Foon → Ludum Dare Explorer → Users → differentname
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Enter the Tower | compo | 477 | 3.17 | 3.00 | 2.95 | 3.22 | 2.32 | 2.94 | ||||
| 2017 | 40 | The more you have, the worse it is | Ominos | compo | 200 | 3.62 | 3.83 | 3.57 | 3.50 | 2.67 | 1.64 | 2.25 | |||
| 2016 | 36 | Ancient Technology | Pyramid Breaker | compo | |||||||||||
| 2016 | 35 | Shapeshift | Ludum Bear | compo | 466 | 3.21 | 3.34 | 2.97 | 3.74 | 3.06 | 2.88 | 2.93 | 2.93 | 63 | |
| 2015 | 34 | Two Button Controls / Growing | Space Dual | compo | 463 | 3.25 | 2.88 | 3.13 | 3.69 | 3.07 | 2.73 | 32 | |||
| 2015 | 33 | You are the Monster | Streets Of Blob | compo | 540 | 3.04 | 3.14 | 2.96 | 3.93 | 3.39 | 2.41 | 2.73 | 52 |
This game needs a tutorial level. Even with the controls listed on the right, I don't really understand the game. I think I understand how to hack, but i have no idea what causes alarms to sound sometimes. It took me a while to figure out that I have to hold down the right trigger to aim before shooting, but even then i've only managed to kill one enemy. I haven't gotten past the second room. Those doors are closed and I don't know how to get past them.
More importantly, this doesn't fit the theme at all. The hacker could be a villain, or a vigilante, or a hero, but in no way seems to be a monster.
Thematically, why is the monster getting money from destroying tanks? How are they spending it?
I got stuck twice on Level 3. You should explain that the R button can force restart.
Cool idea. Pretty well done adventure game. There were some bugs with clicking, where I'd click search but nothing would happen for a while. It seems like it needed me to be standing further away from the object I was searching, which is weird.
Good graphics, but i wouldn't call it a game yet.
Turning monster into an acronym feels more like dodging the theme than being clever with it. It would work if you were also a metaphorical monster, and the MONSTER acronym is another layer on top of that, but this is just a driving game.
Theme aside, I'm unclear if there's an objective. It feels like driving on the moon. Speed picks up very slowly, and the car flips way too easily.
If Norton blocks you, you can always unquarantine it. You can see in the details that the only reason Norton blocked it is because it's new and unknown.
What about the theme? You play as the hero, not the monster. Maybe he's supposed to be a metaphorical monster, but I can't tell, which isn't good. Maybe it's answered more later on, but I kept dying.
Also, I feel like the weapon should go farther forward in the attack.
I don't understand what the special does.
I understand not having time to get instructions into the game (I didn't), but you can at least put them in the description.
I wish there was a little more to it. I didn't know if there was a purpose to the different boxes or if the stars were for anything. Maybe there's not, besides getting to the end?
Hey, I got the "good ending". The game where you get some points didn't feel very fun, but trying to hit the ceiling ended up feeling pretty challenging and fun.
btw, I think since you didn't create the music this is supposed to be in the jam, not the compo. http://ludumdare.com/compo/rules/
The hitTesting felt a bit harsh, like I'm hitting the wall before i've even touched it. I recommend adding some visual feedback to show when you hit the wall, like making the ball flash from the damage.
Maybe I just didn't get far enough, but this didn't really fit the theme. The controls were just a mouse and one button. In unity web player I tried right clicking, and it just made tacos (that seemed to be thrown in, but not part of the gameplay), and then the game froze.
@timeshapers Sorry, I meant to have enemy HP go up too, but didn't realize it wasn't happening till it was too late. I also planned to do something more interesting with negative resources (making you vulnerable to take extra damage or something like that), but ran out of time, leaving that part just unfinished seeming like a bug. I'll check out your game too!
@chriiis88 Cards you use or buy go to a discard pile (which is invisible), then get reshuffled into a new deck each time you buy a card. Card buys happen every 4+ turns (increasing the number of turns between card buys as you go). After you beat an enemy, your decks stay the same, but the enemy respawns with randomized cards.
@Walaber Thanks. I agree, a little feedback goes a long way. I wish I had more time to focus on that so it's clear what's happening more often.
