Super Strict Farmer by Benjamin 2012-05-14T20:10:00
It's Agricola 8 bit version!
Foon → Ludum Dare Explorer → Users → demonpants
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥇 | 2011 | 21 | Escape | Death Boulder Jones | compo | Community | 4.25 | ||
| 🥇 | 2008 | 13 | Roads | Exproad, Improad, Reroad! | compo | Food | 4.64 | ||
| 🥈 | 2008 | 13 | Roads | Exproad, Improad, Reroad! | compo | Journal | 4.54 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Fo | Tw | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 24 | Evolution | Darwin's Apple | compo | 558 | 2.64 | 2.31 | 3.03 | 3.44 | 2.29 | 1.97 | 2.08 | 2.30 | 75 | ||||||||
| 2012 | 23 | Tiny World | Searching for Heaven | jam | 120 | 3.09 | 2.74 | 3.39 | 3.24 | 2.85 | 2.85 | 2.67 | 3.02 | 100 | ||||||||
| 2011 | 22 | Alone | Dread Maze | compo | 69 | 3.41 | 3.56 | 2.44 | 2.52 | 3.00 | 2.80 | 2.57 | 2.35 | 1.83 | 66 | |||||||
| 2011 | 21 | Escape | Death Boulder Jones | compo | 214 | 2.95 | 2.26 | 3.58 | 3.42 | 3.11 | 2.79 | 3.00 | 4.25 | 2 | ||||||||
| 2010 | 17 | Islands | Zombie Grinder | compo | 107 | 2.82 | 3.18 | 2.29 | 1.82 | 3.12 | 3.21 | 2.79 | 2.69 | 19 | ||||||||
| 2009 | 14 | Advancing Wall of Doom | Too Heavy For Re-Entry | compo | 98 | 2.75 | 2.06 | 3.81 | 2.64 | 4.06 | 2.56 | 2.75 | 2.75 | 3.67 | 2.78 | |||||||
| 2008 | 13 | Roads | Exproad, Improad, Reroad! | compo | 14 | 3.58 | 3.37 | 3.32 | 3.63 | 3.50 | 3.50 | 3.50 | 3.17 | 3.24 | 4.54 | 4.64 | 3.17 |
demonpants leaves an average of 46.3 feedback comments each event.
It's Agricola 8 bit version!
Nifty little game, certainly very pretty. Could use some more interesting mechanics, but is a off to a good start.
Nice text adventure, I agree the battle mechanic is a good idea. Unfortunately I didn't enjoy this that much because I felt that the story vastly outweighed my choices. Generally I was just reading a lot, "you decided to do this" "you decided to do that" rather than actually deciding. Seems to defeat the purpose of a text adventure.
I think I just ran into my 10th Windows-only game in a row. Too bad I can't run it...
Alas, Linux and Windows but no Mac? What is the world coming to. :'-(
Looks interesting, but I can't run Windows. Can you make a Mac port?
Can you compile a binary for Mac?
Mac please thanks!
I will not run source. Need executable. Python people...
Well... I put in all that effort to get it to run and then noticed the lack of game in it. That's too bad. Cool use of MAME.
I really like the look, but can't play because I'm on Mac. Care to port it?
Hey, can you please make a Mac version?
Very pretty retro graphics. Unfortunately I cannot play, being a Mac user.
Looks interesting. Any chance for a Mac version?
Any hope for a Mac port?
Alas, I cannot play an XNA game on Mac. Looks cool though.
Mac please?
No enemies ever appeared for me after several tries. :-(
Pretty cool, but got old fast. Also, the sounds did not work for me.
I gave you a higher score just because of the "Congratulations! You have died." at the end. The game didn't seem to get anywhere and certain combinations did nothing (H2O2 - hydrogen peroxide, CO2 - carbon dioxide) etc. Probably make a bigger disclaimer that only water works.
Can you make a Mac version?
Can you make a Mac version perchance, or get this going under mono?
Hey, can you make a Mac version please? Thanks.
Alas, I have no Android device to test this on.
Mac please!
Cool entry, but I eventually got so frustrated dealing with the monster that I gave up. It just gets too difficult to always jump at exactly the correct time when the movement is so fast. I'd say slow things down every time you die, or have less planets, or just make everything closer (the last option may be best, as I got bored getting the beer eventually).
Cool be cool, but isn't quite there, unfortunately.
Surefire excellent. The boot thing seems pointless though and isn't clear. Also once you figure out the mechanics you can keep going forever.
Seems like there's a whole lot to this but it doesn't live up to all its potential I don't think. It got fairly repetitive and not being able to really explore (being at the whim of the rotation) made finding out I should have shot a missile to go into a certain teleporter pretty frustrating.
I would love a Mac port, if you would.
Doesn't seem like there is anything to this. I just walked around and jumped in a car... and then the controls were backwards.
Can you compile for Mac please?
Mac executable please!
This looks cool! Can you make a Mac binary too please?
Alas, I cannot run this on Mac.
Nice and simple, works very well. Good job.
Mac users: you can open this with: http://www.logicalshift.co.uk/mac/Zoom-1.1.5.dmg You really really need instructions. All I accomplished was "go down" a few times. Every other command I tried failed. And needing to Google to figure out how to play your game is awful.
Mac port please?
Mac port please?
I kept eating and eating and nothing was happening. Also the music got grating quickly. Good work on the graphics though.
Could you make a Mac port please?
Trying on Mac OS X: "Exception: Your window is x=262, y=60. Minimum required size is x=101, y=71" I made the Terminal window as big as possible and I have a large monitor. Why would the Terminal size matter?
Alas, I couldn't figure out how to "Please activate enableGPUAcceleration=true on your Silverlight plugin page." so I couldn't get it to go.
Any chance for a Mac port?
Pretty cool, but I found I was repeatedly impeded by asteroid collision bugs. When trying to go down small corridors, I would be flung back and forth until I had enough velocity to escape the confines of the level, and then I had no such slingshot to get back in. This continually kept me from completing the game.
Hey buddeh, how about some Mac OS X?
Any chance for some Mac love?
Pretty good start, but there doesn't seem to be much to do. I put a battery into a compartment and walked around with a little gun, time traveled for no apparent reason, and then that appeared to be the limit to what I could do. I also discovered some strange bug where I took the battery out again in the future and couldn't replace it, then tried setting it on a shelf and it disappeared.
