Snow by bentosmile 2011-12-20T10:48:00
Nice! The third door has a bogus description. I like the multiple endings.
Foon → Ludum Dare Explorer → Users → Dietrich Epp
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Lost Temple | compo | ||||||||||||
| 2015 | 34 | Two Button Controls / Growing | Jetpack Every Day | jam | 739 | 3.08 | 3.42 | 2.62 | 3.62 | 2.85 | 2.40 | 2.67 | 52 | |||
| 2015 | 33 | You are the Monster | Robot Rampage | compo | 20 | |||||||||||
| 2015 | 32 | An Unconventional Weapon | Chaos Tomb | jam | 195 | 3.62 | 3.40 | 3.00 | 3.64 | 3.62 | 3.38 | 2.87 | 3.31 | 62 | ||
| 2014 | 31 | Entire Game on One Screen | Legend of Feleria | jam | 658 | 3.03 | 2.55 | 2.80 | 3.21 | 3.38 | 3.18 | 2.61 | 3.18 | 79 | ||
| 2014 | 30 | Connected Worlds | Dreamless | compo | 281 | 3.49 | 3.42 | 3.45 | 3.14 | 3.12 | 3.31 | 2.26 | 3.55 | 100 | ||
| 2014 | 29 | Beneath the Surface | The Oubliette Within | jam | 403 | 3.15 | 2.98 | 2.74 | 3.49 | 3.22 | 1.57 | 2.12 | 3.20 | 94 | ||
| 2013 | 26 | Minimalism | The One Road | compo | 323 | 3.41 | 3.44 | 2.40 | 2.76 | 3.18 | 3.46 | 2.64 | 3.08 | 100 | ||
| 2012 | 24 | Evolution | Digital Generation | compo | 141 | 3.43 | 3.30 | 3.17 | 3.29 | 3.11 | 2.52 | 2.68 | 2.80 | 100 | ||
| 2011 | 22 | Alone | Lonely Star | compo | 100 | 3.29 | 2.63 | 3.42 | 3.25 | 3.63 | 1.13 | 2.68 | 2.41 | 2.33 | 71 |
Nice! The third door has a bogus description. I like the multiple endings.
Okay, I got to sing Eleanor Rigby to a guy who just took cyanide pills and called the Never Alone hotline. That's a first.
It's a bit slow, the first couple waves are a lot of waiting. Thanks for the postmortem.
I guess I shouldn't keep shooting those rats, eh?
Kudos for making a beatable game, but the audio hurts my ears.
That's a pretty sweet interpretation of the theme. Congrats!
@SonnyBone: Hm, must have been temporary. The new link works and the old link still works too.
I'd like to mention that I recently beat level 4 for the first time since I changed the AI. It involves cursing at the flaky line-of-sight algorithm (why can't he see me? I'm standing right next to him!) and knowing exactly when he's programmed to jump (X distance less than certain value, Y distance greater than certain value). The simpler AI I had earlier was easier to work with (no line-of-sight check, always jumps if star is at higher elevation), and I'm cursing myself for making it more "sophisticated".
@Raptor85: The Linux build has to be placed in the same directory as 'Game.exe' and 'Game.app'. Linux was actually my primary development environment, but unfortunately it's difficult to package games well.
Nice! It feels cohesive and complete.
:-( No Universal binary, doesn't run on PowerPC.
Hm, where do I download it?
:-( I'd play it if it were ZIP instead of RAR.
Thanks! I can play it now.
Congrats! Adding a reaction time to the enemies would go a long way...
Strong opening, but I was not up for solving the puzzle with the numbers.
Gah, a RAR file! :-(
Nice! I'd like it if the camera followed the player, it's hard to play near the edge of the screen.
Awesome! And then it's over after three levels.
Love the soundtrack. Levels are a bit long, and it would be nice to have feedback about how far you are in a level.
Awesome! The training area really adds a lot of polish to the game.
Nice! Very polished, and good gameplay too. A little hard for me though.
Holy mackerel that is an awesome concept.
Would be nice to have some instructions, it took me a while to figure out how to use the abilities. And some foreground / background contrast would be nice...
That was a pleasant surprise.
Beautiful, but slow and not much gameplay.
Windows version: "There should be 'LD24incompleteWin32_Data'
folder next to the executable" Web version works fine, I can't figure out how to play it though.
"Frankly, I'm amazed you stuck with it this long." Great graphics and feel, not much substance though.
Could not find the main class. Program will exit.
Fun! Hard to shoot small bouncy things though.
Cool game, but needs tweaks -- blind jumps (you can't see what you're landing on) and dead ends (picking up the green pill after you get small).
What a great concept! It must have been tough to make essentially four games in 48 hours. The soundtrack goes well with the story. The text is a little hard on the eyes though, and I wish there were a little more contrast between the thing you control and the other things in the world.
Hilarious script! Gameplay is nice, but a little buggy.
Cool! I did a not-to-dissimilar thing with my game, where it's the game that evolves as you go on. I think both our games get a little too hard as it goes on, I can't get past the series of falling platforms. I love the surprise I got when I went from thinking, "this game sucks" to "I want to see how far this thing gets!"
Is there something after the backwards level? I can't go through the door...
I had a hard time figuring out what to do, and it's a bit slow. But I like the concept.
I don't have a keypad, so it's kinda slow...
I'm impressed by how sophisticated the game is -- very nice. I have a bit of trouble with the controls though. Also, when you get a new ability, sometimes I'm already clicking when the ability menu pops up so I click on something before I can read it -- and I can't figure out what ability I picked!
I'd love to see a more polished version sometime.
But.. nothing happens when I win...
Short, but not a waste of time. Nice concept. Reminds me of a certain RPG.
Reminds me of Oxyd, and also that time I played two carts in Mario Kart. The idea is cool, but the game is harde
Sweet! I am seriously impressed with the "script" as it were -- I know how hard it is to make some kind of coherent narrative in a game in only 48 hours.
It's fun, but the one big killer is the loading time -- and it seems to hang sometimes when loading on Windows. At first I thought the loading screen was the game itself! Would love to see a more polished version sometime. The help is great, but one thing missing from the help text is "click on things to move / eat".
Fantastic concept! I had to do some trickery to get it to run (running it from local files didn't work, it gave error messages, so I uploaded it to a web server and ran it from there). I wish there were more feedback about how strong you are (like a health bar or something), and it would be nice if there were checkpoints so you don't have to restart at the beginning every time.
What a unique puzzle game. Sometimes I felt like I was just turning it randomly, though.
Hm, I was hoping for a little more variation in the enemies. Also: are the different spells that reduce enemy defense different? Or do I just need to get one of them then I'm fine?
Very slick. Love the effects.
I put animals into the bin, how do I know I'm getting anywhere (what am I supposed to do?)
Couldn't figure out what to do. Also, it looks like a mod to an existing game rather than its own game... maybe it would work for the Jam?
Sweet! The screenshots do NOT do this justice. At first I thought, "what does this have to do with evolution?" but then I saw the enemies evolving -- I didn't have to read the documentation to figure that out. Awesome music, too. Game is a bit hard.
Won on my second try by making everyone into speed mutations. Great concept and fun to play. (Not like 48 hours is long enough to work on game balance, anyway.)
It's a big level, and it's hart to tell how far your gun shoots...
So, I defeated the president? Whoops, my bad!
Awesome fun! Wish there were checkpoints, or a way to skip the cutscene. Didn't finish the game. I'm impressed with the game "script", it's impressive.
Cool game, I died at first but then I was rocking some kind of apocalyptic gatling-laser and spawn camping the space commies. The melee attack seems kind of pointless... maybe if enemies evolved armor -- and different kinds of armor protected against different attacks -- that would be cool. Love the graphics, the screenshots don't do it justice, you need to see it in action.
I love the idea, but the controls are hard. Like "learning to play the piano" hard. Instant death is a bit of a bummer. Love shooting lasers at folks though with a swapped out head.
Wish I could play against the computer
They move so fast....
Love it! Gave up after falling, trying to land on the platform that has sunlight falling on it. Just too much to do over when you fall from there. (My game has the same problem.)
I killed a frog! I'm not sure what all the different mutate buttons do. Maybe if it started out with only a couple of critters it would be easier to follow?
Love it! They're so good at dodging, it would be nice to see 'em slip once in a while.