Fun game! I'm surprised how similar our games work with the 2-button Deck-building (Where everything you do is choosing which of the two cards you want to use). I think you pulled it off better though, making the binary decision between cards into a really interesting one.
At first, I found it incredibly difficult to get anything in the center, and I was confused how the target percentage worked. So I got zero points.
I tried a bit more, and felt like I was doing well getting stuff into the center, then an asteroid came along and threw everything out of the circle! So I got zero points again. Wtf. The asteroid defeats the purpose of doing anything.
Wow, this game is amazing. Best I've played yet.
Wow, there's a lot going on in this game. I like the art like the little crabs, and I like the ambition of what this game is going for. I feel like there's not a lot I could do though, aside from waiting for more gold to get mined so I could build another room.
I think I would have liked the Guide to explain more of what I'm supposed to do instead of what everything is, but I think I got the hang of it after I realized which units were mine, and that it's inspired by Dungeon Keeper.
Also, my game also has a Bear! Yay for Bears!
Oh yeah, and I love the Click to Continue screen. Totally would have given some humor points for that.
Really fun and clever puzzle game. I can totally see this as something I'd pay for on my iPhone.
I love the idea and execution of this game! I love how the two games you're playing are both really easy on their own, but the challenge comes from having to do both at the same time, and that moment where an enemies attack is headed towards the same place as the ball and you have to shoot the enemy bullet to survive. Perfect game for a game jam!
I like the clear differences between the two ship modes, really giving a purpose to the shape shifting mechanic. It's really tough fighting the big guys that shoot a lot, because you need the Mech's extra bullets to destroy them, but he's too big to dodge. Transforming into the ship for a moment of dodging helps a bit, but it's challenging! Fun game!
Good start. I wonder what else you could do with the idea.
Fun game. I felt like in the last level, it didn't really matter how fast I could think, as there wasn't enough time to push the button to get to the shape I needed. It could work that fast if I had a way to pick my shape faster without pushing a button several times, or if it went just a bit slower by the later levels. But I was expecting to lose at some point, not to keep going for the highest skill rating I could get.
Cool idea, and a pretty good play on words with the theme. I felt so comfortable on round 7, like I really mastered it, and then totally fell apart on round 8.
I really liked changing my creature to do better in the caves, but I wish I could have seen more transformations and variety in their abilities. I couldn't really tell if there were differences between the foods, how the transformation was determined, or if the different forms had a difference aside from doing more damage.
Great fit with the theme! It's fun figuring out how to use different animals abilities to get around the world. I wish it had check points instead of sending me to the beginning of the game when I died. It felt like a harsh penalty having to start over from the beginning. Picking up a new ship piece would have been a great time for a check point.
I love the graphics and music, so I was really hoping to enjoy this one. But here's what happened when I played. There weren't any instructions, so I restarted to read the "What should we do?" section. Unfortunately, this section doesn't say what to do, just explains what items are in the game. Items that unfortunately I never got to encounter outside of that screen.
So starting the game, I tried WASD and Arrows, thinking maybe those would do something? I thought maybe I need to give my ship an engine, but there's none to be added. Then poking around the map, I was surprised to see something actually happened! The ship was moving because I clicked on the map! Then it took several minutes to fly towards the things I could see at the middle of the map. I managed to pick up a few items on the way, which were just 2 fuel and a piece of hull. Nothing actually useful. Then I got killed by the first enemy I saw. I'm disappointed that I didn't get to build a ship like you show in the screenshots, and I'm wondering if there's some basic part of playing the game that I completely missed since it was never explained.
Fun idea. I felt so confident in my first arrangement of shapes, only to see them topple off the truck immediately. My second attempt was much better, as I figured out a relatively stable set up for 3456 points!
I read the instructions, but didn't understand what it meant to match a block color until I succeeded at it. Once I understood I could pick up the dots by touching them with the matching block, and that the objective was to pick up the dot that matched the flashing block, I enjoyed the game more. It's pretty tricky figuring out how to get around the area using the crosshair colors.
In the end, I lost by having green blink 3 times in a row. I wonder if it's a bug that getting the same color twice in a row makes it so the timer on that block doesn't reset.