Mac plzthx!
Man, lots of potential here. The mechanics seem pretty deep and like they were close to really working, but I had one big issue. Needing to spend the same resource to off an opponent as it cost me to make them meant the entire game nobody had no builders and it just kept going forever. We both spent all our crystal making a builder then another would kill it. There needs to be some kind of protector or something to trump warriors and spies, I think, or it goes on forever. Also the music gets painful quickly.
What do I need to do to get this running under wine?
Any chance of a Mac version of this?
Please build binaries if you'd like me to play.
Windows only? How about Mac?
Will it be possible to run this on Mac through Mono?
Mac please!
Looks pretty cool - can we have a Mac version?
Pretty freaking hilarious. The gameplay was so-so but you have a good chance at winning gold for humor. :-)
I got 97. All the yellow asteroids were on the other side. :'-( I think you did an excellent job keeping things simple. My biggest issue is that the large size of the planet quickly felt redundant - after like 20 points I had maybe 1/10 of the planet under my control and that was just fine. A super high score also feels rather luck oriented because the yellow asteroids become so important, and they seem random.
I thought this was pretty fun. It was a tried and true concept with just enough new stuff that I didn't feel lost but I was still intrigued. My main issue with it is that it's far too difficult to acquire moons (I was never sure why or why not they were adding to my orbit) and the game is impossibly difficult without them.
Pretty fun. I found it impossible once I got to wave 8 and I was hoping for more precise aiming (mouse aiming or at least 8 directional aiming) but it remains pretty fun.
Nice and simple. I can dig it!
Can you get a Mac version going through Mono?
Mac version please?
Any chance for a Mac port working on Mono or something?
There's like a red thing, it moves for 3 seconds, and then I lose? Restarted 4 times thinking maybe I couldn't figure it out... But it's broken.
Can you make binaries please? I refuse to launch Python code - you py developers every compo seem to expect everyone to compile your code. Why is it such a difficulty to make an executable?
Mac please!
Very cool, but I found the game extremely difficult once I was past the first 3 levels though. I couldn't get enough control to get it into the goal.
Pretty fun, but you're pretty much screwed once you're seen by a cat thing, and there's nothing to be done about it. I tried retreating into my hole but they were just outside and killed me immediately.
The tutorial is sort of the opposite of a tutorial. I appreciate learning things organically, but I just mashed buttons until something happened in level 3 (FYI space bar changes your shot color). Overall decent, but I got bored quickly.
Mac please!
This seems to have a lot of depth and cool things happening but I just couldn't fully grasp what was happening. I'd move and attack things and then things would happen. Did my cell die? Did I take over the other? What? And where is the challenge?
Decent tower defense. I felt that the instructions for the towers made it overly complicated though, and I never felt I had enough money to do anything worthwhile.
Can you port to Mac please?
Any hope of a Mac port?
I thought this was a cool take on Osmos but was very difficult. Once I got touched by the too-fast moving large squares that would immediately be it for me. Feels random.
Any chance of a mac version? I'd like to give this a try!
Is there any way to get a mac port of this? It looks really cool.
Please consider releasing this for Mac via mono or something, or I won't be able to play it.
You need to include an .sh file for Mac and Linux, not a .bat file. The content of the file can be the same, but you need to chmod +x it. Anyway, the game worked fine on OSX when I started it from the command line myself. I thought the gameplay was decent but not amazing. The main issue was that it was very unclear when my attacks would hit or miss, and eventually I just kept killing things with no challenge until my attack randomly didn't hit and I died.
Hey fella - how about an OS X version? And I agree a browser-based option is great too.
Waiting on the OSX version...
I know this is in XNA, but any chance to get a Mac port via mono? Or can I run the exe with mono?
I thought this was overall a strong entry. There were a few mechanical issues that hampered the playability of it but they weren't so bad. Mainly the speed of the camera was too fast, and there was no visual feedback when dragging people to the spaceship so I wasn't sure when it was working or not. A little more complexity with the basics and some polish there and removing some of the unnecessary complexity (shrinking planets I found annoying honestly) and I think this could be very good.
Looks very cool. Any chance for a Mac version?
A good start! Welcome to LD. What everyone already said is totally right: could use a lot more than it has. But overall works decently.
I don't know if it was ever responding to my controls. They were either too subtle, I didn't know how to play, or the game didn't have focus so wasn't doing anything. I really don't know. I would have loved some feedback of some kind. Also it seems to go on without me just fine until it falls down an inevitable hole. What's going on? Absolutely gorgeous, though.
A pretty hilarious idea but I couldn't find the boss at all. I ended up with an army of like 30 guys all dancing but never found anything to fight. The actual mechanic is cool but not executed perfectly, given that you can just hold down the D key the whole time and be invulnerable. But where is the boss?
Any chance of trying to build a Mac version?
Why make it in Java if you only have a Windows version? Release a JAR or a Mac version please. :-) Or an applet.
Tried getting this to run on Mac OS X, got "cannot execute binary file", not sure if that's expected.
Any chance of getting this on Mac OS X / Unix?
Any chance of getting this on Mac OS X / Unix?
Any chance of getting this on Mac OS X / Unix?
Any chance of getting this on Mac OS X / Unix?
Any chance of getting this on Mac OS X / Unix?
Cool but hard to tell what was going on. Eventually the coolant was too high or something and I wasn't able to change the pressure. Poo doggy. The voice was incredibly annoying, and although I was able to turn it off it was then impossible to play. Subtitles instead?
Aziz is dead. :-O
Very cool idea, but my FPS was so crap I had trouble playing. Also I'm not sure if the lighting was correct or not, but mostly I could only see black. And for some reason the particle effects of the other players' bodies was just eating my processor (whenever I looked at it). But all that being said this is a very cool concept.
I pretty much feel what everyone else does - too big and too little happening. I got bored rather quickly. Also I wasn't sure really what I was doing, other than walking around and looking at junk.
Any chance for an OSX / Unix version?
Any chance for an OSX / Unix version?
Any chance for an OSX / Unix version?
Any chance for an OSX / Unix version?
Quite good looking and good tech involved, but the gameplay was pretty frustrating to me. There were way too many coins and also way too many sharks. I would often be eaten without knowing where the shark was, and I wasn't sure what to about it when I saw one.