I couldn't get past the text adventure, a rat killed me.
Loads of fun, but I couldn't unlock the ending.
Title screen works, but it crashes once I press space.
By the time you get to level 9, it's pretty silly. Would be nice if there were a couple tips in-game on how to play.
Like the music. I'm no good at shmups.
Pretty, and nice effects! Not sure what I'm doing though...
Humans rarely look up, you know. Solid gameplay, stylish graphics.
Love it! But if you die, you restart too far back... if there were checkpoints, it would be a lot less frustrating.
Wow! Aside from some frustrations with the guards getting stuck in walls, this was flawless! I had the same problem with my game -- audio problems on OS X, although my problems were due to a poor choice of sample rate conversion algorithm which only affected OS X users.
I was a bit unlucky, I ended up with poor speed for most of the game, which made progress a little slow. Once I got the blaster, I realized that speed let me dodge the guard's shots more easily.
"The linux source code is provided below." Well, no, it isn't.
Cool! I was really hoping to evolve echolocation, but it never seemed to happen, and it seems I can get through the dark cave without it.
It would be nice to be able to move more smoothly, the keyboard controls are a bit jerky and with the mouse it's too easy to click outside the window. I'm not really sure what I'm supposed to do to win fights: sometimes I'm left with tons of HP, and sometimes I lose a lot of HP, and I'm not exactly sure why.
I like the concept though, and it would be nice to be able to figure out how to apply various critter DNA to get past obstacles. I could fly over the mushrooms that hurt me with bat wings, but I never figured out why I'd want to be a snake, for example.
I clicked a bunch and won two levels, and then I clicked a bunch and lost. Nice concept, but it would be cool to have some instructions with pictures to go with them.
@zapaman: Read the README... Linux is source only, sorry! (Maybe I'll fix it... at some point it's not easy making Linux binaries). I've also noticed problems in Wine with WinCodec support, which I use for decoding images on Windows, I've never been able to get WinCodec to work on Wine.
@NatNoBrains: spoiler: You have to win a match, then you can jump out.
@infinitedog: Hm, sorry, I don't know about the textures! I think it should work on Win XP SP3 or greater, or OS X 10.5 or greater.
@csanyk: I've posted a video walkthrough... but if you're stuck on the title cards, you have to press space.
@infernet89: Do you have SP3 installed? White squares is a known problem with SP2 and earlier.
Got stuck on the submersion level, where I couldn't jump on top of a platform because I would just fall through it. Nice graphics and sound though.
I like the graphics and the concept, but the bugs spoil the game. The jump button often just doesn't work, and collision detection is flaky. I wonder if these problems are related, because maybe when I can't jump it could be because I'm stuck in the floor? I saw the second level but didn't last long because I had to walk through the spikes on level 1 because I couldn't jump.
Played against biteme, won by resignation with a lead something like 60s to 40s. I'm not sure it has quite the same depth as Go or Reversi, even though it has a similar size for its state space. It would be really nice to have a computer opponent, even a bad one (maybe one that just takes the biggest number of tiles each turn, or one which looks two or three move ahead.)
I came here from Hacker News--loved the game! I wish the text at the beginning scrolled a little faster and I wish the game were shorter--20 days seems more feasible, but the mood is excellent. I like having to figure out the things that can go wrong, but it takes so long to play a game that I don't really have the time to figure out how to win.
The scanlines are cool for the gameplay area, but make the text at the bottom kind of hard to read. Weapon 3 seems to do more harm than good because it gets shot down by Pew lasers and the explosion damages you! Thrust is a bit slow. Amazing that you actually made a real-time multiplayer game though! And you're there playing it against me!
Kinda short, and I got ejected out of the level on the last level so I had to start over again. The physics can be a bit tricky to work with, and I hit 1 on the last level and landed on the blue tile with no velocity, so I couldn't get off of it because I didn't have the third talisman yet. Great concept, though.
Excellent atmosphere, but the gameplay is a bit sparse.
I love the palette and the smoothness, but I'm stuck in the first area. How do I go onwards?
The control scheme is a bit maddening, I expect to stop when I run into a barrier rather than turn and go a different way. Loved the weird story.
It looks beautiful, but I got the same error as Joror.
The version with anti-aliasing disabled seems to work. Beautiful models, but I just get shot by a bunch of ships. Maybe I manage to take one or two down, but then I have to quit and relaunch the game. It would be nice to be able to keep fighting by picking up health powerups or something. Interesting that there are two clusters of asteroids, it makes the game feel that much bigger.
"First to three points" kind of pads out the game, and it's annoying when an enemy spawns on top of you. I love the transitions between the scoreboard and the arena, and the sounds are pretty good.
I love the basic idea! But a lot of times it feels like I'm just guessing my way around puzzles, since the buttons are connected to blocks off-screen, or just because I get turned around about which blocks affect which. If you work on this some more (which I encourage!) maybe you could connect circuit lines from buttons to blocks, code the buttons and blocks with shapes/colors, or show a zoomed out view that lets me see what's happening. Or all of the above, really.
Fun! For level design, I would put two doors near each other at the beginning, so you can see that the keys "toggle" doors. (By the way, there is no 219 in ASCII -- the block character is from code page 437).
I beat it, but there was a path that I couldn't quite jump to right at the very end. Is there something hidden on that path? Is it a potato?
Mesmerising. The section after tetris but before the snake is a bit frustrating because the framerate seems to drop every once in a while, and the breakout game after the snake has some problems with collision detection. Otherwise excellent game, I love how exploratory it is.
I like it, if it weren't for the difficulty (things surprise you out of the dark) and how easy it is to miss the text. Lovely narrative.
Wow, a level editor... It would be nice if it automatically restarted when I failed, preferably at the same starting place so I can learn from my mistakes.
Lovely sound effects.
The sound is nice, and so are the effects you get when you're hurt. Nice game.
This made me smile.
Now that's a clever take on the maze game.
Seems like jumping only works half the time, and I don't know why. I'm not sure why I go back a level sometimes.
I love how state is entirely encoded in the URL.
It's like a squishy, bouncy playground. Sound effects would add a lot. I had a hard time getting very far in the game, but it was still fun to play.
I also made a JRPG for LD26 :-) I have some feedback for y'all. Hitting escape quits without warning: I was hoping there was a menu to save my progress, instead it got wiped out. The dialogue is a bit long, it could be more... well, minimal, along with the starting town which has a lot of space and buildings but not much to do. Since you can't save, I had to blast the spacebar through each attempt. It crashes if you head south once you get on the overworld. It's hard to distinguish a bunch of three-letter names that begin with N. The battle with the big bee and two little bees wiped me out twice. There's a bug in the main menu: events will continue to be processed by the main menu after you make a selection, so if you click "new game" then "credits", it will take a while to start a new game but it will then go to the credits instead.
It's a lot of work you got done, though. I never implemented dialogue or towns, and my overworld is a straight line. I liked reading through your dialogue file in the source code.
Like others, I find it somewhat difficult to believe that the assets were created in 48 hours... all the models, textures, and sound effects? Perhaps you should submit this under Jam rules?
Might be nice to name the folder something other than LD26 -- I got a bunch of folders with that name.
It's kinda hard because a couple falling blocks can easily put you in a pit two levels deep, which you can't jump out of. And the only way it becomes shallower is if a block falls on your head! Maybe if there were more of a pattern to the blocks, e.g., if they didn't randomly make deep pits, it would be more manageable. Pretty graphics and nice concept, though.
I thought I was doing pretty well but I got... negative 1.5 million points at the end. I was focusing mostly on my girlfriend, my lover, and my wife. It takes a lot of effort to make sure the never meet, am I right? Sucks when new boxes overlap old boxes.
Beat it. Nice level progression.
Broken link.
Yay, I won! I wish I could control the viewpiont a little, rather than have a forced perspective. On my 16:10 monitor I got some minor clipping errors: sometimes during a turn, a picture would go through the front clip plane. Fun to play with and Myst-like, as someone mentioned. Thanks for fixing the download link.
There's a lot of time in this game you spend looking at the same stars go by, and solving the same puzzles. It would be fantastic if this game removed a bit of that and focused on the good parts, like the mood.
So, I got a bunch of points for hitting a twelve-note sequence. Is there a second level? How do I get to it?
