Keeping SNES Alive! by drludos 2020-05-05T11:36:47Z
You really need to be on the ball with your... jump targeting? It was fun for a minute or two. No bugs as far as I can tell, very simple but seems to work well.
Foon → Ludum Dare Explorer → Users → Disthron
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Au | Hu | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Sentience Protocol | jam | 2505 | 2.48 | 2.17 | 2.58 | 2.64 | 1.64 | 2.17 |
You really need to be on the ball with your... jump targeting? It was fun for a minute or two. No bugs as far as I can tell, very simple but seems to work well.
Nice looking game, I thought the space was a bit clostraphobic but I did like the Mousetrapesqu gameplay of assemboling the contraption. Though putting it together was a bit buggy. I had to restart a few times because I picked up the wrong part and when I let it go it fell through the floor.
So, I'm a big fan of giant monster games, so A for effort in that aspect. Unfortunatly it was a little difficult to figur out if I was actually hitting the monster. Specially when I was using the lazer and the bombs. I couldn't tell if the health bar was going down. Also the aim of the lazer seemed to skew to the left a little.
Anyway, cool theme.
Some very nice artwork here and I love the use of theme, but with nho way to deal with that one enemy it dose leave a bit to be desired. I cam imagen a Clocktower style parody game with this theme working really well. Where the character is constantly hiding and trying to evade the killer while at the same time live streaming the whole thing.
First of all, shout out for Clickteam Fusion, I'd know that icon anywhere!
Ok, that last puzzle in the first aria was a bit chalanging, though I do wonder why I can make water from all the snow that is around.
Hmm... I think I was about half way through the water puzzle when I started phasing through the floor and I think I skipped most of it.
That was pretty cool. I liked the puzzle, the jumping was a little odd but I finished the game and it was fun. Oh, and the graphics were quite nice too.
Oh man, the gif on this game looks really cool but the download for the windows build seems to be broken. :(
Finally got the download to work and the game was pretty fun! That last wave gave me a bit of trouble, and I never really understood how the screen mechanic worked but I managed to get through it.
I have to say I'm not sure what to do here. The guy walks around a bit and then stops. I get some dialoge boxes but that's about it.
This was really fun. Definitly one of the more complete experiences I've played during the jam. I managed to get to the end. Died a few times but it wasn't too frustraghting. All the mechanics seemed to work well and it all fit the theme of "Keep it alive".
Really good.
So I was not able to survive more than a a couple of seconds. I think 17 was my top time. The tall buildings were constantly blocking my view and I couldn't zoom out enough to get a good look around. I was constantly running straght into cops that were just off screen, or blocked by a huge building and it really made the game no fun at all.
@wassim I realize you might not have had time to implement something like making the close buildings invisible but I think maybe you should have considered not having tall buidings in your game. If you'd limited your generator to only having 1 or 2 story buildings this might not have been an issue. Just something to considedr.
Very nice use of theme here. However, the tool tip for the med kit says I can use it to heal my comrade but it doesn't seem to work, also right when you get to the med kit is when you need to give your friend a top up.
Aiming at the enemies is pretty difficult too. I had real trouble hitting them, also the bullets just vanish after a while was annoying.
Overall, I thought it was pretty good, but I couldn't figure out how to prevent my guy from not loosing too mucfh blood.
OMG! You get +1 points for being able to turn the sound down!
This was pretty good, though as your movement speed slows down it becomes a death spiral. Also, there is no indication of anything happening when you take a fire extinguisher which is a little off-putting. Like it took me a while to realize that my fire extinguisher count had gone up and I don't think I ever got over it. Even when I realized there was no feedback I would still find myself standing there hitting the key waiting for the guy to grab the extinguisher before remembering that it doesn't do that.
Very frantic, or at lest it was for me. Loved the art style and I think it fit the theme really well without being super obvius. It was very hard for me to both navagate the ship and keep an eye on the gauges but I think people will like that aspect.
It was super cool that this was an actual NES rom, though it took me a while to actually find the game in the folder. The game has a good use of theme but I couldn't manage to get past the 3rd screen. That jump over the gap with the slide kept getting me.
So the cauldren seems to bug out sometimes and stop interacting in any way. Also if you accidentaly pick up the wrong items you can't get rid of them and you can very easily produce a dead-man-walking scenario.