Pretty wonderful concept, that's really what made the game. The gameplay is pretty simple and relatively enjoyable, but the whole premise of what I was doing definitely did it. :-)
Any chance for an OSX / Unix version?
Any chance for an OSX / Unix version?
Any chance for an OSX / Unix version?
148mb?!?! Is that really necessary? At least your host is fast... When it was finally done, though, it was quite fun. The puzzles were overall pretty good and the mechanic was fairly unique. The style was great. I got bored after a little while but I generally don't like these types of games, so it's not just you.
Any chance for an OSX / Unix version?
The biggest issue as others have observed is the difficulty. If the game had checkpoints or lives or something similar, it would be great. As it stands, I quickly got tired of repeating the same bit of level over and over.
Pretty good, but there were two huge problems that stopped me from enjoying what appears to be a great game. The first was the massive novel that I was forced to read at one sentence per hour (okay that's an exaggeration :-P) upon opening. I've got 700 games to play, man! Let me actually play your game? Show that text while I can move around if you really need it. The second was lag. The game went incredibly slowly, the guy twitching along painfully with each movement. I have quite a fast computer, but perhaps it was an incompatibility? Mac OS X Safari.
Decent, but could have been a lot better. I found the controls annoying (only being able to move in a single direction) and I forgot that you needed to press X to pick up items rather than just walking into them - so everything just seemed like background to me. The biggest problem, though, is that I never got hit after 6 minutes of play, even with only the worst gun. Needs more difficulty for sure.
So close! I have Snow Leopard. Can you upload a version for older OSes?
Seems like you could have made different choices for the same amount of time and effort to make this much better. For example, instead of having colored squares, make them look like something so it's clear what's the thing and what's the direction. Got bored after 15 consecutive and it still wasn't speeding up really.
There was nobody else logged in, so no one to play with. But... it seemed boring anyway. A great start, for sure, but there's nothing to do at this point.
Why are Python developers so against creating binaries? I do not have pygame installed.
I was excited at first because I thought you did a great job of having a lack of tutorial. But then I flew around space for 2 minutes, finally found a UfO that does nothing, and then quit. Basically just a pretty scavenger hunt. Why not put in kittens?
Uh, so... it's a maze generator, that isn't even that good. The meta game on the outside didn't progressed before I got bored with solving endless mazes (I had done 6) so I didn't get to see what would happen there, if anything. I feel like I must be missing something.
I mostly felt like I was on rails in a very strange half-drawn story I didn't understand. It seemed like half the time I would choose a conversation option and then the game would simply continue however it wanted to, unrelated to my choice. The stat system similarly made no sense to me - I was just choosing stuff to watch how the movie would progress. Also, how does this match the theme? Is it a dating game or something?
Unfortunately on Mac OS X I see only a white screen. No errors in the console.
Great overall, but desperately needs a minimap. I couldn't complete the game because eventually I just wasn't sure where I was. Also the body swapping was very cool but I never saw any payoff from doing it, nor did talking to various characters as other characters do anything, etc. So all that aside and it was a confusing maze that seemed like it was almost awesome.
You got so much done in 48 hours, it was very impressive. However, I couldn't remember all the different things I could do because there were so many instructions, so I found myself mostly just throwing rocks. Still, good overall.
This was pretty good, but I felt the unique control scheme actually got in the way. It was basically Sokoban with a weird sort of gravity movement that often caused me to overshoot hallways and the like and kept me from doing what I actually wanted to. I found myself wishing the controls were just normal.
Pretty good, but got old relatively quickly. I agree there was little point to fighting anything, especially because there seemed to be issues with enemies getting hit a lot of the time.
Well, I got a few screens in but wasn't sure how to get past the pit. I got a flashlight and crate of apples. Having a restart is really really important for a game like this when you get suddenly killed by random stuff. And, no offense, but the game is UGLY. Why is it blurred some of the way and pixel-y other parts? Can't make up its mind.
Well, it's good, but not amazing. I got bored with it after a few minutes because I felt like it wasn't clear what I should be doing. I continued running around and killing things etc. but wasn't really getting anywhere and had no idea where the wizard chap was. So I just eventually quit out of boredom. Lots to like here, though.
Fun times, Ariel. I think you did a great job given your limited time.
Eeeehhhhh.... The idea made me chuckle but the gameplay is really dull. You are just mash clicking, there is no strategy or anything, this is 100% luck. Also, you broke the rules by using photos of this guy, although I don't know if that is against the rules in the jam. Honestly I'd say to scrap this and make something more original and interesting.
Can someone tell me why Python devs are so against making executables? I am not a python dev, so I don't know what I need to get this to run. No instructions of any kind... You've got the least ratings of any of 699 games right now, and this is why.
I'm an iOS developer, so I was able to run this. An interesting start, but the gameplay is very lacking at this point. I was pretty much ignoring the red lights and then just tap-and-holding each light one after the other in order to win. There was no strategy and no level of difficulty, I made it to a high level and stopped from boredom. I think it's an interesting idea to start with, but it needs more substance.
Very pretty graphics, slick presentation, broken gameplay. :-( As many have said the controls are awkward, and on top of that my gun wouldn't shoot. Mac OS X in Safari. Also avoid using the Ctrl Key + Arrow keys on Mac, as it causes an OS-level feature that makes gameplay difficult.
I thought it was pretty fun, but I couldn't really understand where the strategy was. I simply ran people from one city to another and that was it. There's a lot here, but it needs a bit more to it.
There is a lot to like here, but the main issue is the lack of feedback. My harvesters stopped harvesting and just clogged up my base once my base was "full," so I decided to build an expensive unit and it appeared to never get built. I was never sure the maximum amount of cost I could spend, how much I had, etc. So, I never made it past the turrets. The times I tried, I just got slaughtered. Sad, this seems like it would be very fun.
Well done, this was much fun. I actually checked this out because you had the exact same idea I did when I heard the word "escape." My game plays completely differently, but I also have a guy with a hat running from a giant boulder and avoiding traps in a temple. Cool! Anyway, this overall is just great. Playable, good balance, good feel. Well done.
Pretty good fun. A nice remake of a classic sort of puzzle. I got to level 13 before I stopped playing. Would be nice to see some innovation here.