That one long hallway really is too long, and the ending room is a bit long too (I guess I'm supposed to lose here?) The rest of it was nice, I wish there was a bit more.
You can walk off the left edge of the screen... Excellent mood though.
It's like a Canadian serial killer in there. "Sorry about the blood."
I found some things which look like I should be able to jump off them to get to higher places, but it only worked once or twice so I couldn't get too far. There were a few physics glitches, for example at the very beginning I would land on the bottom green box rather than the top green box. The music fits the retro platforming action well.
Fun, but maddeningly difficult. The platforming action is smooth. Maybe you could make the player be able to take three hits before dying?
Fun and very minimal. Wish it had sounds.
A bit annoying due to dying over and over, but it's nice that you don't start all the way over again. Love the Stalin tank thing at the end, and great explosions.
Very cool and simple. I love how you just naturally discover what is going on, and how all the obstacles are organic parts of the terrain. It made me think about things. Sometimes it was a little hard to tell the difference between places you could travel and walls, but that's a pretty minor complaint.
Collision problems are the #1 source of problems with gameplay, it seems. Beat the game, afterwards I saw the info and learned that I could attack--guess I didn't need to.
Simple and fun!
On the second level, the wall is practically invisible: dark gray on dark green. Nice concept, though.
Hilarious and fun! But it seems random how high I jump...
Lovely game, it's just a little hard to explore that much of a level that quickly on a time limit.
Congrats on getting this far.
Truly bizarre. The left arrow key stopped working during month three though.
Can you make a version that doesn't have an installer? I already have the XNA runtimes required so an installer shouldn't be necessary...
I keep getting stuck under blocks. What do the tigers do?
Nice puzzles!
Download link doesn't work for me.
Gah, actually the download link was working, I just wasn't paying attention. Beat the game! Some of my solutions may be unorthodox...
It's against the rules to use art that you did not personally make during the contest. Here's the background: http://digital-art-gallery.com/picture/big/5157
Great concept, the controls are just a little too hard. I had a hard time getting over the house after filling the bucket.
It would make a big difference to me if the controls were QWAS. I can never get used to the arrow keys being rotated 45 degrees.
It's very cool, and I like all the generated names and events, but I can't figure out what effect my actions have on the outcome (i.e., is this actually a game?)
I get Start -> Wait -> and then some credits and it crashed. Credits go by very slowly. Running Windows 7.
It's like a handbook of dirty tricks. Dead ends, invisible platforms... post a map :-)
Same problem as TenTonToon. "File Belongs to Non-Validated Account. The resource you are trying access belongs to an account that has not yet been validated."
This game is just way too hard... I got over thirty deaths and never beat the third level. That diagonal platform is just impossible to stay on.
It is against the rules of the 48 hour compo to download music and sound effects (such as from www.universal-soundbank.com and nosoapradio.us) but this could be used under the Jam rules.
Found the potato!
Fun. Kinda quickly gets hard to manage.
Innovative! It crashed when I beat level 2. It took me a while to figure out that you could make blocks, and it took me a while to figure out that you could drag them around afterwards (except when you're stuck in a valley, in which case it seems a bit buggy). Collision detection is hard, eh?
Yep... collision detection is hard. It's damn hard. Nice try, though. It would help to have a few frames of death animation to know when I'm restarting the level.
It was hard to figure out what was going on, because the text for the instructions at the beginning of the level disappeared before I could read them. I tried reading them a few times but it was too fast and I never successfully read them! Thankfully, I found the instructions on the site. It's a great concept, but the first-person perspective makes it very difficult to estimate where the ball will land. I ended up tossing trampolines just ahead of the shadow, which got me to level 5 which was a little too hard for me.
Threading the corners is really hard so I didn't make it very far, but the graphics are gorgeous.
In the screenshot, it looks like there's a character with a net. I never see it, and the game freezes after about ten seconds. The controls don't seem to do anything...
Nice and simple. But I cannot get used to arrow keys being used for diagonal movement, there was another game which was the same way and I had a very hard time with that one too. Maybe QWAS instead of WASD would work? I could also hear some high frequency fuzz, presumably from resampling the piano track to a different sample rate without filtering.
What is the puzzle? I'm not sure what to do. I flicked some paper balls into the basket.
Has a great kind of visceral fun to it. The music doesn't quite match the mood though.
Lovely game, wish it was a little longer.
"Failed to load library: std.ndll" -- I'll try the Linux version, but it looks like you're missing a runtime or redistributable library. Something like that. Or maybe you can recompile with a static library.
Doesn't work on Linux either. "Error : Could not load module std@get_env__1" The French-style punctuation aside, there is some really bizarre stuff with the way this is packaged on Linux. The tarball does not expand into a directory but instead it poops all over the current directory. All the shared libraries have weird suffixes like .ndll and .dso instead of .so, like they should be. It also bundles a copy of zlib, which should not be necessary because it will always be installed on the system. I am really quite unimpressed with the C++ backend for HaXe, it seems amateurish at best and pisses off and annoys the end-users at worst. Doesn't HaXe have a flash backend? Can you use that?
I spawned next to a heptagon like five or six times, got thrashed. I manage to take one down once, but got annihilated by a heptagon in the next level. Once I spawned so close to a heptagon it was over before I could even move the mouse. Maybe they are a little too strong?
Links are broken (I get 200 OK but the page just says "error :)") both for Windows and Web links.
I got it working on Linux after installing SFML. The jumping was extremely difficult. Sometimes it would jump when I press the key, sometimes after a short delay. Sometimes big jumps, sometimes small jumps. I tried for ages but I could never hit the first green button. I added some print statements to the main loop and discovered that the deltas varied between 16 and 60 ms! A variable timestep is notoriously difficult to get right, I highly recommend switching to a fixed timestep for physics and decoupling physics updates from the video refresh rate.
Cool! But movement is very slow.
Holy moly what an awesome and bizarre series of puzzles. I never felt cheated.
Wonderful puzzles and great length of the game! They really got me thinking. I can only imagine how much of your time it took to just make those levels.
Hah, "Thank you for (not) playing." It's not a game, but it is amusing.
Interesting concept, but the instructions disappeared before I could read them. I ended up moving the dot around randomly and winning. Afterwards, I read what was going on and I like the concept, but it's not easy to figure things out if you miss the instructions.
This is so far, entirely my favorite game I've played for LD26, and it's the 131st game I've played. It's got heart, it's fun, it has the right level of difficulty, and it's beautiful. It could stand some better sound effects, but that is a really minor complaint when all is considered.
Moody and atmospheric treasure hunt with a nifty mechanic. It took me a while before I realized that the bats and critters are just atmosphere and don't hurt you. The collisions are a bit sticky, especially when you jump into walls which can make it a little annoying trying to climb some stairs, but it's not a big deal. I thought the graphics at the beginning were wonderful, but once you got into the cave it was a bit drab and boring. Maybe you could have switched palettes instead of going completely monochrome in the cave. The mechanic with the rope is fun, but I only ended up having to do a "swing-jump" once at the end to get the potato (missed opportunity).
So, I spawn, a monolith runs towards me and I can't do anything. I can't even quit, I have to Ctrl+Alt+Del--and since the mouse is grabbed funny, I have to use the keyboard to navigate the task manager. Maybe next time use a framework that takes care of UI for you?
Took me a couple tries to figure out that I could get past the first level by collecting all the coins. It would be nice to have a "warm up" level or two that demonstrates that you need the coins, and how some of the tricks work. I couldn't quite beat the second level though. In response to your question, my IRC nick is "depp".
Cool! I think the trick to winning is buying the 150-point stars rather than anything else, and slowly upgrading. Music is catchy, but a little grating.
It is seriously aggravating to try to get three tanks over to the alien base... whichever tanks I'm not controlling at the time will slip backwards down the hill. I finally got them over there only to be wiped out in less than thirty seconds--a lot of effort for not much result. But an RTS was on my "checklist" of games I wanted to see for Ludum Dare. I'll be saving this one for later, maybe I'll have more success then.
Love the complexity gun. Can't defeat the potato, it doesn't take damage?
It's challenging! My fish died. I love the saxophone, it just works so well, and the premise of the game just clicks.
Brilliant idea. I haven't gotten far in the real Metroid, so I don't know what most of the items are supposed to do or how I'm supposed to get past most of the areas.
