. Anyway, it's a very cool game, good job!
The amount of items you can equip is crazy, as usual, for a compo entry :) My only major grief is with the controls: why do you create complicated control schemes when simple solutions would just work (ie. the gun aiming)? :P
Also, many items have super obscure effects and if you skip reading the description (happened accidentally a few times), you cannot guess what effect they have. I would definitely recommend less items and more polish on controls, but that's a very personal approach here ^^
Anyway, I probably died 20-25 times before beating the game but it was still definitely fun :)
One of the most impressive compo entry I've seen so far, and definitely (imho) your best personal creation. The concept is clever and every details are polished to a crazy level!
I loved the way my brain "clicked" at one point when I suddenly started to think outside of the box and started to design a solution that included sequences of "moves" instead of a single finished level design using the cards. The kind of feeling which is very difficult to create in a game and that makes the player feeling he is clever or something.
You did an amazing job here, well done :) I'm super happy to see another entry from you on LD :)
Excellent work on this game :) Reminds me a lot of Evoland, but that's still a good take on the theme! I'm amazed by how much you managed to do in a single weekend: controls are good, art is nice, sound design is excellent, and you have tons of level design to make it a full fledged game! Good job!
@ddrkirbyisq My pleasure! It's one of the best entry I've played so far :)
@flaterectomy Thanks! I've uploaded a post-compo version based on your feedback: https://deepnight.net/games/sabotage-post-compo/ The controls are easier, and I got rid of the second key. You now just have a single key for grab/use. Any extra feedback are welcome :)
@celdur Yes, running out of weapons means a forced restart, which isn't that great :( Maybe some sort of infinite stock somewhere could fix that?
@hyperscope I tried something else for the controls that work much better, in a post-compo version. See: https://deepnight.net/games/sabotage-post-compo/
@eggshelldog You're right, I gave up on innovation on this one because I was really running out of time. I'll try to do better next time :)
A very interesting take on the theme :) The only thing that bothers me a little is the very slow start. But I think I just didn't pick my first letters in a strategic way. Really liked it so far, I will dig it more later!
Not sure about the connection with the theme, but it was quite fun to play. In the end, putting printers everywhere actually did the best job for me :) Thank you for this game!
One of my favourite LD45 entry so far :)
It reminded me a lot of games like Prohibition on Atari ST, but with a great amount of strategy. I loved the "where the f** are my matches" moments! Simple and efficient mechanics, great art style and sound design. My only grief is the connection with the theme which is quite thin here imho.
Anyway, amazing job on this one!
This was a really great experience :) Loved the game and the concept! Really good job making this one. Maybe having an erase button would be great, but I think I understand why you didn't have one (guess it's related to the way you actually draw by stacking strokes). Anyway, loved it :)
The game itself is quite simple but very efficient at setting up a great mood. I really enjoyed the sense of oppression from the approaching storm. I'm not sure if the game crashed or something, but I only got a black screen after the antenna sequence: is it the actual ending? Good job on your game :)
A very interesting game :) I tried my best to beat it and finally succeed after about 6-7 tries (in normal mode). Most of my failures were caused by interface issues (like installing a building outside of the power range), and even if understand the reason for allowing that, this could definitely be avoided by some kind of warning, or more visible color code. Anyway, I did enjoy my time a lot! Good job :)
Bloodless really is a good game: nice take on the theme. Parrying an enemy is very satisfying! However you often get hit because the hit-boxes are really large, or because the timing is not easy to catch. But still, it's a solid entry, good job!
It was quite fun to read sneets and create new ones :) Not sure about the connection with the theme, though. Nice game :)
Even if the theme wasn't there at all, the game was still quite fun and enjoyable :) Maybe you should have at least any kind of feedback when bullets hit something, like a color blink on enemies, or blood splatters. Without them, combat feels a little bit weaker. Anyway, nice game!