Woah! This game is all shortlylike. But it's pretty cool, nonetheless. I never quite understood exactly what was happening and it just kinda... ended, but it's still pretty cool and a good start.
So, I unfortunately couldn't really beat any of the levels, because I kept disappearing off the map. I think it's a really cool start and could be great, but as of now just isn't complete.
I agree with the other comments: very pretty, seems like a good concept, but is pretty much impossible because the controls don't make any sense. I couldn't beat the first level.
A pretty good remake (I can't recall the name of the original game that did this mechanic), but I didn't feel like it added enough beyond that. I also didn't really have much desire to keep playing through the levels, I'm not sure why. You did an excellent job getting a bunch of levels in here and the overall design is great. Just didn't quite do it for me, though.
I thought it was pretty fun, but honestly I found the controls really difficult, and I'm not sure why. He just wouldn't walk exactly where I wanted him to, so I felt the difficulty was entirely within getting him to do what I want and not within fast-twitchyness like it should have been. Seriously, though, great job overall. I just didn't understand the choice of control scheme.
There is a permission error when trying to run on Mac OS X. I tried chmoding everything but that didn't help.
8/22/11 3:14:14 PM com.apple.launchd.peruser.1080[236] ([0x0-0xa56a56].escape_from_dorf_bay[22173]) posix_spawn("/Users/edelventhal/Downloads/application.macosx/escape_from_dorf_bay.app/Contents/MacOS/JavaApplicationStub", ...): Permission denied
Well hello callidus. This is a nice little game you got here. I feel like there either is not much in it or I just don't understand. I couldn't find a gameplay explanation anywhere. I sort of just waked around, apparently was killing by a slime, tried to open things that look like chests or coffins but couldn't, and then I apparently reached the exit. Seems like you've got the start of something here, but it's not complete. I'd love to see where it goes though, you've got a good atmosphere and engine.
I have no idea why so many people reviewed your game, but looks like I'm adding to the pile. I thought the control scheme was interesting, and was never sure whether I liked it or disliked it. I think that overall it just could have used a bit more work. I would feel like I was just steering my snake until I wanted to go in a particular direction and he'd stop, and it would always take me a moment to realize why. The back-and-forth movement of the arrows to make him move was not required and so 80% of the time it would feel like "normal" controls, only to make the other 20% just not work. The gameplay itself is kind of interesting but not particularly exciting. The only reason to go on that I could think of was to see new backgrounds. A good effort, overall, and something that definitely might be work continuing work on.
Very cool, you did a great job. Sucks that you overwrote your actual LD version, as I'd love to give you good scores.
Pretty cool, but I think it wasn't quite verbose enough on what to do and the gameplay was a bit bland. Overall the difficulty curve was a bit too high. However, it's well executed and feels complete.
Quite a good entry that would have been perfect with just a bit more gameplay. I loved the style of this and the theme, I just found myself relatively bored by the end.
Ugh, wouldn't open for me, couldn't find a Python executable? Windows XP here.
Very very well done. Impressive level size, incredible puzzle design. Everything works well. The only issue is that there's not quite enough direction given how much there is to do. But very well done.
Ha.
Ha.
Hahahaha.
Wow. I didn't know what I was expecting. And it was hilarious. I couldn't score any goals whatsoever but I still had a wonderful time. What a brilliant use of the theme.
Unfortunately I couldn't get it to start - the batch file did nothing.
I don't have python and pygame. Not to go off on a rant, but I really don't understand why so many Python programmers in LD think it's okay not to make a binary. I don't program in Python, and I'm not interested in figuring out all the intricacies of compiling a new language to give your game a try. Make a binary!
Woo! This is very cool. I couldn't get past the skull place (even though I figured out how to view the hints) but I love the style.
Very fun puzzler - reminded me of a lot of the games I loved as a kid (turn-based grid movement). I also liked that it being turn based made it possible to be puzzle-based rather than skill-based; that was a great help.
By the by, you told me you couldn't launch my game (Zombie Grinder). Can you give it another go? When I originally posted it I forgot to include LWJGL binaries in my build (oops!) so it wasn't playable at all. I reposted (and tested it) last night. Should work now.
Hey triplefox - looks like it's trying to detect your mouse and you don't have one (or it just can't find it). I turned off mouse detection and updated the app. Can you try a third time? Much obliged!
Very cool, even though you didn't finish it. The graphics style is absolutely gorgeous. I loved the parallax in the back and the gameplay was actually pretty addicting even though being pretty much a Mario clone. I wish you'd have finished this.
The main issue with it is that there is no real aiming control, so it's practically impossible to kill some bots at some heights. It felt like I really wasn't in control of anything - I was just waiting for my place to get destroyed. Adding in mouse aiming and lots lots more bots would have really helped.
Pretty cool, although I didn't really understand how it was supposed to work. Still, it was fun and it's cool to see another Java game in here.
This is a cool little game - nice and simple and easy to get into. I enjoyed jumping between islands and messing with the physics, it was quite fun. I also had it working via Webstart on Mac OS X. My one critique is that I wish it would have infinite lives and the challenge could be found a different way (like a # of jump target instead), as most of the fun was in experimenting, not in repeating levels.
I can't win - why is it that the islands next to me have huge populations but the bot's seem to be easy peasy? is this to make it more difficult. Also there are bugs where somehow a ship can go past an already populated island, allowing the bot to get past my defense and hit a supplier island in the back, completely screwing my chances even more. Pretty fun overall though.
Darn, wouldn't install for me. Looks very impressive, though.
Pretty good. I like the the gameplay and the idea a lot, but it definitely needs more work before it becomes fun. Pretty much I just held my mouse button down over each island in turn until I won. I got fairly frustrated that only one island would shoot at a time, and worse I would sit there for a few minutes waiting for fireballs to finally stop bouncing off each other. Polish it up and it'll be awesome.
Well. Nice island. Not done, unfortunately. A good start.
I really didn't think this was bad, actually. Reminded me of typical plane shooters in terms of dodging insane numbers of bullets. It certainly could have used more levels and gameplay, but it's a good start.
Very well done - I played for quite a while. The only issue I really have with this is that there is just one strategy that can win against the computer from what I can tell. At the very beginning, take as many places as possible, then spam one population, make one ship to defend, and once you unlock the medical center just build it everywhere. By the time you have 500+ population on 4 planets there is no way to lose.