I had to figure out how to add Java to my path to get this working, but I like it. I'll play it again later when I have more time to figure it out.
Maybe a web page with a quick tutorial would help?
Great game balance, simple mechanics, enough levels. Wish I had a pause button or hotkeys to select actions, especially on the last level.
Cmon, give me some shields. Controls are solid and it's fun, but too hard.
WOW! How do you beat the boss?
Fantastic, just amazing.
Amazing! Didn't get past level 14, but it's a very lovely game.
Quite a game! Seems kind of harsh at the beginning, and I fought the controls, but I love the music and art, and it's fun to play.
Managed to beat the game. Fun! I would have liked the graphics to be a little higher resolution, so it would be easier to tell the different kinds of things apart. Also, the ending music is crazy bass-heavy, maybe ease up on that.
Wow, what a great game!
Sorry, not going to play games that make me enter my password :-(
It's a bit hard to figure out what's going on if you didn't read the instructions. I like the look of the graphics with the artwork casting shadows.
Loved the sound effects, graphics, and gameplay was good. But the controls! I wish it were a easier to control the player.
Great graphics, but I couldn't get past level 3 to fight the three octopuses and I felt cheated when I accidentally bought a second speedy sail. Lots of potential here!
"The program can't start because libgcc_s_dw2-1.dll is missing from your computer..." I had the same kind of problems when porting my Linux game to Windows :-)
A bit... obtuse. Thanks for writing a walkthrough, I needed it.
Wow, pretty amazing! It's compelling right from the start, which is a mean feat for such a short time. An export for Windows or OS X would be really nice, since I had problems with the web player losing mouse focus and it would be nice to play this full screen.
The attacks can be a little frustrating as you keep moving around humans you want to attack, but it is a fun game.
I wouldn't have added any colliders to the torches, since bumping into them just means you get stuck (I read some of your post-mortem). I would also make the messages stick around longer, I often couldn't read the entire message. The script could be better, but the art is great.
Jeez, what an awesome game. Needs some difficulty settings, I found it a bit easy!
Amazing concept! It's such a fascinating game but I can't figure out how to get past the hook on the hand.
Very fun to play, and great music too! I just wish there were a way to get life back, and it's frustrating when enemies drop on top of you.
Requires a bit of a wait to get the teleporter, and there's nothing to do in the meantime.
Fun, I managed to beat it! I like that I didn't get sent back too far when I got hurt.
Fun action, but it gets a bit long. Also kind of un-fun for three machine guns to spawn back to back.
The interface is a bit hard to understand, but I liked the in-game tutorial.
Impossible to control with a Logitech gamepad :-(
I love it! I couldn't figure out the puzzle with three green plates. I think the voice-overs were fine.
Very nice! The timing is a bit hard to work out, though.
Hard getting past even level 2... with some more levels, it is definitely publishable.
I kept on getting teleported back to the start, I think?
Impressive content, but maybe a little less content and some more polish would have done some good. I'm not sure what the purpose of *not* sprinting is, and there's a building where you can jump in through the roof which seems buggy--there are a bunch of cultists on the ground level, and a clue above, but even when I jump through the roof, it doesn't trigger entering the building, you have to use the door, which is one-way. I liked that you could explore farther with powerups.
I think... I won?
Would be nice to get a little more feedback when you get hit, and the bats seem to go through you when you're fighting them. Otherwise, a cool game!
Nice puzzle! With the instructions were in the game, as opposed to on this page. Play was a bit slow, but it had great ambiance.
A bit easy, since I can pick most knights off at my leisure. Otherwise, it has a nice feel and lots of potential.
Hard, but fun. And hilarious. Great graphics and sound, too.
Very beautiful and great atmosphere; but very difficult. I could never get past the 4th skeleton.
Impressive! I love the atmosphere. I'm not fond of restarting at the beginning.
I died every time I entered the third room...
RAR format makes me :-( please use zip
It would be nice to put the 1-4 key descriptions in the game, I thought something was seriously wrong with level design after a couple plays until I came back to this page to look at the description more carefully. Impressive level and enemies. Not fun dropping into a pit with spikes you can't see at the bottom.
Wow, nice! I played this through to the end, although the puzzles were a bit easy. The instructions at the beginning are in a big block of text, I suggest splitting it among different levels as you introduce elements (although that can take precious time).
Okay, this is hilarious. I love the script.
Love the software 3D graphics. Can't seem to beat level 3.
It's surreal playing a game in a console window that has music! (P.S. I won the game.) It's a bit hard to suss what's going on with the text, but I'm sure you knew that. Nice music!
Solid entry for a first LD, no complaints about the mechanics.
Looking forward to seeing you next Ludum Dare, maybe with a bit more game :-)
Wow, nice and polished! I feel like it was too easy to get hit by the cannonballs, like they shouldn't damage me underwater.
Okay, so the fingers squash the ticks and then I eat them? I got score "BRO"... a nice, surreal concept.
Had a hard time figuring out what kind of effect I had on the world, but I love the atmosphere.
Puny humans! Not terribly fond of the bullet time, but it is a FUN game.
It has a great vibe, but it is a bit hard.
I had trouble accidentally drilling through to the bottom and dying, but it's a great concept and a fun game!
A bit challenging... hard to jump on top of the bookcase, for example.
"The person decided to do a suicide with some way." I laughed hard, that was funny! And wow, a PDF game...
Frustrating that enemies would suddenly spawn around me, but I'm very glad it didn't send me back to the beginning.
Absolutely lovely! Minor issue with the controls... it was too easy to accidentally drag a paper into the "deny" folder instead of reading it.
Hm, no real people to stab...
Gave it another try when I saw it on Hacker News... congratulations on 70+ simultaneous players! Unfortunately, the controls weren't working for me this time, I just stuttered in place.
I win! Well, it's a game, and it's a complete game where you can win or lose.
An elegant game! There is nothing I would add or remove.
Enjoyable but not challenging.
$58 and Level 2... love the boss and the particle effects! Might want to put instructions at the start (for the controls and stuff).
Wonderful! I'll probably be playing this again. Too bad about the music not following the rules.
It's got a great atmosphere, but it's just too dark and I can't see anything. I know that I'm supposed to be blind, but it's not much fun being blind. Great use of sound effects.
It's fun. It's frustrating about how hard it is to dodge, but it's balanced by how much damage you can take before losing.
Kind of addicting as a puzzle, but I'm not so sure about multiplayer--you can destroy the other player but keep playing? I got 5 in a row but I'm not sure what happened.
I love the music, and it's fun to play, but I'm not fond of starting way back at the beginning when I crash into a wall.
Nice and crisp action but no challenge. Increase the spawn rate over time, make ammo limited, or do something to make it so the game will eventually end. I absolutely loved the rain effect!
Nice! I just made a beeline for the level exits, and that was a lot faster. The graphics and feel are very nice.
Playing on Windows 8.1, it quit with no message. I looked at event viewer and found this:
Exception Info: System.IO.FileNotFoundException
Stack:
at LD29.Program.Main(System.String[])
Sorry, that should be fixed now. I had accidentally included MSVCP120.dll instead of MSVCR120.dll, I mean come on now, isn't it obvious which one is correct?
GAH! Okay, both are now included. I am glad I took the time to write a script to make the zip file.
@SoupWithBits: If you can't shoot, play on easy--enemies can't kill you on easy :-)
@DarkMaster: I'm working on a "2.0 post-compo version" with fleshed-out level graphics, animations, and recorded dialogue. You can see in the lower-right hand corner of the first "hub" area what the levels might look like when fleshed-out. I actually recorded dialogue during the competition, but I didn't have enough time to edit it or write the code to play it.
@KirbiKaka: Yeah, I agree that it seems esoteric how the pieces match up to the levels. I wanted to add sigils to label each of the doors, but that got cut due to time constraints.
@Delca: Don't worry about rating the audio, I'll get it within the deadline next time. I just want a couple people to hear it :-)
The mouse on the web player is a bit finicky, it seems to lose focus easily. Also, there are two rings outside the track! Beautiful, though.
Fun, but the small world is big, and the medium world is ridiculous! (Also, please use ZIP instead of RAR next time?) I like the potato, but make it more powerful :-)
Cool! It needs some feedback when you get hurt, because it's hard to tell. It was a bit frustrating until I got the ladder item. I wasn't sure how to use the potion items, I clicked on them but nothing happened.