This game is tough! I'm surprised how much of a challenge you were able to provide through such a seemingly simple mechanic.
I think I may have encountered a bug with the tutorial messages, because it didn't tell me how to play the game until level 3 when it said "To recap" and finally told me the controls.
I think it would be cool if the ghost walls were a different color, so you could tell a little easier which walls the ghost can go through
@Haighstrom, You can hold attack while holding a different direction (up, down, left, or right) to become one of 4 different bears. Each is associated with it's own resource. Sorry I didn't have time for a tutorial to explain that. The display panel thing was made pretty last minute, too.
@Cerno_b There's no end, just a ghouls killed counter. I'm thinking I should have had the enemies come in waves, so you could at least say you got to wave 10 or whatever. I pronounce it Ludum Bear (Bear like the animal), but I understand some people prefer Bah-ray. :)
Great game. You get all of my 5's
Great beat em up game! I really love the graphics and audio!
I would have liked the number of enemies per fight to start smaller and ramp up over time. The first fight felt really tough as I wasn't even sure I understood what I was supposed to do with the different color attacks (Although I assumed I needed to match the enemies color, the big guy just keeps changing color and I lost without even killing anyone, so I wasn't sure). But then after a few tries, I managed to beat the first wave, and all the remaining waves were identical.
Great game! The puzzles were challenging and used interesting mechanics. I love how the tail size limits the areas you can go to, all the way down to having no tail at all, allowing you to turn around. I also like how the exit requirement creates an interesting twist where sometimes you need to get as many blocks as you can, and other times you need to get rid of blocks.
Also, I was surprised I could spit blocks onto the holes when I didn't have a tail, which I see now may have been a bug. I didn't totally feel like it was game breaking though. I guess it allowed me to solve some puzzles in an easier way, but I still felt clever for getting through the level using that mechanic.
While the visuals might be a bit much for my eyes, I like how much you were able to do visually with such simple shapes. Everything pulses in ways that feels good to shoot at the enemies. I'd have liked to see more with the theme though. As far as I could tell there are just two bullet patterns? More attack patterns or some other effect of shape shifting could have given the game more variety.
The controls feel really weird, having to push right or left to get a shape that points up. I wish you had time for a tutorial, cause it took me a while before I could get a single match. But after several attempts and finally learning what I was supposed to do to get a shape to match, I got a high score of 3.
I'm surprised you didn't include a graphics category, because I like the lighting and atmosphere of the dungeon. I like the Dungeon Keeper inspired game, which feels combined with tower defense. I didn't feel much need to move the walls though, which was the only sign of the shapeshifting theme in the game.
During the tutorial, I was put off by having to click "Shut Up" to learn more about how to play. I don't want it to shut up, I want it to continue talking to me so I can learn the game.
My Score: 43
Cool little game for your first Ludum Dare. Although it's simple it fit the theme well. I felt like you ramped up the difficulty at a good pace, allowing me to get my bearings with the controls at first, but slowly I get to the point that I can't keep up.
And thanks for watching me make my game on twitch!
Although the gameplay is simple, it gets very challenging as the target color changes faster. Although I prefer to see the theme have more influence on the gameplay, I like how much the theme shows in the mood of your game as we try to cure a werewolf.
Took a couple minutes for me to figure out what I was supposed to do, cause at the start I didn't even realize I was the bear. It was really tough, but a clever idea that used the theme well. I'd like to see more reverse tower defense games like this.
The game shows some promise, but attacking feels weird as I have to hold the button down, and ultimately I never got to try many of the upgrades. The human is so incredibly weak that I just can't survive long enough to get a single upgrade. The only reason I was able to get an upgrade was because scrap stayed after death, so after several deaths I got a health upgrade, which seemed good at first, but I never healed enough to make the extra maximum health worth it. I lost the first upgrade on death before I could get a second, and the next upgrade I got was the very same health boost. I would have liked to try some of the different attacks, but the simple human you start with just isn't fun enough to keep playing as long as needed to get the scrap for upgrades. I imagine there's a fun game buried in there somewhere.
I like how you have to match the rotation and the shape to get through the spaces, and how both are done at the same time in a simple intuitive way with the mouse.