I just play this because I had no idea where my guy was, how I was supposed to do anything, or what the point was. Eventually I clicked a character who actually responded to my right-clicking, but he was stranded on an island. This might be a good game, but the fact that it is so incredibly difficult to understand (even after seeing the readme) creates a giant barrier to entry.
I thought this was a good idea and pretty fun, but for me the mixing of genres got pretty frustrating. It felt doubly based on luck and barely based on skill.
I laughed when I read zez's comments because I was thinking the same thing - the monster is very phallic. Also there is no gameplay - I never lost any energy, and all I did was hold the right arrow and space bar at the same time. After a minute and a half or so the sound was destroying me ears and that was that. I love the concept, but that's about it.
Okay, so I've had other people with Windows 7 and your version of Java run my game with no problems, so it's not that.
Have you been able to run OpenGL games before?
Can you email me at demonpants [at] gmail.com ? Thanks very very much. I'd like everyone to be able to play Zombie Grinder. :-)
Looks like my PC doesn't have direct X, but I'll find one that'll work for your game, I swear.
Pretty cool, I thought! The game gets big points for innovation and for graphics, and the puzzles were pretty smart too. I didn't find it terribly enjoyable because the puzzles seemed to be the type where you either get them or you don't - there was nothing to do when I was stuck. Still, this is definitely a good effort.
Pretty cool. I killed the red team in about 15 seconds though and then there wasn't really anything to do. Also I never got a win screen even though I took over everything, and it really would help to make merchants automated.
It was pretty fun, but could use a lot of work. I had $1600 and had killed at least 30 pirates and then all of a sudden one of them managed to hit me and I was instantly dead. That means I stop playing.
I win? I got to the end, looks like. It was funny how much effort I was spending avoiding the purple clouds and turns out they don't do anything yet. :-)
I think this game just needs some more work. There were no enemy ships whatsoever for the first 3 minutes I played, although there were screwed up red lines on the edges of the map and I was able to just sail right over islands. Also I couldn't see any purpose whatsoever to the different view modes.
Uh, seems like the gameplay mechanic is to put stuff on the island. And the goal is to keep the island from sinking. So... the more you actually play the game, the faster to lose? I mashed buttons the first time to get a bunch of crap to fall on the planet (evenly so it wasn't tipping left or right) and then it just sunk without tipping. No idea what I'm actually supposed to be doing.
I thought this game had really really cool ambience, but the actual gameplay has a lot of very big flaws. I built a fire but it didn't seem to do anything except keeping me from getting insta-killed, when the islanders finally came I was able to throw spears (after spending a long time figuring out how), but threw them so slowly that I couldn't defeat the onslaught of islanders coming. So there was no way not to die, and the whole insta-death thing is very frustrating.
Pretty fun little diversion - good work for two hours. I enjoyed it.
Fun times, well done. Ended getting a bit boring a couple islands in but overall this is very polished.
Can't run it because my Windows is old. Bummer.
I win 66 to 21. Pretty fun, I agree that it really could have used more players. Also, the AI is really very good, and the maps are usually such that there's no real way to block an opponent. So I sort of felt like I was more just looking for the biggest island and going there, rather than doing cool stuff to my enemy.
I wanted to drop this after I started, because the controls are a bit hard. It took me a while to get that you can jump+dig at the same time, which does not work always. (timing required). Then I died and saw something with "pacifist robots", which made me nosy and so I played a 2nd time. It's definitely a nice game. Some more elements would not hurt, though IMO. (Beetle bugs to fight, or some story mode where you have to bring items to/from other persons.)
Wow, great idea. The problem is, that it's much too hard, because it's just too fast. If it was slower and would, say, inidcate a "you're using special power XY now" icon to add a small delay, it might be less confusing. I don't know. A shame that it's soo hard.
Excellent game. Nice and fully playable.
I fell and stuck in the wall :(
Also, you have "Z" for jumping, which is very annoying on a qwertZ keyboard. The idea with a boss was nice, though.
Well, the theme was picked up right and the game has some nice elements (the texts and the mission and such).
However, the flickering is just unreal. Why didn't you use any other method to set the cursor position than system("cls"); - I mean, you only have a windows version, anyway.
Very nice game. Really is a lot of fun. The flickering graphics on my LCD are a pain, though.
Hm. Very strange game. When you fly to 10 o clock direction, there will soon just be stars. The game is very short. I think. I mean, it says "go,go,go" and "let's go", but I fear there's nothing more to see.
Nice gfx, smooth background. Keep on coding.
Very nice idea. The seeing process is a bit too slow, though. Maybe it would add if the background would not scroll, because that's confusing a lot. And the echo should spread out until it touches a wall, no matter how far.
German keybaords are qwertZ. Please fix it, so we can jump with Y, too. Totally unplayable, else.
A true winner, though. This game is really awesome. It's nice how you put so much details and gameplay into 48 hours. TOP!
(Being a fan of "Robot finds Kitten", (http://robotfindskitten.org/) you could have implemented entpy boxes to search, instead of only one cat.
This one was very hard to vote for. The game was really exciting, and the exploration was fun. But there was things that were missing IMO.
-The sight is too small. 5x5 would be better.
-Extras. Just give us anything to find. And if only "robot finds kitten" (lights, sword upgrade, map, switches, keys, whatever)
-Monsters. Just add more different ones so you can see if it's strong or weak.
-If you fight a monster, the fight is a bit quick, so usually you die or live. An option to escape might be better, that that's just flavour.
Really a nice game. Take some time to improve it - don't just put it aside.
I like the idea a lot, I think it could have been really damn cool with the other guy mirroring your moves and everything. But, obviously it's not done. :-)
I'll agree with everyone who posted already when I say that the biggest problem I noticed was the control/physics. It felt a little hokey and more like if (right.isDown()) position.x += 5; instead of if (right.isDown()) velocity.x += 5; This is most crucial for the jump, where the control gets pretty wonky.
The levels are well designed, however, and it was pretty fun.
Decent, although it's sort of hard to get settled into this. Could use some more instruction as well as feedback. Not being grid based would help, I think.
I'll second Hamamu in saying that it just seemed like glorified dice rolling to me, except that sometimes you run out of cards.
The graphics and concept are great, though.