The payoff is definitely worth it.
It's a cool concept but I would have loved to have a few extra blocks to place instead of just having exactly enough. It made it more frustrating because I felt when you pressed "space", there was a delay before it took effect. The graphics and audio are charming :-)
The graphics and audio are great, and the combat has a solid feel to it. Unfortunately, you can die so quickly just by landing on one of those planets with bats, and I built a bridge three times between two planets that were really close to each other but they never connected.
It's great looking, although it gets a bit repetitive.
So good.
I'ts got a fantastic look, the sound is great, and it's got a lot of "pull" to its style. However, it is a bit too hard to make it anywhere, and the camera angles make it worse. I'm also not exactly sure what I want to do to win: do I kill the worshipers, or do I disrupt their prayers somehow?
I once pressed "space" at the beginning and the camera turned to the left, I had to walk off a cliff and try again.
Fantastic!
The way the dream world "leaks" is amazing, I love it. However, it is very frustrating to fail on level 2 and get booted back to level 1, especially if I just did something stupid like miss the first jump!
A fellow Oregonian! This is just such a fun game! (Infinite continues is nice, thanks for adding that.)
Whew! I got to 1,000 but that's too much clicking, and all the druids, fighters, and books are immediately killed by zombies. I think a lot could be gained just by tweaking things: make the druids move a lot faster, for example. And maybe if you could pay for druids and fighters instead of paying for spawn rate. Those kind of tweaks.
Cool! I ended up staring at the minimap the entire time, so I could see far enough to head-butt the ships.
I found a... moth thing on a planet, then scared it away? It looks cool but I have no idea what is going on. When I build things, nothing happens?
Wow, this is great, a real gem! I loved the level design, and the gameplay is very elegant.
I got "not quite right"... but I don't quite have the patience to continue. This is a great concept.
This is a seriously impressive game for 48 hours, I love it! I saw that you posted a walkthrough which is great but I didn't need it.
It's a lot of fun! I appreciate the variety in the enemy types, and it's nice how generous the game is with checkpointing. That said, with the high speed of the main character relative to its size, I found it a bit difficult to reliably engage in combat. Also, a few of the sound effects were a bit louder than the other ones. Nice game!
I wasn't happy to restart when I hit this red square most of the way through and lost :-( but I loved the way the moon was getting bigger in the sky!
I had a hard time getting white keys...
This is so cool I just wish it weren't so hard. I love how lively the backgrounds are, I don't know how you managed to make them all even with particle effects and things.
Sorry, I can't suss out what's going on: I get presented with the same two dialogue options over and over, among other things.
This is fun, but the control scheme is difficult to work with.
Really cool game, and THANK YOU for adding a button to skip levels, otherwise I'd be stuck on Mercury! It would be nice if you could see farther on that level... if you're at the top of the screen, you have no time to react before meteors hit you.
Fun game but it's a bit long without checkpoints.
Wow, this is really cool, I'll have to play some more later.
I'm not sure what's going on, and I couldn't find anything I could interact with after the first white portal.
Phenomenal. I'm amazed you did so much in such a short time, and yet now that I think about it, the game isn't really very long.
It seems inspired by "Dark Star", "2001", and "Wrath of Khan" but I'm sure that's not all of them.
Yeah, "Sticky Keys" is annoying. This is an impressive game! The combat is really nice, and the style is great. Could use a couple more sound effects.
My spirit animal is a drunken unicorn! That was great, except for the jumping physics, which were a bit of a beast.
Wow, ambitious. The mood is fantastic, just scale the size of your project down. The map only helps a little bit, maybe if the interesting buildings stood out visually. I love the way the enemies ignore you, it makes me feel out of place in the world.
Wow! I found the key once bit I couldn't make it to the exit. Great atmosphere. I wish I were able to get the key a second time.
This is a lot of fun! The computer opponents are surprisingly balanced: they give the right level of challenge.
This falls under the "Keep Ludum Dare Weird" banner. Keep making games like these! (Thanks for the walkthrough, by the way.)
Wow, I loved it! It was just so short, though.
Great concept, beautiful game, problems with difficulty level.
This is really captivating, despite its state of completion. The ice zombie took me three tries.
It looks beautiful (I used the same palette!), and I can tell there's a lot going on here, but it's a bit hard to figure out without a manual.
I think the "neutral" ending is unbeatable (there's an impossible jump?) I like the idea, and the character is charming.
My computer is pretty beefy, and I play a lot of games at 2560x1440 with maxed out settings, but I got about 5 FPS tops here. Gorgeous, otherwise.
Amazing. The voice is just great. It took me a while to figure out, with each playthrough I could get a little farther. Great dialogue.
It took me like three tries to get a game for Ludum Dare, you don't need to submit something if you don't have anything. Just try again next time.
Lovely, but I would love a more solid piece of help. I had a hard time figuring it out. Of course, the art is fantastic.
Hah, cool idea for puzzle! Next time let us play it without running an installer. Installers are scary.
It's a great game, and I'd never have thought that I would say this about a Ludum Dare entry, but there are too many levels! Well-executed, though. Love the puzzles, and the difficulty is just right.
Very fun, once you got the hang of it. It was too hard at first, but once I understood what everything did, it was about right. Until I understood what scrap metal did, and then it was too easy :-) It would be nice to have some kind of goal that I was working towards.
Not much here, but what is here is polished. Looks like you could have used a little more time.
Wow, what a lovely concept! Puzzle platformers are tricky... it's so hard to make enough levels during the competition. The animation for the stick figure is fantastic, but the foreground and background don't stand out enough from each other (e.g. the tiles you can walk through vs the tiles you can stand on).
That's slick! I even like playing against the "dumb ai".
I couldn't get past the first level but it's a pretty slick game otherwise.
This game is simply amazing. It did take me a while to figure out that the snails were in fact snails, and not just a limited supply of food for me to turn into poo. I'm glad I stuck it out.
Impressive! It would be lovely if there were checkpoints, so I didn't have to start at the beginning if I died. I love the tutorials, and it's nice that you can skip them. It's easy to get disoriented in this game.
I love the atmosphere, and I want to play farther, but the jumping physics is a bit aggravating.
Fun, but short!
Just amazing :-)
This is really cool, but for the life of me I cannot figure out the third level. I mist be missing something!
I love the concept, but it got a little tedious after a while.
I like the framing (story) but the controls feel sluggish.
Nice graphics and audio! The Linux version looks like it was packaged into a zip file incorrectly, because executable bits on the programs were lost. I had to fix it in order to run the game.
It was pretty frustrating getting sent back to the beginning when you died, and it was often a surprise why you would have to restart. The graphics and sounds are lovely, though.
It's so well done, except for the slow pace which just kills the fun for me.
Wow, beautiful. Mesmerizing, even. But it's a bit difficult.
I finally got rid of the guys that were stealing the engine. The game was really cool except for that frustrating bit where enemies steal the engine over and over.
My first move was to move the purple planet forward, but that crashed the game! http://imgur.com/rAHZ9QS
It's cool, once I figured it out. I don't know why I can shoot, since shooting doesn't seem to affect the enemies. It's also confusing why when you go up to a trading hut, it starts out grayed out but then you can trade with it... clicking on it seems to do something, but I don't know why. Sometimes when I try to trade, it won't let me. Nice polish, otherwise.
Interesting concept, it would be cool to develop it further.
I think what this game really needs is a good set of instructions (maybe with pictures). It took me a while to figure things out.
This is really quite amazing. My main complaint is that the enemy ships don't stand out enough, but that seems relatively minor. The tutorial section is very welcome. What a fun game.
Left-right controls are a bit finicky, but I like the concept.
I think I won? I got a verdant forest and it faded to white and the game quit? I love it!
I also remember playing your lovely LD26 submission.
Cool, I like the idea of threading worlds together. The music did a lot to contribute, but there was this really annoying piano sound--it sounded like a sample rate conversion gone horribly wrong, I could hear tons of aliasing. Maybe some kind of bitcrusher effect?
The graphics floored me, and it's well polished except for ladder physics. I thought it was a bit too slow, and I'm not sure what "life" is for. And you can't give sysadmins beer!
I will beat this. This is one of those games where the difficulty level is high but it's still fun.
