Ludum Dare to be Messy! by jharler 2018-08-13T16:55:26Z
Very nice interpretation of the theme, very clever idea. As the person above me said, I would increase the player speed a bit. It's hard enough :smile:
Foon → Ludum Dare Explorer → Users → derpylz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | From Nothing | compo | 3.00 | 2.68 | 3.18 | 3.18 | 4.12 | 3.06 | 3.31 | 3.25 | ||
| 2019 | 44 | Your life is currency | It's Our Last Stand | compo | 255 | 3.33 | 3.02 | 3.16 | 3.66 | 3.27 | 3.11 | 3.38 | ||
| 2018 | 42 | Running out of space | The Eternal Fight (for space in bed) | compo | 484 | 3.17 | 2.87 | 3.72 | 4.30 | 3.17 | 3.57 | 3.77 | 3.20 |
Very nice interpretation of the theme, very clever idea. As the person above me said, I would increase the player speed a bit. It's hard enough :smile:
Perfect execution of a simple idea. Don't quite see, where the theme comes in, except for the wordplay with space. Plays very nicely.
Really mind bending, and sometimes very confusing, but one gets the hang of it at some point. Nice aesthetics. I think, the game doesn't want me to leave... no, seriously, how do you exit the game (in fullscreen)??
Very nice graphics, and fun gameplay. For the issue of the key events, did you try using event.preventDefault(); ? This normally solves that problem for me.
Crashes on launch, sadly :(
Good game, however, the controls feel a bit unresponsive and the "hitbox" is I think a bit too large. I fell into holes where I felt, I wasn't over it. Otherwise neat!
Great game! Nice blend of a typing game and a tetris like! In my opinion a bit too easy, or rather, it takes too long to become hard.
@mike-inprinciple Thanks for your feedback! It's true, the feedback can definitively be better. I added some suggested combos in the instructions to try out and start getting the hang of the system.
Cool idea, the game's quite hard and the specials are a bit unclear.
Wow! Great game, just as frustrating as parking in real life, but in a good way! Automatic level changes and a highscore would make it even better!
Nice idea, very creative take on the theme! Could use a harder/faster start to get you hooked faster. But maybe that's just me.
Your Idea fits the theme perfectly. The game is quite challenging, but that's okay, I think. I had a bit of an issue with the mouse movement in the game. It seemed like the mouse slowed down, when I moved it very fast. This made drawing the circles difficult.
Some nice moody music would fit well, other than that, you've got a great game here.
Interesting idea. For me the keyboard layout was the most fun-limiting part. Otherwise a fun experience.
I like that the game is quite challenging. Keeping the colony and yourself alive is quite tough and makes for a very fun game. Great job!
Ah, the little brother of tribal tension :smile: You basically said most things yourself. The game is very unbalanced, at some point you have so much lifeforce that you don't know what to do with it anymore.
Maybe there should be a downside of having too many people. Maybe a food system? As it stands, the convert raiders spell is very much overpowered.
That said, it is a fun experience while it lasts and I would love to see it finished.
Nice game, the music is very funny. I just have one question, why is the music not in the background while playing? :D
It takes a few tries to win, so it's just as hard as it needs to be, the powerups are nicely balanced. All in all, a fun experience.
This is a great execution of the theme, it fits perfectly. The idea of sacrificing specific organs, not just a bit of health is very interesting and you implemented it in a great way. Sadly, attacking feels a bit strange, it was not clear to me, when I hit the enemy and when they hit me, so I couldn't tell why in one run, I died in the first room and in another I managed to get much further. I think, a really satisfying over the top attack would fit quite well, since we're sacrificing ourselves for it :smile:
All in all, great job!
The art and music are great. They make for a really moody game. The movement was a bit frustrating, but that might be intended? The upgrade system fits the game. All in all, great job!
Beatiful game! The art and the music fit really well together and make for a very melancholic mood, that plays perfectly together with the memory gameplay mechanic. The only problem I had was with the keys. On my keyboard (german layout) the z and y keys are interchanged. This makes z quite hard to reach. I think ctrl, shift and space bar are much safer to use, as they don't change places in any keyboard layout.
Other than that, I really enjoyed my time with the game and I'm gonna listen to the nice background music for a while :D
Really challenging and engaging gameplay. It took me two playthroughs to really understand the concept of the two health bars, but it's a really interesting new idea. I really like the tune, it fits the mood. Great job overall.
The idea is great, the mechanics are already very nice and the gets stressfull at times. What it needs is just some variations on the enemies and levels. Maybe some enemies, that cannot be drained, or that hurt when drained, to make this mechanic less overpowered. All in all, great effort!
Your game is a lot of fun. I only managed to get a highscore of ~3500, nowhere near 13k :smile: At some point it gets hard to see the cars through the pick-up items. The art is basic but does its job perfectly. Even though the music gets a bit repetitive but the gameplay is so hooking that I'm still not done trying to beat your score :smile:
The game fits the theme nicely. The music is really cool and gets you in the groove for fighting aliens. 100 floors is a bit much, in my opinion, it starts to become a bit repetetive after 50. The bugs that fly through walls got me very often, it keeps you on the edge :smile:
Solid game!
@victorcrafty Ha, yes, when you figure out the way to approach it, the game becomes easy. I just hope it takes a few times for most to find it out :smile:
@michael-feldman Thanks a lot for playing and for your review! I created all animations for the game by creating a model in blender, animating it and exporting the frames as pngs, then stitching them together and looping over the frames in the javascript of the game. The mother goo is actually an ocean simulation applied to a half-sphere :smile:
Spoiler ahead: It is possible to survive longer than a minute. It is even possible to win the game! Might take a couple tries until you figure out the best strategy :smile:
This is a very innovative take on the theme. It's also a nice blend of two game genres (reminds me of Hand of Fate). The graphics and sound effects could use some work, but the gameplay is quite good already. All in all, a nice experience.
Your game is very moody and atmospheric. It fits the theme nicely and puts a great spin on it. I like that the puzzles seem to have multiple solutions, although I was never sure, if I found the best one. I was also unsure, if the white thing was the end.
All in all a very polished game!
Really nice idea, that fits the game perfectly. At first I thought you could only place the windmills at the player position, which was really hard with the slow movement. But when I understood the game it made more sense. Maybe there should be a limit on how many windmills one can place. Once you reach a critical mass, it's impossible to lose.
Good job all in all!
It fits the theme nicely, the art is clear. My fun was mostly diminished by getting stuck on nothing very often, it seems one can not walk over the edges of tiles? I lost once because I could not find the entry to the hospital, it could be marked clearer. If you fix those little things, you'd have a nice little game.
Amazing concept! I really love that there are often multiple ways to solve the levels. Great puzzle game, with a lot of potential.
Nice little game. I find the pacing in the beginning to be a bit slow. Later on it is much better, as new elements are added more frequently. Repeating after failing and waiting for 10 balloons is just a bit boring.
@antti-haavikko Wow! Thanks a lot for the long and detailed review of your experience! I'm aware of basically all issues that you mentioned and they are in the game because I ran out of time in the end. I really think I should have gone for a more deterministic way of spawning the encounters rather than the very random way I chose at the time. This would have solved the issue of the unfair unwinnable levels, would have made debugging much easier and would have given me more time to polish some of the interactions.
Funnily some friends who tested the game in the last week found a bug where you can actually pick up infinite stones and sticks from piles and even trade multiple times. This makes most levels actually solvable.
I had a late start this time and I did not consider it in the scoping of the project. Well, it's a learning process :)
I really like the idea. I guess you could mention somewhere that space triggers the paddles.