Ha ha, great job being weird and embracing your bad art skills. Also your poor English made it even more funny. I didn't "get" the game, but it was cool.
It's not too hard, actually. Took me like 10 seconds to beat the first level. The directional controls do seem a bit wonky and the timelimit is too fast (I would even get rid of it) but overall I think it's a good idea.
Hm says the application configuration is incorrect and then fails to launch. I'm playing on Windows.
I thought it was pretty good, but a lot of things needed to be tweaked, in my opinion. Basically roads would get too long and uninteresting (especially on range roads or county roads) and cars would always randomly pull into the passing lanes to the effect that you couldn't pass them. Finally the direction of the game is unclear and the merciless one-death-means-it's-over seems unnecessary in a game like this, especially when you die because the cars ahead of you are moronic in a county road and you literally can do nothing, being boxed in, so they kill each other and you and that's that.
But it definitely was something I wanted to get to the end of, the story and the ambience were just incredible. It would just be better if it wasn't so merciless so that you could actually get to the end without too much trouble. The interest is not in the challenge for me, but in the story.
Gawd. That was craziness. I think you should make the dream climax and then have it end.
I agree, it's basically just frogger. But I did have a surprising amount of fun with it despite its simplicity. There is also something a little wrong (maybe it's just too strict) with the collision detection.
Great game, Orangy! It begins to get incredibly difficult, but it was fun until it got there.
Pretty cool. I think it would be a lot better if could aim the shots with the mouse.
You definitely have sweet models, I'll fifth that. Are you an artist? I can't even believe how much mech and building and music and stuff you made in 48 hours.
In fact, you probably should have spent more time on gameplay and less on the models. Like... why is it that moving the mouse aims for player two but clicking it shoots for player one? Lots of other weird control choices that were very difficult to get the hang of.
Interesting idea to put the sliding block puzzle into a game like this. I found it pretty boring overall because I don't like this kind of puzzle, but it was well done. The tile sliding seemed counterintuitive to me also.
The application failed to initialize properly (0xc0150002). Clock on OK to terminate the application.
Hm, I wonder what the problem is? Too bad I can't run it.
Fun times! Definitely one of the best I have seen so far. Keep up the good work!
Pretty clear that this is an incomplete game, especially because my money was quickly draining to negative values and I was still able to spend it. There also doesn't seem to be a goal.
Very fun! Great for a 4k game. Good to see a fellow JGO-er.
Incredibly pretty and an awesome idea, but I agree that the execution was lacking. I couldn't really get much of anything to happen, and didn't find the game in it.
My car wouldn't move forward. Bug? Running on Windows.
Pretty fun but the third level is a nightmare, and I also will report the taxi's getting stuck bug.
Pretty cool, although I never got to the end (is there an end?), so I eventually just closed it. I like that you get credibility for running people over. Good stuff overall.
Really very good. I played this for 3 hours. Got to the very end of Grid (which took 2 hours on its own), went to download a screen capture program so I could have proof (right before I put my final word in, and I don't have a print screen button), and it quit. No error message, nothing, just quit. Awesome.
Well, was there another level after Grid? I'm not getting there again. :-)
The concept here is really cool, car excluded. The vehicle itself is pretty pointless.
A couple bugs:
1) What I just mentioned.
2) You could overlap letters on the board with new letters, and only the topmost letter would be used for the word. GirlFlash mentioned it already, and I agree the game is impossible without this bug.
3) While dragging a letter out if your mouse moved over another letter it would switch to that letter, which can be really annoying.
A few suggestions for improvement:
1) Add a "drop letter" option. Like when you play a word, any letters you have marked to be dropped will also be pulled out. Without this (or the bug I mentioned) the game would be impossible.
2) Have more letters at one time, probably. Maybe couple that with the next suggestion.
3) Give some sort of reward when you complete two words at once, like one extra maximum letter. That would encourage people to be more creative.
4) It would also be nice to occasionally (following some condition) be able to choose one oncoming letter.
Anyway, very fun.
12900. Think you can put this somewhere else so it doesn't download so slowly?
Also I agree with erik... turned out that by far the best strategy was just to throw away curvy roads and use straight ones.
I like the concept, as others have said, but it was just incredibly difficult to do much of anything. Cars were just going anywhere no matter what and I did and most of the frogs seemed to escape anyway. I agree that having them go down a road (a much smaller road) in a line would make a lot more sense.
I was skeptical from the screenshots and then from the overwhelmingly positive responses, but I have to say they're well deserved. Bravo. You've definitely done something unique here.
Once I got up over 10,000 and 233 vehicles crushed I quit, not sure why everyone said it was hard. :-) Very fun, but they're right that eventually it becomes too difficult (i.e. impossible) to avoid gas trucks.
I like it! Occasionally the road collision seemed off, and sometimes I won without getting any buffalo at all, but it was quite cool!
Heh heh, the cutscene was wonderful, you definitely get a 5 for humor. The rest of it was meh. The gameplay was sorta boring and rather difficult to get a handle on.
Definitely has a lot going for it, although there are a few game ruining bugs (namely when you're dead and guys are stuck hitting the air aimlessly because their AI is messed up). I would make it so that when you die you replace a living guy, or something like that. Also, the first time I tried the rally button it totally screwed me because none of my guys would fight back. Not a great use of the theme.
Also thought I should mention that you definitely need to allow clicking the X causing it to quit. The game is sitting here perpetually and Ctrl-Alt-Delete won't work (surprise surprise, Winblows).
There is some kind of bug where it doesn't always turn the direction you're holding. Also I agree with Hamumu that it was irritating I couldn't cross the lines.
Won't start on my machine, says the application configuration is incorrect. :-(
Pretty good. I didn't understand why it was zooming in the faster I went, rather than zooming out. It made it very difficult to play at that point.
Cool game, I love running over the zombies and watching their guts spill out. The controls leave something to be desired, though... it can be really hard to navigate.
"The theme was "Roads". It was the worst theme ever." I agree. I have no idea who voted for this, nor why it won by such a margin. Was there some kid in his computer lab?
Pretty fun, you did a great job having a lot of levels with ramped up difficulty. Would be cool to more directly see the results of your roads, like little people moving along them mining/farming/cutting wood.
Very cool, and it's nice to see someone using Mac and Unity. Although Unity assists greatly with model loading and collision and physics, I still think you did a good job getting a good amount done in your time limit. Obviously what's lacking is the actual gameplay.