I love the graphics, and I get running out of time to do a tutorial, but I have no idea why you wouldn't include information about how to play in the description. I guessed that maybe i could walk with WASD, pressed D and got shot dead and couldn't figure out how to restart (I know now that Esc lets you restart).
Thanks to HolyBlackCat I was able to play for a bit, but I still die so easy that I don't think I understand how to play. I controlled a couple robots but don't understand how to use them. One that I mind controlled got close to me and then I seemed to lose control as it just kept shooting at me until the timer ran out and my shield dropped.
The game has potential, and is a good attempt for your first jam. I think it would benefit a lot from a Shapeshifting mechanic beyond pushing a button, like evolving when you pick up a heart. It's also weird that the platforms you start on seem to be too high to jump back up to them.
Cool game, and looks great for such a short development time. I liked trying out the different parts. Sometimes when my robot broke apart I wasn't really sure why. I think I was getting hit by enemies but couldn't really tell that's what was causing my robot to fall apart.
The game looks promising, but I think there might be bugs preventing me from getting anywhere. Sometimes I click enemies and absorb their color, but sometimes I click them and nothing happens. Sometimes I click them and I die. I can't tell anything different in the way I'm clicking that might have changed the outcome.
The first time I played i turned green without any trouble, went through the green barrier to the left, then wandered around aimlessly through the maze, unsure of where to go. I found some blue and red guys, but encountered the issue I described above where they just wouldn't get absorbed. I eventually managed to absorb a couple red guys before dying. I've tried playing more, but I just can't get things to absorb after the first few green guys. Sometimes I die almost instantly, sometimes I seem immortal.
Impressive amount of hand designed 3d puzzles for a Compo game. They're pretty easy though. I wasn't sure it fit the theme, but I guess the shape shifting is that you're moving shapes around?
I felt generally confused playing this game. You didn't mention WASD in the controls, so I started by just clicking between Torch, Legs, and Arms, seeing that nothing seemed to change. Then I tried WASD and managed to get down the hall and into another room. But I'm still not really sure if there were other buttons I should be using. While I think arms were used to push buttons, I don't quite understand how they work. And I have no idea how I died.
More sound effects would probably do a lot to turn that around, though. If I can't see what's happening, it would be good to hear it so I have some idea of what's going on, and could add a lot to the creepiness factor of being in the dark.
Also, I had a bug in full screen where I had to click above the buttons instead of directly on them. Maybe because of the different aspect ratio or something? Worked well when I restarted in Windowed mode though.
Good visual effects and audio.
I love the art, but there's not much of a game. There's way too much downtime between gates (just 3 gates and then wait), and it doesn't feel as good using a single button to cycle through the shapes as it would to use two or three buttons, or some other shapeshifting mechanic.
Great idea, and very unique gameplay. I wanted to like it more, but unfortunately I couldn't get past level 2. I have no idea what I'm doing wrong, or how many things I got wrong. Some kind of hint that I can go on to correct the mistake would be very useful.
Wow, impressive variety of worlds for a game jam! I wish the moving and jumping felt a bit better. It's surprisingly difficult to land on an enemy at first, and it's odd how Mario seems to lose momentum when he lands. Maybe the circular worlds caused some complications with that though? I have no idea how you managed to make all of that.
This was really fun! Perfect fit for the theme! It seemed to work well making holes inside my wheels, which let me get the record on tracks 2 and 3.
It's tough to tell what's going on in a game when you have to look at a legend to tell what anything is. I don't know how anyone does it with more complex games like rogue. I was confused by the grenade at first, because the game let me aim with the grenade even though I didn't have enough AP to throw one. I managed to kill a few aliens though. Can the ! spawning places be destroyed? I was trying to blow one up, but nothing seemed to happen to it. I guess if it was possible to damage it, it would change to a damaged icon like the aliens do?
I like the art and sound design! I wasn't clear on what the bird wanted me to do. I guess the gun was the present he gave me, but I didn't make the connection because why would a gun help me with my radio? Then when I used the gun the bird asked what I was doing and that I should be using the gift he gave me.
Really fun controls! I love the music and graphics. It seems weird that you can beat the game without even seeing most of the game's challenges, just by finding the exit once you have the key. I played again to get the hearts, seeing obstacle types that I completely missed the first time.
