F*** This Job by Casino Jack 2013-04-29T17:49:00
All nice and simple all according to theme. I don't see any point in the action replays though. Otherwise it's a great game with great amount of content for a 48h solo project.
Foon → Ludum Dare Explorer → Users → Destroyer40k
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Alternate guardians | compo | 10 | ||||||||||
| 2013 | 27 | 10 Seconds | Dodge These | compo | 647 | 2.97 | 2.93 | 2.74 | 2.71 | 3.00 | 2.46 | 2.59 | 54 | ||
| 2013 | 26 | Minimalism | Partagus | jam | 337 | 2.95 | 3.00 | 2.62 | 2.48 | 2.67 | 2.42 | 2.82 | 2.87 | 41 |
All nice and simple all according to theme. I don't see any point in the action replays though. Otherwise it's a great game with great amount of content for a 48h solo project.
I love the title screen, but don't like how it doesn't really look anything like the game itself. I also like how you don't limit the firing speed, so one can click away(or macro away). I also think you might've put too much HP for the player as it takes a lot of time to get killed in the game. Anyways, good job!
I like the basic idea of the game where it becomes progressively harder as you pass the levels, but it's pretty hard from the start. There's just tons of guns firing at you and you have a huge hitbox without a possibility to even crouch. Otherwise the gameplay is good and I think I recognize the audio effect for punching a wall from Unreal :)
The hitbox of the player's sword and the enemies' spears felt too small and unclear, but the levelups were fun. I like the rising sun background and minimalistic audio too.
I don't think I've ever played a game combining these mechanics with this camera angle. I think the idea works but the camera and the lack of minimap are the pitfalls. Still it's fun to play for awhile.
The game's very much fun and well balanced once one gets over the loss of points for missing. I personally would've put the cannon control on the mouse and the wall cantrol to left/right, since on later waves you can't alternate between different sides on screen and are forced to shoot inaccurately to get to the other side on time. But it was real fun and minimal (as the theme suggested).
If someone who has the game crashing on him on native Windows environments would describe the problem more specifically, I'd be grateful. I've tested this on Windows 7 and 8 64-bit without without any crashes myself.But due to some reason the game window is falsely declared not responding by Windows even though the game is running, though this is fixed by picking a level(Pressing enter).
The core game play is pretty minimalistic indeed, but in games like this which has as vital as fuel appearing randomly on the map needs regulation. It quickly becomes a game where you fare better if the fuel cans happen to spawn for you, without little input from player skill.
Still it's a nice and simple game without any other problems with it.
It was fun until I got to 8000 metres by just hitting left and right. And I only had managed to get to 4000 meters by actually trying to play the game properly. Otherwise It's got very nice graphics and sound, and goes with the theme perfectly. Good job.
The game worked nicely but I was left yearning for the game to become more challenging faster. Things like having another atoms spawn would've been nice too, but I guess it's more minimalistic like this. A background story of why the boy is picking up the atoms could've spiced the game up. Overall the idea works and is fun once you get over the boring beginning when the atom moves slowly.
This has got to be my favorite game I've seen thus far. The only problem with this is that I'm confused how the left mouse button affects the movement as they move as a group. Well, I found just staying still and firing was fun enough :)
I'm liking how you used the theme, but I think you could've leveraged that a bit more. Things like making the enemy ships seem more "minimal" and having the planet a bit more decorated. Also, I think the player should be able to move faster to get to shooting the ships more quickly. Getting on the other side of the planet becomes even more cumbersome when it's been ravaged and its surface is uneven.
Really minimalistic as it's supposed to be yet fun. You don't only have to keep your opponent's position in mind whilst shooting, but also make sure you don't shoot yourself. Some of the narrow(one square wide) openings were hard to navigate through and usually led to the player shooting himself unwittingly. Still, a fun and pretty unique experience.
It looks great and the graphics are nice and glitchy, but it kinda undermines the game for the player to be able to beat it by just holding one button down(D). Otherwise the gameplay feels confusing in a good way, but it's too short.
I liked how dying of different enemies ended with different end animations, but the hitboxes felt unclear because of the perspective.
It was fun although a bit short. I didn't even get to upgrading the gu- ahem, minimalizer before I got to the end. It's got a nice difficulty level to it and the background music really adds a lot to the experience. Great game :)
I usually don't like games that limit the player's resources in battle like this one, but I did like this. I'm just a little irked by how expensive the upgrades are compared to how much money I had left after the resupply&repair. I also liked how relaxing the combat is. Nice job!
Well that was intense. I love the simplicity and how well paced the narration is, though it was a bit of a pain to listen to the beginning again just to see what happened when I went left. This really has emotion to it, and in a good way. Great game.
Some sort of preloader or a possibility to restart the game without browser refresh would've been great, as I'm finding it hard to play the game with a low-speed connection (I lose before it loads and I get to play). Or it might just be my browser.
"The application was unable to start correctly (0x00007b)" Error fixed (Cause was bad Visual C++ redist .dlls), during which I noticed the game wouldn't run on WinXP. Fixed that too.
@ gameXcore:
If you mean the "slowed-down" audio, I just lowered the pitch of the sound clip on the fly depending how fast the game was going. SFML provides really simple and easy syntax for it, basically "sound.setPitch(x)", where x is the multiple for the pitch.
If you mean the audio itself, it was just me hitting things together and modifying the result a bit. 2 AA batteries, a metal fan, my fist, and the microphone itself were slightly harmed in the prosess.
I love the idea of previous playthroughs affecting your next 'level' like the way they do. Also the game looks great. Though I would've appreciated a bit faster pace.
I loved the concept of a dragonfly in a storm, but I'm not too sure whether the 8-bit sounds fit in with that... Solid work.