Pretty cool, but the prices all seemed like guesswork, and pre-computing trips doesn't seem like the best idea, at least at first. I think a good way to start would be with 1 truck and only having like 5 places (a zoomed in map), and each time a truck arrives at a location you give it a new one. When it arrives at a place it shows how much each resource costs, and so you can choose what to buy. Feedback like "very high" or "low" for each price would be good. The number of resources should also start at around 3. Then when you reach a certain profit (or maybe when you get a second truck?) the map expands to include more locales. Having the option of queuing routes and resources to purchase will become important at that point, but you should always have the option to follow a truck along and make choices as it goes. Similarly I think giving each resource at a location a likelihood to fluctuate (like "risky," "conservative," "solid," etc.) which will affect how likely it is for a price to change would be good. Then ones that change more often have a higher chance of having very extreme prices (like very high and very low), so you can play the whole game sticking with sure bets but making small profit or you can go for gambles.
In the end, really, I think it needs to be important for the player to memorize what resources are at what location and what the best routes are to take. That means less locations, more hands-on approach with each truck, and more feedback on prices and fluctuation.
I think this game really wants to be faster. The cars move at a snail's pace and your guy seems like he's limping along. That and the wonky collision detection really spoiled what would have been quite fun, like those games where you have to click on mugs in the bar and crap and you have that lady running around.
Very cool, incredibly difficult. I love the sound and style of it.
Cool, well done. I got it in 2:51. There were a little too many caves I think (because there wasn't really anything to them) and the game was a bit too easy, but wonderful work at making it appear NES-styled. My game is supposed to be NES-style (all NES colors and resolution) but I think I failed at giving it that retro vibe. You on the other hand did that supremely well.
Also...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Basically the graphics were resized all fuzzy, switch to nearest neighbor.
Good to see that you went out of your comfort mode in order to mess around with jME and 3D. Your result is pretty cool, but feels more like a first foray into 3D than it does a game. As such, it was very difficult to figure out how to play and then once I did it wasn't really challenging. Increasing the scroll speed could really help, as well as showing a cursor. The mountains are nice, though. :-)
Same as others, I just kept losing for no reason. Also I couldn't really refuel properly, and my bullets stopped shooting sometimes.
The look is awesome, the idea is really cool, and the collision feedback is spot on. Unfortunately, turning the car was like insane. If I even tapped the key it would flip around like crazy, and that made it really difficult for me to get the hang of it.
Oh, you used Box2D, no wonder. :-) I personally find that using physics simulators for most games makes it look totally awesome but way hard to control. In your case that seems to be what happened.
Every single time I moved there were more monsters, so I couldn't really get through the game. It was also a little too hard to kill the monsters - one hit kill would be better, then just have more of them.
It basically froze my computer. Nothing went anywhere, it was all stuck in place. n/a for overall, fun, sound, and graphics.
First: don't use rapidshare. I hate it. ;-)
Second: Do you have to use XNA for something like this? Many people can't run it.
Third: The game seems like it's got potential, but your idea is probably a but too ambitious.
LD24 — Evolution (57)
Vessolution by NedortGames 2012-09-11T23:21:00
Any chance for a Mac version?
Cannibal Slugmage of Eden by triliyn 2012-09-11T20:02:00
Any chance or a Mac version?
Simulation by CarbonCoder 2012-09-11T20:01:00
Wouldn't respond to any input on Mac OS X, so I was stuck on the main menu.
Legacy of Lavern by Spunkmeyer 2012-09-11T20:00:00
Any chance for a Mac version?
Winding of Isaac by TehSkull 2012-09-11T20:00:00
Looks gorgeous! Unfortunately I have no Android device to test on.
Kitten Mate by Canard Sauvage 2012-09-11T19:59:00
Seems cool. But. It's pretty much impossible to win the first battle. I don't understand why you didn't have a reasonable difficulty curve. I never even was able to get 2 cats. It seems evolution should have been pushed front and center.
Zero To Hero by Joshayy 2012-09-11T19:55:00
Hey, any chance for a Mac version?
HumanTECH by minism 2012-09-11T19:54:00
Wonderful, my favorite so far. Excellent work.
Besugo by fanatiko 2012-09-11T19:48:00
Hey, can you make a Mac version perhaps?
Universal Adaptors! by yanmania 2012-09-06T21:39:00
Quite good, actually. Good overall progression and generally pretty playable. My main issue was the placement of checkpoints, which was sometimes really frustrating (especially with the monkey) and the collision and physics are pretty iffy. Great overall though.
8-Bit Big Bang (that was the origonal name, I never changed it, it was 8-bit) by Generalgore 2012-09-06T21:39:00
Looks purty! Mac port?
Neurochronic Alien Fighter: Evolution! by Ken Reismann 2012-09-06T21:31:00
I don't see where the theme really applies, but maybe that's just because I was dying so quickly. Sometimes I got pretty far but the bullets fly way to fast to feel like I had much influence on that. Thanks for making a Mac version. :-)
OMG, GMOS! by Afrodynamics 2012-09-06T21:12:00
Pretty funny, yes. Definitely could have used goals of some kind (make a cow with 8 legs and a pig head) because I got bored relatively quickly with no direction. Also the sound when text was appearing was extremely annoying in my headphones. Great overall.
Adventures of Charles by WonderBoy55 2012-09-06T17:53:00
Mac version?
.ISO - Part One by Kortuga 2012-09-06T17:53:00
Could you make a Mac version?
Extinction Exhibition by free_napalm 2012-09-06T17:53:00
Mac version please?
Mass by frogmaster 2012-09-06T17:52:00
Uh. No idea how to win, even on the easiest difficulty. It seems to grow more or less the same every time, and the instructions are no help. The intro story is also extremely long. Seems like it'll be very cool, but I just couldn't figure it out.
Evolution Jumper by UntitledQ 2012-09-06T17:52:00
Could you make a Mac version?
Stickman Evolution by chaosBrick 2012-09-06T17:52:00
Any chance for a Mac version?
Rock-Parer-Scissors War by Vladp995 2012-09-06T17:47:00
Mac version?
Darwinicide aka Charles Darwin versus the Catholic Church by Skulls 2012-09-06T17:47:00
Mac version?