Wow, the art, sound, and atmosphere in this game are impressive. The gameplay is very unique and challenging. Maybe a bit too challenging, as I thought about giving up a few times, but I did manage to beat it!
Good atmosphere to the game with the music and dim lighting. I wish the check points were more frequent or something, cause I die a lot and feel like I have to redo too much of the level. A lot of these deaths are based on things I couldn't have known beforehand, like having to use the correct Red statue, but not knowing what path i'm closing off by using it, or which door will be unlocked or whatever. It's fun learning from the mistake so I can get it right next time, but it can take a while to get back to where I was.
Great atmosphere with the music, and fading into the menus. I lost instantly a few times not realizing I was supposed to use the spacebar to move up at first, but it made me laugh that it was asking if I wanted to play again before I even did anything. I'm pretty horrible at this kind of game though, so I didn't make it very far.
Wow, this game is really impressive. I love the music (which makes me think of metroid). I was a bit confused at first, until I read on this page that I had to go back to the base to upgrade stuff. Then when I saw the red guys, I didn't think my green beam did anything because the enemies don't react to the attack at all until they blow up. But I got the hang of it, got some big tough robots, and played for about 18 minutes. Great jam game!
I love how the theme and visuals fit with the music, and the symbols for sound effects.
Good job putting in all the details that often go missing in game jams, like a full background and good sound. I wasn't completely clear on the rules, though. To build a pyramid, I'm supposed to murder the slave drivers? It didn't really seem possible to finish a section without killing them because they kill the slaves and then stand in the way of the stone. But then I'd lose health for some reason, maybe because I killed too many slave drivers but this was unclear to me.
Really cool lighting effects, and a very ambitious game. It's a really good start, but I wasn't sure what I was supposed to do. You didn't list the controls in the game or in the comments, so I jammed buttons on my keyboard till my character moved and shot lazers. I read your comments about unlocking doors, but took multiple deaths before I ever figured out what a block was, and had to read the ini file to figure out how to move it. Still never managed to find a block and a switch in the same game soon enough to move a block onto one.
Really clever idea changing the rules as you go. I wondered how someone might use the theme of ancient technology to really guide the gameplay, and you did it well by having someone attempting to interpret the rules of some bizarre ancient game.
I like how this hits the ancient technology theme in multiple ways, including ancient 80's games on CRT screens. It's tough to avoid those spears!
Clever coming up with a game mechanic based on ancient technology, instead of just using the theme in the art.
Fun game with a good message! Great art, and cutscenes! I was surprised by the ending cutscene though, because I only had one accessory. Were there other enemies for me to fight that I never saw? The only "ability" i got to use was the receiver, and I didn't notice any effect.
Great character art! A fun start for multiplayer, which I can imagine getting better with a variety of obstacles and levels.
Feels like modern art. I wonder what it means. Just moving to the right, like all the other clockwork men.
Good puzzle game. It would help a ton if the puzzle gave some kind of information to show me what's right or wrong. It could be as simple as making tiles that are in conflict flash red when I click the button. With this, there would still be plenty of puzzling over how to fix that tile conflict without making another conflict, just less searching for which tiny piece I got wrong.
@LindenHoltWhittaker I'm glad you liked the chaos! I planned for the upgrades to be overpowered leading to a bit of chaos, but the feedback loop that happens was an unexpected surprise! I didn't realize that was going to be an end game, but I'm happy it is.
@kraiom Thanks! I've only ever made games in GameMaker and Flash, so I don't know how much extra work is in other methods. Mostly though, I think it's just practice making games, especially in game jams.
I love the environment, with the Zelda style rooms. The combat is very unique, but it was really hard to kill stuff. I didn't make it very far. I stared at the flashing death screen for far too long before remembering that you mentioned a restart button in the description.
It felt pretty cool when I had a bunch of farms and crossbows up and running. I didn't notice any bugs, but would have liked something to make it clearer where I can place items. Like making the farm turn red if it was too far away from me or colliding with another farm, so it would be really clear that I couldn't put it there. Also, your "How to play" comments is more of a strategy guide, rather than letting us know what farms do, or what we're supposed to be trying to do.
Great looking game, and an interesting strategy. I love the feeling of spreading out my influence across the world. From here, I can imagine capturing a satellite uplink and sending my data packets to another planet.