I really enjoyed your game :) I was a bit disappointed there was nothing more to do after anvil+craft+cauldron, but still, it's a very solid LD entry you've got here. The self-building world could be more interesting if it happened with some kind of logic, like by crafting specific buildings by yourself (like a brazier or something). As it is now, it's very chaotic and doesn't lead to interesting situations or choices. But it's a very interesting idea that could lead to fresh new gameplay ideas. Good job :)
It's a quite difficult game, and checkpoints were really lacking at some point. Anyway, it was fun & interesting, and the animations are really cool! Well done :)
A really solid entry you've got here! Gameplay is tight and fun, and the controls are good (not something we see really often in 2D platformers). The level design could use a little bit more the mechanics, such as the push-back? Also the theme, which is obviously missing: that would turn a solid game into a top-rated LD entry ;)
The gameplay was really clever and I was always amazed by the new tricks you found in every single levels :) You also handled the pacing really well, as it never became boring at any point, nor tedious.
That's a great game that reminded me of TimeFcuk for the way you tell your story :)
The game is super impressive as a jam entry :) Excellent work on the strange 3D scenes, they add a LOT to the overall atmosphere! The puzzle were too hard for me after the 3rd "pipes" one, so I had to use the cheat codes to see the ending :) Still, I enjoyed your game a lot!
Very interesting mechanic, there was this "wow" moment when I realized I could use previous levels in current one. Well done!
That was a truly unique experience :) However, I did try to play the game multiple times, but every time I gave up because I was basically lost and had no idea where to start. The lack of guidance at the very beginning is quite harsh and I don't think that it adds much to the overall quality of the experience. I was lucky enough on my last try to find something interesting and manage to get some actual answer from my colleague, but that completely out of luck.
That's a really nice game :) I was a bit disappointed because it was shorted than expected, but that's just a sign I'd love to have more of it :) Good job!
@kroltan You're absolutely right :) I only didn't have time to play anything yet, but it's on my plans ;)
@larsdu Haxe language, with HeapsIO engine, and my "GameBase" code base (available on my website: https://deepnight.net)
That's an interesting mechanic :) Is it pixel color based? Like, the color dictates the AI behavior, leading to some very organic "life"-type simulation? Or did you use other approach?
I really enjoyed the game, but too bad it required the player to check the doc on the website. I didn't understand the oxygen repeller on first play, and thought it allowed me to get more oxygen or something... Also, not sure if I used the Radio room properly, as I didn't have any success feedback. Anyway, I still played the game and enjoyed it :) Also, loved the game title ;)
Very good game :) The sound design & art are especially great, totally enjoyed til the end. But I played cowardly and only invested on time extensions. Imho, I'm not sure the time limit was such a great idea: it kind of broke the whole combat gameplay, as it was better to just avoid enemies every time. Also, the death animation has a small delay which could probably completely be cut. Anyway, excellent game!
This entry is my favorite LD48 game so far! I totally enjoyed your gameplay mechanics and found everything nicely balanced with good learning & progression curves. The atmosphere is excellent too! Very good job :)
I really loved your very unique rope mechanic, which gave new opportunities in low-gravity setting :) Good job! The game somewhat seemed to struggle to find its way between being a "puzzle" (rope length, optional gems etc) or a "manic platformer" (spikes, precise jumps & lots of sliding). Some levels were a little bit frustrating because of that, imho :) But anyway, I enjoyed it a lot!
That's a very good take on the theme and a touchy subject too :) You managed both really well, making a unique and interesting game. Very well done!
The visuals sold me to give this game a try, and I played til the end because the gameplay was great.
A special mention for the level which was reaaaally well executed, and it's obvious the person in charge knows what he/she is doing here. New mechanics are properly introduced with a "simple situation", followed and expanded into a full level. The levels are difficult, but not too much to avoid excessive frustration and the rhythm is carefully mastered with a before/after treasure pickup phase. I also really enjoyed the fact that skeletons only wake up if approached too much, giving extra bits of strategy in level design.
Truly a good game :) Well done!
Very beautiful game! The controls are bit hard to get used to: low acceleration and low steering make the game feel more stressful and less about meditation ;) Anyway, this was really fun!