LD24 Tower Defense by ishav 2012-09-06T17:47:00
Decent. Has issues because there are no rounds to spend time upgrading and because all towers are forced to shoot at a single point. You can't do any meaningful mazing with all of them shooting in the same place. Also, what does this have to do with evolution?
spriters - evolution by Saltysandwiches 2012-09-05T06:15:00
Looks blobby! Mac version?
Game Of City Life by Bitspace 2012-09-05T06:13:00
Looks very pretty. Is there a Mac version in the works?
Primordial Guard by CogComp 2012-09-05T06:13:00
Seems nifty! Can I have a Mac port please?
the Evolution from zx81 by zx81 2012-09-05T06:12:00
Looks cool. Any chance on a Mac port?
Primeval Labs by BMacIntosh 2012-09-05T06:12:00
Bleh, XNA means no Mac version.
Diverge by patrickgh3 2012-09-05T06:11:00
I can haz Mac version?
evolution of monsters by mohammad 2012-09-05T06:11:00
Mac version plz pluz plox?
Gun Garden by RGB Games 2012-09-05T04:13:00
Maybe it was my trackpad, but the rate of movement of the gun was EXTREMELY fast and I just couldn't control anything.
EvoBlob by Tritax 2012-09-05T04:09:00
Looks nifty. Chance for a Mac version?
Graphics are overrated by kiwi 2012-09-05T00:07:00
Hm not sure why I died the second time. This was pretty hard to play because I was paying attention to so many things and there was so little feedback as I went. Still, pretty good overall. "Who the hell cares" made me chuckle.
The Lost Laboratory by Kayelgee 2012-09-05T00:04:00
Mac version?
Fungus Wars with Tone Matrix by zuloo37 2012-09-05T00:04:00
Why don't you say "all platforms" given that it's a JAR? I just ran on Mac no problem. Pretty cool game, I like the concept but it gets old quit quickly and I wasn't sure when it was going to end.
Entourage by jprogman 2012-09-04T23:59:00
A Mac build please?
Guardian of the Evolution by aare 2012-09-04T23:59:00
Hm looks like the OS X libraries are not properly included.
9/4/12 4:59:06.319 PM [0x0-0x19a19a].com.apple.JarLauncher: JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
9/4/12 4:59:06.443 PM [0x0-0x19a19a].com.apple.JarLauncher: _NSJVMLoadLibrary: NSAddLibrary failed for /libjawt.dylib
9/4/12 4:59:06.443 PM [0x0-0x19a19a].com.apple.JarLauncher: JavaVM FATAL: lookup of function JAWT_GetAWT failed. Exit
The bloody princess of Ludumia by khoa 2012-09-04T23:57:00
Any chance for Mac?
Praegressus Bellum (Evolution War) by thetyk1337 2012-09-04T23:57:00
Sorry, I don't run Python source. Make me an executable.
Seed Feed by rhaasken 2012-09-04T23:56:00
Decent. Got boring quickly and was kind of difficult to aim in some cases. Could use more powerups etc. to add some interest to it, and overall more polish.
Tiny Evolution Adventure by AdventureIslands 2012-09-04T17:05:00
Very well polished and pretty game. I unfortunately got very frustrated with the water controls and needing to completely start over twice while I was on my way to the very first exit. Would be nice to have an indicator of how far along I am, and checkpoints should be more numerous and/or the penalty for dying shouldn't be a complete restart.
Plan M by MurrayL 2012-08-30T22:13:00
Ha, this looks awesome. Can you make this for Mac too?
.Evolvorous. by repstyle 2012-08-30T22:13:00
Can you make this for Mac?
Dragoneticist by Gidaio 2012-08-30T17:41:00
Mac version please thanks!
Run and Transform by plule 2012-08-30T17:41:00
Mac version please thanks!
Out of the Sea by Uberi 2012-08-30T17:41:00
Mac version please thanks!
Coin-Operated Afternoon by Pierrec 2012-08-30T17:40:00
Mac version please thanks!
Aggrandize by phaze0 2012-08-30T17:40:00
Another Android game! I wish I had a device to try this on. You should look into Kevin Glass's pipeline for coding once for Android / Applet / iOS (code the game in Java).
I Am A Tree. You Are Not. Ha Ha. by angrygeometry 2012-08-30T17:39:00
Mac version please thanks!
RedArmy by Loyalty 2012-08-30T17:39:00
Mac version please thanks!
Stickmada by NgonGames 2012-08-30T17:39:00
Mac version please thanks!
Space Mayham by DevWouter 2012-08-30T17:39:00
Mac version please thanks!
Bioboy by nddrylliog 2012-08-30T17:38:00
Mac version please thanks!
Temporal Agent by Deykoweec 2012-08-30T17:38:00
Alas, I do not have an Android device. Looks very cool, though.
EvoGoop by pirate-rob 2012-08-30T17:37:00
Mac version please thanks!
The Gift/Curse Of Evolution by HeroesGrave 2012-08-30T07:01:00
Trying on Mac OS X:
If you're using LWJGL you need to include those libraries and use an sh to launch the jar with those in the classpath.
8/30/12 12:00:17.372 AM [0x0-0xa44a44].com.apple.JarLauncher: Exception in thread "main" java.lang.NullPointerException
8/30/12 12:00:17.373 AM [0x0-0xa44a44].com.apple.JarLauncher: at org.lwjgl.opengl.GL11.glEnable(GL11.java:1001)
8/30/12 12:00:17.373 AM [0x0-0xa44a44].com.apple.JarLauncher: at heroesgrave.evolution.main.Main.init(Main.java:195)
8/30/12 12:00:17.373 AM [0x0-0xa44a44].com.apple.JarLauncher: at heroesgrave.evolution.main.Main.<init>(Main.java:55)
8/30/12 12:00:17.373 AM [0x0-0xa44a44].com.apple.JarLauncher: at heroesgrave.evolution.main.Main.main(Main.java:238)
StarwingZ by diki 2012-08-30T06:37:00
Hey - haven't played your game yet, but please go back and check mine out where you get a chance. I didn't realize my upload had somehow failed.
DashDashDASH by refreshcreations 2012-08-30T06:37:00
Hey - haven't played your game yet, but please go back and check mine out where you get a chance. I didn't realize my upload had somehow failed.