I think the trouble I had learning to play at first was all the proper nouns (or at least they felt like proper nouns?) in the description. Mainframe? Data Packet? Fire Wall? I just wanted to know where to click. Once I figured that out, the rest can kind of be discovered through play.
Wow! That was a lot of games! A lot of them feel like what other people could make if they were focused on just one game.
It felt a bit overwhelming at first, which I guess fits the theme well. Towards the end I felt like I was starting to get some strategies to minimize the new anomalies. Good game!
Interesting puzzle once I understood it. I think part of the trouble I had with the tutorial was all the jargon in the text. Without understanding the jargon, I couldn't really understand at first why some moves were considered legal, and others caused red flashing. It was just that first hump though. After passing that first stage, the rest was a fun challenge.
I like the arc that the robot has when you fly diagonally and let go. I think it would feel good to have a little more of that inertia to be maintained when changing directions instead of the direction instantly snapping to directly upward.
Clever idea. It definitely gets rough after you've collected most of those coins.
It was really tough to pull off the jumps even when I could see clearly. It was easier sometimes to just hold down the jump button while moving until I lucked into getting passed some spikes.
Funnest game I've played so far! Some of those drivers are total assholes! Haha
Thanks! I definitely would have added line clear with a little extra time. Maybe I'll work on it a bit longer post jam to add some of the basics like that.
@frescogusto The keyboard alternative is R. Sorry I never posted that anywhere! I'll add that to the description.
@sean-s-leblanc Thanks! In the post jam version, I'm actually making it ramp up faster so you can get to the bigger more awkward pieces before running out of space. But in the long run, I think you might be right about getting there more slowly. Some of the solutions to making the game easier require a bit more coding, like making stuff fall when it's no longer connected to the cell that was supporting it.
@jjjjason Thanks! For the piece generation, it's generating every possible piece of that size and getting rid of any duplicates so the game can randomly pick between them with an equal chance for each piece. And occasionally I have it give you a smaller piece to help you fill in a few gaps here and there.
It seems like the one thing you don't want to do is pay debt. Just don't pay debt and you can be rich and immortal.
It's an interesting idea using one crowded lane for ground based enemies, then flying enemies are split up in different lanes so defenses to them can be spread thinner. I can imagine adding more variety to this, like large enemies that can be hit from the bottom two or three sets of defenses so it really makes it feel natural to build your defenses like a pyramid.
The gameplay ended up being too easy, but I know it can be tough to fit in the time to balance difficulty during the compo.
This gets overwhelming fast! There's little time to get anything done in a day, and I end up picking up cats on accident, having to move them out of the way to get to what I want. It really fits the theme very well.
Interesting idea! The minigame confused me for a bit, because I thought I just had to mouse over the symbols, and couldn't really tell the difference between a successful bullet in the mini game and a failed one. I guess the little sound effect says if I clicked it fast enough?
Interesting idea getting heavier as you pick up coins. It felt a bit too difficult to pick up the coins sometimes, especially in the first level. Also, the walk animation looks backwards.
It's really tough! I like the look and feel of it, and the idea of the game feels clever, but then that's a whole lot of arithmetic to go beyond random guessing. I wonder if it would be more fun without an opponent. Maybe a limited number of cards that run out, so the challenge is figuring out how to use the cards in the right order so you can solve it without running out of cards?
This was fun! Really clever and unique puzzle idea.
This feels ambitious for a game jam, like you had ideas to add a lot that didn't make it in. Some good technical achievements, but not much to do. I wonder what else you had in mind for the gameplay.
Dying instantly from UFO's felt too punishing. It made them feel way too difficult because I couldn't really practice fighting them to get any better at it. When one shows up, either I manage to push the punch button fast enough or I don't, or I'm pointed in the wrong direction, and if I failed it takes a while of loading and then running around before I get to encounter another UFO to try again.
This game looks and sounds amazing! I love the feeling of the guns after the first two.
The early levels could have really used a weak enemy to die in one or two shots from the pistol, because that thing feels completely useless. Not even worth firing it. Better to just keep your distance from enemies at first until you get a better gun.