That was AWESOME! It made me feel like such a badass. The second stage was definitely the best, although it would be nice if the camera pulled back a little sometimes during that stage. (Wait a second... now I read the instructions and see that there's a zoom control. I'm a dope.)
whilefun: Sorry to hear that. Unfortunately, the error handling in this game is mostly done by calling the abort() function whenever an error appears.
@rfgpfeiffer: Whoops, you downloaded the source code! Here is a direct link to the Linux release: http://www.moria.us/ludumdare/ld30/Dreamless-1.1.0-Linux.tgz
Er, I didn't read your comment well. I'll at least say that distributing binaries on Linux is a bit of a crapshoot: I tried to make the binary as portable as I could, but obviously something went wrong. If you get that error message when compiling, it's because you didn't check out the git submodules, or you downloaded a tagged release from GitHub. Can you tell me what went wrong when you tried to run the program? Any console output when you run it from a terminal?
I love the music and atmosphere, but the interaction with the swinging chains seems weird (especially if you TRY to get hit by them--the hit boxes are off).
This is a cool game but I found the alliances and reputation system a little confusing.
I knew from the moment I saw the screenshots that this was an awesome game, and I wasn't let down.
Well, I finally managed to figure out what to do. It would be nice if there were a little more instruction in-game, I futzed around for a while before looking at the instructions here.
It's just such a nice and simple game! The random placement does seem a bit weird sometimes.
Run, puny humans! This is the sound of your death! The controls seemed a bit janky, but that's part of this game's charm.
It's fun, but there were a couple frustrating points with equipping items. Most of the items had the same appearance, so you couldn't always tell if you had equipped something. Also, I had to guess to figure out which slot things went in... it took me a while to figure out where bracelets went, for example, and the hero would sell things out from under me too quickly.
I love the concept, though. A couple sound effects would go a long way.
It's a nice concept but after playing for 10 minutes, I think I was less than 20% done with the project :-(
I love how bouncy and atmospheric it is. The rover reminds me a lot of Mass Effect 1.
I wasn't fond of the screen limitation, I thought the time limit was enough :-), and I never figured out how to read emails on level 3. But, it's a pretty cool hacking game!
Lots of fun! I had a hard time aiming the "ball", however. I thought the bonus items that you could buy were cool.
Nice, I love the concept! However, I found it fairly difficult to hit vibrants, even when I knew where they were. I would often not have line of sight, or be unable to click on them.
Cool! I love the FSM. It would be neat to see some additional consequences. I saw a level 2 characters walk across a dragon's lair, and I thought it would be neat if they got into trouble for it. Also, it would be nice if when you were placing areas, you got a preview of what you were placing.
Cool game! I would really love a button to reset the level to the beginning, and it would be nice to start off with lower goal numbers so we can explore how the game works.
Fantastic, simply fantastic game.
P.S. Your game will be in my next video (episode #4).
Interesting take on Joust. I don't think you should be allowed to fly off the top of the screen, however.
Fun game! The control of the robot was a bit frustrating though.
P.S. Your game will appear in my next video (episode #4).
Loads of fun but I was hopeless on the 7th level.
P.S. Your game will appear in my next video (episode #4).
Love the song! The game is a bit hard, since Frosty is a bit slow to react to things.
Hm, once I started, I couldn't figure out how to make the cars go. I swear I pressed every button on the keyboard.
Neat! The puzzles were great, and the core concept was solid! The transition animations between rooms are a little "busy". I also thought the room where the right exit was connected to the right exit was a little weird... even though it was necessary to solve a puzzle with the boomerang, at first I thought it was a bug.
P.S. Your game will appear in the my next video (episode #4).
Loved the game! After I got gravity flipping I died, and then after I respawned I made painstaking progress around the level... turns out, I was circling back to the gravity powerup. It was still a lot of fun, even if I took the long way around.
Cool! I had severe problems using the mouse at times, it was very unresponsive on certain screens. Also, I couldn't figure out how to get more powerful rockets.
The interface was the most frustrating part of it. I like the concept. I got about 8000 points after three nights, and had everything defended to the max (5/5 walls and 3/3 houses), but they still wiped almost everything out.
The visuals and audio are great, and the game is simple but fun.
P.S. Your game will appear in my next video (episode #4).
Lovely game! It was nice that you could see all the levels even if you didn't beat them, but I would rather not keep playing levels I've already beaten. Also, I didn't figure out double jump right away, which made even the first level a bit frustrating.
P.S. Your game will be in my next video (episode #4).
There's a lot of graphical polish here! I was impressed with the different behaviors that the enemies had. I think a few rudimentary sound effects would go a long way.
P.S. Your game will be in my next video (episode #4).
Cool! It would be nice to get more feedback when you hit things, and it said that I won even though I'm pretty sure I didn't.
A great game, left me wanting more! It was sometimes a bit tricky trying to tell what levels various blocks were on.
P.S. Your game will show up in my next video (episode #4).
Lovely game! I wish some of the waiting times were shorter (I spent probably an hour playing it). The difficulty was about right.
After more than a dozen attempts to make it through level 2, I finally beat that second jump, only to be foiled by the wall jumping on level three. The intro sequence is a nice touch, I like the lighting, the graphics, and the sound, but the controls drive me batty.
Fun, and delightfully simple! Could use an extra sound effect or two for the cat. At first I wasn't sure if it was a cat or a dog.
Beautiful game, but I found it a bit too difficult.
Loads of fun, but sometimes a bit glitchy... is the other knight supposed to be able to fly? The game was really close: the last rose decided it!
I want to play it but it requires administrator privileges, which is simply never going to happen. I've played a number of games made with Game Maker before, perhaps there is way to export your game as a self-contained executable instead of an installer? I thought that this was available in the free version.
It's fun! It could use some tweaks to the controls and physics, such as the jetpack power. I felt that the jetpack wasn't really much more useful than jumping. It's also a bit cruel to respawn in a pack of dinos... a few seconds of invulnerability might have fixed that. Very enjoyable game, though!
Fun! It took me a little while to figure out some things (you can't pick up police, you have to throw bodies to the monster), but I definitely enjoyed it.
The "facing" mechanic takes a bit to figure out... I thought the game was broken at first! But I do like that you can't just shoot snowballs everywhere.
I liked the idea but it was a bit frustrating the way the sheep followed you.
This is fun!
Yep, it's hard, but it's not super frustrating. It does take a bit of time to figure out that everything kills you, and I'm really glad that you have a point of health you can go through.
Lots of fun! It's kind of hard to decipher the instructions for the controls while you're playing, though.
I like the aesthetics of the level design, although I think there could be a bit more contrast between the walls and the floor. I was frustrated by the fact that you can't just quit by pressing Escape or Alt+F4, especially since the game defaults to fullscreen, I hit Ctrl+Alt+Del and went into the task manager to kill the game. Level design is great. Could use some work on collision detection (which I know is really hard to get right) and when you're luring a robot into a lightning gate, it seems like mostly luck rather than skill if they make it through the gate, which is annoying. Overall, a cool game!
You're right, this is hard! I love the background drone though, and the patterns are hypnotic even if they seem a bit unfair at times. I noticed that the enemy would stick to the very right edge of the screen sometimes.
I love it! It's just so damn fun!
It looks cool, but I had a hard time figuring out what I was doing.
This has a lot of potential, but the difficulty seems a bit crazy, and it's also hard to tell what's going on (e.g., how much damage you are taking).
It's lots of fun, but the controls got in the way a lot.
Fantastic concept, and the atmosphere is just perfect. However, the gameplay (shooting) is a bit clunky, and it's frustrating to restart all the way back at the beginning when you die.
P.S. Your game will appear in my next video (episode #4).
I loved the visuals and the concept is solid. However, it would be really nice to have a "click to shoot" notice somewhere in the game... I only learned that after I quit the game and came back here. When you beat a stage, it is still possible to lose if you get attacked by the bees before you press a button to go to the next level. Finally, the cube is a bit slippery to control with enough finesse for some of the levels.
That said, it IS really cool.
Fun! It took me a while to figure out that the bouncing shots hurt you, and in the meantime a got really surprised whenever I saw "game over".
Fun! I remember playing One Take a year ago.
Fun once you figure it out, but the first time you play you might end up both falling backwards from each other, and I never figured out how to stand up.
redoxkun: You should be able to configure with `--disable-jpeg`, since there are no JPEG files in the assets.