The art was absolutely amazing :) Good job! The stealth approach could have been a little more interesting with some extra polish & balancing but so far, it works really nicely in your entry. The biggest problem is that, without enemy "patrol paths", it was probably super hard for you to come with interesting level design situations (as they tend to get repetitive quickly). Enemy movements being chaotic, this limited approaches to "rush to the exit as quickly as possible", instead of negotiating specific movement patterns.
Nice game :) The lasers were too hard to read and lacked any proper feedback. Even a very basic screen shake, camera bump, color blink, or whatever would be better than nothing.
Also, the game could start a little bit slower then ramp up speed to current setting: it's a bit hard as it is right now.
Excellent mood and atmosphere! The first time I found the final sign, the "final event" (no spoiler) didn't trigger and I thought I only had to go back all the way to the beginning. I just wasn't close enough to the sign "unfortunately" (well kind of) for me ^^ Anyway, I still enjoyed my walk.
I spent too much time looking for the Master Key lying on the table, but appart from that, I really enjoyed a lot your game! The sense of emergency was strong, and Submortem has lots to offer in term of atmosphere :) I would definitely play a longer version of that, with less "fixing something every 2 meters" and more puzzles like the Fuse or the giant Squid :) Good job! Fun fact, we both made a game about putting out fires ;)
An incredible entry that feels like a complete game, and in just 72h! Everything is very clean and has lots of content, be it recipes or clients.
The theme connection felt a bit stretched out, but I had a really good time playing it <3
Good job!
That's a tricky type of game to create in just 48h! You did an amazing job to build an actual gameplay for a detective in such a small format. Well done!
It was fun and simple, and above all, really original! Somehow, you *actually* nailed the cooking of pancakes in this game :P
My brain probably melt in the process of playing the game and understanding it, but as soon as it clicks in your head, it's one of these AAAH AHH moment! Crazy concept, good implementation, and the fact you managed to make so many levels is a feat in itself. Good job!
I couldn't beat the game but I really had lots of fun trying to build some crazy cardboard tank to blast these damn mice. Like many other games, the 10 sec theme is making the game more frustrating than it adds to the actual gameplay: I would love to see a version of the game *without* the 10s constraint :)
A very clever and unique mechanic, with lots of "AH AAAAH" moments. Which is rare enough to mention! Also nice to note that you used the 10sec theme in a way which isn't actually too frustrating for the player, as you will be able to come back to any place whenever you want. Nice entry!
At first glance, I thought the horizontal swap would be a quite basic gameplay mechanic and didn't expect anything crazy from it. But gosh I was wrong! The gameplay is actually much deeper than I expected, and was really solid in the end!
Loved the game so far, good job!
A very nice game with some interesting ways to "optimize" the production flow. It could probably be shorter, with a smaller objective, as this tends to become repetitive at some point. Nonetheless, I had a really had a great time playing the game :) I beat it in 265 days, which is probably one of the worst score ever :laughing:
It took me some time to figure how the UI actually worked, but as soon as I got it right, it felt really great! The game is smooth, and allows the player to organize by himself freely, which is good! However, I ran into some weird issue. On my first playthrough, I totally screwed up, but for some reason, never got the "Too slow" game over screen. But as soon as I started to play better, I got this game over super often. To the point I couldn't play for more than about ~1-2 minutes. I probably messed up somewhere, but to me, it feels like the game over condition is inconsistent in some weird way. Is it adapting to the player skills or something?
I'm not sure why, but the game kept crashing on my computer. I have a Win98SE running on a Pentium 120 with 16mb and never had any issue with any other games so far. I tried blowing into the floppy disk without much success, so I guess I'm gonna request ask for a refund or something. Too bad, because the game really felt amazing and I'm pretty sure I was very close to the ending, but it crashed right before getting to the save checkpoint and I basically table flipped at that point. Should I install the Service pack 1?
Very fun game, lots of good polish on small details :) Well done!