Great job with the mood of the game. It's a good story section at the start to set the tone, and I like that you let me read it or skip it at my own pace. It gets pretty crazy when you're down to a tiny circle of dim light.
The weapons felt a bit too ineffective. I found that the best thing I could do to stay alive wasn't better fighting, but just never attracting the attention of too many enemies at once. I'd like if my sword attacks could knockback or stun an enemy for just a moment, so I could avoid damage by timing my attack well and then backing off (like a zelda game or something).
Great art in this game! Like others have said, I didn't realize that all of the little guys were banditos, especially since one of them is a star like the main character. The little guys looked adorable and they love cookies, so it just seemed wrong to smack them all. Plus, in the games description you said not to be too rude about protecting cookies, so I guess it's ok that I let the little banditos get all the cookies.
The gun feels great! I just wish there was a challenge to go along with it. A simple way to do this would be enemies that come from both sides, and maybe an enemy that can leap towards you, requiring you to dodge or aim your gun in another direction. Also, I'm not sure why you had intermissions where there's nothing to do but wait.
Makes me think of Aegis Defenders, combining platforming and tower defense. I like how powerful it felt to control multiple guns at once when they spawned close to each other.
This is a really unique idea, and really fits the theme. It took me a little while to figure out I was supposed to shoot the grey part of the block to move it onto the colorful tiles. I think that would have been more clear if it started with the smaller levels, then building up to that big level with several blocks.
@kwisarts Yeah, I was able to add cooldowns to attacks in the 1 hour between GM48 ending and Ludum Dare compo ending. Also the horrible death timer in the GM48 version was added in literally the last couple minutes of the jam, so I was able to take a few more minutes to add a restart button in this version.
Sorry for all the dying out of nowhere! I think it's mostly a mistake with enemy critical hits. There's also the possibility of spending your last hit point, which I should probably disallow. And one way that's a bug, which I kind of think of as winning the game (but it still just says you died)
@ed-b Congrats on beating the game by increasing your health over 2,147,483,647 which gets rounded down to 0 because the round() function in gamemaker uses 32-bit integers.
The floor numbers keep increasing forever, but there's nothing worth doing in the tower after devouring the blade. The plan was to have an item that allows you to buy upgrades when you're not in town, so you could just keep going to the next level without having to return to town, but I didn't get around to it.
It's fun for such a simple game. Clever way of using deck building. Of course a little visual feedback would be good when I successfully fill an order or make an item that's not going to anyone, but who has time for that?
I love the art and how squishy everything is with the beat! I'm normally really bad at rythm games, so I liked that this wasn't too strict on the timing of button presses.
This is a clever idea for the theme! At first I really wished the commands would have been visible all the time, so I wouldn't have to keep typing help, but I guess the difficulty of remembering the commands is part of what makes that genre incompatible. I feel like I got the hang of it though.
I would have liked a way to make more peasants, like building workers and military in RTS games. I think I had a bug losing peasants when I built towers.
Interesting idea, but the physics felt off in a way that was confusing sometimes, like the ball would spontaneously get faster and bounce higher when hitting the ground, and I just didn't feel like I had enough control over the paddles to get the ball to go where I wanted.
Great ideas and very challenging puzzles. I'm grateful for the "Next level" option.
Interesting choice of genres to combine, but I feel like they could have been made to fit better if the planets generated income instead of combat. Then shmup combat could be used to get an edge in battle, helping you win RTS fights even though you're outnumbered or something.
Also, you should update the description to explain clicking and dragging to attack planets. There's no way I was going to figure that out without the comment from @Persijn
Very impressive game. The shooting platformer was fun, and I liked getting new weapons. Very clever getting hearts from the text messages!
It's so tiny! It took a few moments to understand that dice rolling was to get AP, and for a few levels I started to think moving was pointless since it's always better to shoot than run away. But then enemies started shooting back, and I feel like that's where the game really shines, having to roll dice before you can run, and making sure to run out of the way of enemy dice before firing back. I wonder if there's some good strategy with this that I haven't figured out, like holding onto AP for a moment to dodge before rolling dice again, but with the cooldown between dice rolls I'm not sure that would work.
Very interesting combination of games. I'm really bad at rythm games, and kept forgetting which button went with which color. Arrows or symbols would have helped a ton to let me know which one I was supposed to push.