Cool environment. I especially love the artwork and sound effects.
It was fun but I couldn't get very far. I wish there was more feedback when you got hit.
Loads of fun, once you got into it! One mess was that it could be hard to select a ship, if you had a pile of full miners converting their haul to cash and a few empty ones you wanted to send out. Even with four miners it could get hard to pick them out. The AI balance is also excellent: I got schooled the first time, but I was figuring out what was going on, so I beat the AI during my second game. Besides the problem with stacked miners, the UI was pretty impressive. I especially liked that you could tell what all the units were doing at a glance, even if you couldn't stop an incoming asteroid. Keep up the good work!
I got frustrated on the second level, until I got back to this page and learned that you could pick up the tombstones. An in-game tip would be helpful, or (better yet) a simple puzzle that you can't solve without picking up a tombstone. It felt like the player walked slowly but jumped quickly, which is kind of weird. The fourth level is rather large, and you can't see where you're going.
Lovely concept.
The game was rather buggy in the web player. Worst of all, the size of the game in the window was slightly larger than my computer's native resolution (2560x1600 @2x). I liked the game concept when it was working.
The controls seemed a bit snappy for an underwater scene, but the fish moved faster which made sense. I'd really like a counter for the number of treasure boxes you have left to collect. I also didn't figure out that there was a weapon until I came back here to rate the game... but I had enough fun just running away and collecting treasure as I could get it. Keep up the good work!
Cool! I wish there was more feedback when you hit other cars with the laser, and I wish that your car was towards the bottom half of the screen instead of the top half. I also liked Tenkosei Roboto, keep up the good work!
Nice! I couldn't figure out what to do with the wrench, or how to remove the "removable" button.
I wasn't sure what the symbols above the character types at the top meant, and when I saw numbers appear like "01x03" I had no idea what those meant either. I can tell there's an interesting concept underneath it all, however.
Solid game! I had tons of deaths on the last level (117 total). There were some issues: the platforming was surprisingly difficult, I fell into the water a lot when I should be home free. The middle button on the last level was a bit temperamental, since the plane would usually come in at a slight downward angle, and there's very little you can do about that without shooting in the middle of a jump (although the platforming across the right side of that level might have been even more challenging). At the start of the level, when the planes drop down so you can use them, sometimes I've already moved, and the planes fall into the water. Just extra plane would make a huge difference on the last level. Also, sometimes it's easy to double-tap R and this counts against your deaths.
Solid concept, good execution, could use a few tweaks.
Sweet entry! It's a bit tough, but that's okay, since it's funny. Sometimes the cursor would lose focus.
If you alt-tab out, very bad things seem to happen :-( :-( it would be nice if windowed mode were default.
Amazing game, and the random dungeon gives it a lot of replay value. My only complaint is that sometimes the enemies would spawn right next to the entrance, and sometimes they'd even push you back out the way you came before you can react.
I can't figure out how to play the game through the web link.
Server's down. FYI, you can get fairly cheap DNS hosting these days.
Nice! I feel like my patience playing this game was rewarded!
Aww, I was really hoping that I could affect the results by changing how I played the game! The second time, I never harvested any trees, or killed fish, or anything at all, but everything looked the same at the end. I do love the concept, and it is a bit of lovely fun playing all of those minigames. The text between levels was a bit hard on the eyes, though.
I found it a little difficult to get used to the controls, since there are separate controls for aiming and looking around. But it's a lovely game.
Lovely! I couldn't figure out how to get the last orb in the southeast, but I had a blast playing it.
Cool game, great graphics and music! I wasn't entirely sure what my objective was, and when I hit "melee attack" it seemed like something weird would happen every time... like it would attack a plant across the room, or something like that.
I'm not sure what impact, if any, my decision to talk had on the environment.
Cool! It could use an introduction level where you play without poisoning, just to get the hang of things.
Sorry, it asks for UAC elevation and that is simply never going to happen.
I love the game, and it has a fantastic mechanic. However, there desperately needs to be a small delay between when enemies notice you and when they attack you. As it is, my reflexes simply aren't fast enough. On the first screen, I tried jumping over and over again until I finally made it, because I didn't know about the swapping. To fix that in level design, you could have put a couple rooms before this one, maybe one where you can jump over the enemy and one where you can't jump so you're forced to learn about swapping. Later on, there was an area that I couldn't make through because it was so long without a save point, and I felt the timing was a bit too precise, especially when I was about to swap next to a ranged enemy that was off screen!
Other than these difficulty issues, it's a fantastic game.
I also couldn't ever get a ship to lanch. I'd run out of resources first. I did figure out how to avoid instability, though.
Viscerally satisfying. I had no idea at first that it was a rails shooter, I tried to steer. A little bit of texture on the ground would have cleared that up rather quickly.
Cool concept, For the life of me, I could not figure out which computers to hack. The first one was blue, and I eventually figured that one out, but when I tried one with a gray screen nothing happened... even though it was obviously different from the other computers nearby.
It's a bit frustrating that you can't dodge anything. I do like that you can score headshots, that's a nice mechanic.
Doesn't seem like there's any feedback for what I'm doing in combat.
Cool game! I couldn't get past the level with multiple colors, unfortunately.
There were two big problems with control. First, it was hard to tell where the ball was aimed. Maybe adding an arrow or making the cursor visible would fix that. The other problem was that the cursor wasn't grabbed... I was constantly clicking outside the game window. I'm glad you posted the game, though. It's a great concept.
It's a bit unforgiving: you take one hit and die, but the enemies take multiple hits. There could stand to be more contrast in the level: the walls are large gray bricks, the floors are small gray bricks, and the enemies are metallic gray squares. Mostly the same shade of gray, too. It does look cool, though.
Impressive! I like the puzzles, but the control of the telenades can be a bit frustrating (I wish there was a way to canncel a telenade) and I couldn't get past the first level with jammers.
There's a lot of polish on the first part... maybe next time you take the time you spent polishing and spend it on gameplay? It is pretty. The camera is a bit slow, however.
I love it! But I find it really frustrating that the up arrow key doesn't rotate the tetramino, because I'm so used to it being that way.
The game would open and close. When I ran it in a terminal window, I got the following exception:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.SerializationException: Error parsing file: /tilesets/example.tmx
at com.badlogic.gdx.utils.XmlReader.parse(XmlReader.java:83)
at com.badlogic.gdx.maps.tiled.TmxMapLoader.load(TmxMapLoader.java:77)
at com.badlogic.gdx.maps.tiled.TmxMapLoader.load(TmxMapLoader.java:65)
at de.ludumDare_DT.ludumDare_DT_2015.game.Game.create(Game.java:96)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:143)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:120)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: \tilesets\example.tmx (Internal)
at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:136)
at com.badlogic.gdx.files.FileHandle.reader(FileHandle.java:163)
at com.badlogic.gdx.utils.XmlReader.parse(XmlReader.java:81)
... 5 more
Very fun, but there is definitely a difficulty problem with this game. With the chance of randomly generating an impossible jump, 500 cubits is just way too far. I was also baffled that the horse would tip *forwards* when I was going up a steep incline! Still fun, though.
It's cool, but it takes a while to figure out the controls and things.
Me too, not loading. :-(
Wow, what a great game! Simple & sweet!
@Chaoseed: The transmat randomly selects a monster on screen and teleports it to a random location on screen… unless there are no monsters on screen, in which case it teleports you instead.
@Mental Atrophy: About the camera... I wish I had had an extra 30 minutes to work on the camera alone, but I just used the FOLLOW_PLATFORMER setting in Phaser. All it does iskeeps the player in a box in the center of the screen, partway down.
https://github.com/photonstorm/phaser/blob/v2.3.0/src/core/Camera.js#L160
Hey... your honesty is appreciated, but be less of a jerk next time you leave criticism.
Funny, but the tactics game is too hard.
The embedded web player doesn't work because it's too big for the frame. I'm not sure what my goal is in the game.
You say I'm the monster, but I see no point in killing humans... it doesn't help me beat the levels.
There's a problem with the web page: it's contained in a frame which is too small, giving me scroll bars. "Cinematic mode" button doesn't work without an account. The graphics are nice. The camera is terrible, I can't see what I want to see. I'm not sure what I'm supposed to do or how my actions affect the world.
Very nice, one of my favorites. Gets a bit silly when things start going fast.
Pretty, but the controls are your real enemy in the game.
Suddenly mission success? Not sure why, it jumped from like 4 to 54 asteroids at once.
15119 points on my third try, very solid concept, actually fun to play, definitely one of my favorite so far.
Interesting concept, but I can't figure out quite what to do. "Souls of order" and "souls of chaos", but all I see are red and blue, and I'm not sure which is which, and I can't tell any difference between pushing them up and pushing them down.
Simple and fun, although it can feel a little too simple.
The Windows (64 bit) version looks like it immediately quits when you run it. No messages or anything.
The link title is incorrect: This is not "WebGL", it is Unity Player, which is different. For this reason it won't run on my browser.
Great mood and music, but gameplay is frustrating.
Can't figure this one out. It took me a while to figure out to go left, and then I couldn't figure out what to do with the sword, and I'm not sure what the boots do.
Can't quite figure out how to beat this. You might be interested in Inform: http://inform7.com/
There's a lot of polish here, and it's fun, but the gameplay is a bit frustrating and the camera is hard to work with. I can't shoot the aliens until they die because I have to wait until they get smaller first, but it took me a while to figure that out. It looks like it's the big aliens that split? But from the instructions, it seems like it's how fast you shoot. It would make a big difference if the aliens communicated more information about their status. For example, it would be nice to be able to tell at a glance exactly how many shots an alien could take before splitting. One of the more fun games I've played this round.
Fantastic concept. However, I there were a series of jumps past the second spike that I just couldn't reliably get past. I got past them maybe four times, but I'd always end up crashing or falling back, which is really frustrating. This could have been fixed with only some minor level design changes, or the addition of checkpoints. But again, this is a solid concept, and it's fun enough that I kept trying for a solid twenty minutes or so. One of my favorites.
Nice! Game was a bit hard. One thing I definitely think is backwards is the "walk slowly" button. It should be the opposite: a "run fast button". I had a bit of a hard time getting past the bridge, I think that part might have some bugs in it, and early on the panda stopped running and started waving its head left and right. Is that supposed to happen? It only happened the first time I played. Anyway, solid concept and fun art.
Hah, nice! I didn't figure out what to do right away, I had to restart so I could access the help.
Interesting concept. Might help to print out the die rolls "visually", so you could make the explanations shorter.
Can't last more that a couple seconds :-(
It's a really cool concept, and the style is really spot on. There are a couple things that would make a huge difference. The first one is explanation: at first, I have no idea what I'm doing or what these buttons do, and I don't even know that there are two buttons to press until it says "game over". The second one is the platformer physics. I would get stuck on a ladder that I'm trying to dismount, desperatly trying to reach a button that is only a couple feet away, and then I'd end up jumping over the button and I'd have to climb back up to try again. Anyway, this game is one of my favorites this round.
Nice game, the difficulty curve is just right, and that's hard to do. The music is a bit grating, though.
Fun concept. I loved how you got unleashed. A fair bit glitchy, though, and the start is slow.
Backtrace for segmentation fault:
#0 0x00007ffff771bfca in TTF_SizeUNICODE ()
from /usr/lib/x86_64-linux-gnu/libSDL_ttf-2.0.so.0
#1 0x00007ffff771c3e4 in TTF_RenderUNICODE_Solid ()
from /usr/lib/x86_64-linux-gnu/libSDL_ttf-2.0.so.0
#2 0x00007ffff771c80a in TTF_RenderText_Solid ()
from /usr/lib/x86_64-linux-gnu/libSDL_ttf-2.0.so.0
#3 0x00000000004012d4 in main () at pong.c:130
Fun, but it's hard to judge distances.
Unfortunately, the game triggers UAC, sorry. Looks fun.
Fun, but tell people what your controls are! I tried pressing like every button on the keyboard, and I clicked all over the screen, and I skimmed the text up here (looks like I missed it... but it should be in big letters, or it should be in the game)
Nice start. Not sure what it has to do with the theme. Ended up with two copies of Bryan in his bedroom. Feedback when you hit the enemies would be nice.
Hah, hilarious! I ended up just spamming the attack key as I moved to the right.
I tried pressing a bunch of keys on the keyboard until I figured out that space would pick items up, it would be nice to mention that somewhere.
Cool puzzle! Hey, we both used phaser :-)
Can't figure out how to start the game with only one player.
Fun and nice simple mechanics! It seems like there's not anything you can do to avoid taking damage when beaming someone up. I also couldn't figure out how to quit the game: Esc? Q? Alt+F4? Ended up alt-tabbing out and quitting from the taskbar.
Pretty characters. Didn't really figure out what I'm supposed to do.
Next time please just use a zip file like everyone else.
Interesting machine, not sure what it does though.
Hah, I beat it! Surprisingly amount of polish. I was unsure which menu item was selected, one was yellow and one was white, and I wasn't sure if the yellow one was selected or the white one.
Love the look of the game, seems like there's a bit missing from the gameplay though.
Cool concept. I didn't get very far though, I just got to the area that starts with a wall you levitate, and I got stuck in the pit. It took me a while to figure out how to use the powers, because at first I thought the arrows were telling me to use WASD and then when I finally used the arrow keys, the key block to move was off-screen.
Love the animation. I think this game could benefit from a bit of tweaking to things like character speed and how stamina works, and it would make a huge difference to have even just one or two sound effects. Accidentally pressed R the first time through because I forgot what it did. Nice game!
Wow, loved it! Wish it were a little harder, if anything. The mechanics were solid, the sounds and graphics fit, and everything just seemed to work well. The in-game instructions were definitely appreciated. The "ping" sound of picking up an artifact was a bit harsh / loud.
Love the look and atmosphere. I can't figure out the puzzles at all, I can't even figure out how to interact with them (I see four boxes... but nothing I do has any effect).
Congrats on going old-school with SDL. Most game jam games made with SDL do not have anywhere near this level of polish to them.
Yeah, I die right away on the first level, and there are a lot of blank screens.
Just a couple notes for distributing games: You don't need the *.vshost.exe or *.vshost.exe.manifest files for sure, these are just used for debugging and don't serve any purpose on our computers. You also don't need the *.pdb file, which is also for debugging, but you might feel like including it if you want to get better stack traces when the program crashes. The *.xml files are also unnecessary, they contain developer documentation.
Interesting game, and catchy music. But I couldn't get past the brown wall in the second level. Also, the character screamed when I entered the second level.
OH YES! This is awesome! I built so many pyramids and scored so many points! The difficulty curve is great, forgiving at first but difficult in time. The retro aesthetic is pretty charming rather than just kitsch.
I had a hard time figuring out what was going on. I could jump around the room but I couldn't figure out how to do anything besides jump around and listen to narration.
Nice, simple game :-)
This game was just fantastic, I loved it! A bit brutal on the old digits, reloading the gun that many times. Also wished that there was an indication when you downed the last enemy in a level, so you didn't waste time reloading only to walk to the exit.
I eventually figured out how to solve the first level but it seems like I'm just trying random squares until I find one that works. Great polish.
Animals in this game are vicious! I wasn't sure what was happening with the doors at first, since a lot of them were unlabeled. I did fail the first level, and when I restarted, the music started playing on top of itself. The music is charming, though! Didn't quite make it through the first level on my second try, got hit by a bat near the exit.
@steph88: The game is already free to play on my website, I don't see the value in reposting it somewhere else. Of course you can record a video, you don't need any permission for that.
@LoneSpelunker: I've seen the issue with slow movement happen if you have a lot of tabs open, depending on what browser and what kind of computer you have. I'm not sure what causes this problem, there wasn't enough time to get at the root cause of things during the compo.
I got to the skeleton note and then went behind the house and found the entrance, but the entrance didn't do anything. Is that the end of the game?
Minor note on distributing: You don't need the following files: ld36.application, ld36.exe.manifest, ld36.pdb, ld36.vshost.application, ld36.vshost.exe, ld36.vshost.exe.manifest. These files are used to build or debug the program and don't need to be distributed to users (although distributing the PDB file gives you better stack traces if your program crashes).
Nice entry, cheers!
"You are overriding your security preferences to install an app from an unidentified developer. Type an administrator's name and password to allow this."
Sorry, I won't run any games that require administrator privileges. Suggest filing a bug with the Visionaire developers.