Overall this is definitly one of the better entries I've played but it is way too easy to really mess your self up with no way to recover. I think there needs to be a way to drop items. Also, when I craft a healing item, but can't pick it up. I tried "flushing" the cauldren but then I can't seem to put new items in.
No worries, this is one of the games I've spent the most time on while reviewing games for this Jam. I think if you can clean up the controls and interactions you could have something really fun. I also noticed that things wouldn't always activate straght away. Like simetimes I had to hit the button 2 or 3 times before I could give a house some medicin or put something in the cauldren.
The overall asthetics here are really well done. Graphics and sound really sell the mood and theme really well. Unfortunatley I wasn't actually able to play very fare. There were just too many prowlers and not enough ways to deal with them. Specially when 3 or 4 of them decide to spawn right outside the home building. I spent soooo much time just waiting around for them to decide to wander off. Often the bodies would go off before I could get any into the house.
After playing the game I watched some of the videos on the itch page, where I found out that you could hide from persuers in the bushes and such. This would have been good to know when I was playing. While I knew you could hide in there I'd assumed that once a prowler was alerted they would catch me if I tried to hide in a bush. Also, it wouldn't have helped with the issue I mentioned above.
Also, the one body I managed to get back to the home I wasn't sure what to do with because I couldn't quite make out what the voice over was saying.
Overall, I think if you fine tuned where the prowlers spawn and maybe gave the player a way to get them to disperse if there are a bunch of them blocking your path you'd really have somethign here... and what was the point of having those buildings you can go into?
So, I found this game pretty frustraghting. It took me a while to figure out how to remove the rocks, that text at the bottom is both easy to miss and dose not stay on screen long enough for me to read in one go. Also your bullets bounce off of things and can ricochet into the truck. So that was a nasty surprize. It made me very hesitant to shoot at the bad guys, in case I missed and the bullets flew back int the truck, but the enemies could just fire with wild abandon. Once the enemies appeared the truck dies very quickly. I felt like I couldn't leave it to clear rocks up ahead and it wasn't very fun for me.
Maybe if you had some kind of mini-map with a radar that indicated when the van was under attack?
I think this really needs some more balancing and maybe a tutorial. It took me a while to figure out that the heart was loosing energy the whole time so I wasn't sure why I was dying. Also, even once I had figured that part out. By the time I'd figured out a plan for a room I was almost out of heart energy and sometimes the room would not reset, and dump me back to the title screen instead.
Perhaps consider only taking heart energy away when the player drops a move point or is damaged instead of having it drain constantly? I also felt the movement was a bit slow. Like the character was walking in molasses.
So, no one else seems to be mentioning this but when I try to play the game it constantly moves turns to the right. It's like I've got the right direction constantly held down and the player spins in place. I can still move forward and holding to the left will turn me left until I let it go but I can't really navagae or aim properly.
@pr00thmatic Yea, that was one of the first things I tried. I even tried unclugging my mouse and keyboard.
Hi everyone. Thanks for your feed back. I have done some minor bug fixing, so the text should stay on screen long enough for you to read now. Also, the text box, was actually blocking the logic ability, because, even though it was invisible, it was still a ray-trace target.
@weeping-rupee Hi, thanks so much for playing our game on stream! That's so awsome. It uses the color pallet of the Commadore 64. ^_^
@zchen We really ran out of time on this one. We wanted to have a whole systme where the people in the crowd would question you arguments, and you would have to make an apropriate repsonce to keep them invested. There is also a bunch of stats going on in the background that maybe we should have shown somehow.
Hmm... the while line seems to be going through the enemies sometiems it dosen't seem to hit. Also I don't think you start out with enough ammo. I think every death I've had has been because I ran out of ammo.
If one of the head butt zombies reaches the plant it dies so quickly I'm not sure what the point of it having more than 1 health point is.
The controls were very solid though.
I quite enjoyed this. It was one of the few games that actually managed to finish. It was a little confusing at first but I got the hang of it afer a while. It would have been cool if I could have smashed the buildings in town but overall I thought it was really fun.
So this was super frantic. I think it might have been better if the foot paused between stomps. Like if the shadow would hover toward you for a moment before stopping right before the foot comes down. As it stands I think it's a bit too frantic to be really fun. There is not moment for you to take a breath, and as far as I can tell it just goes on until you die.
My record is 59.
Not really a fan of the bump to interact style of roguelike but this was pretty fun. Not sure what was up with the tree in the top lefthand corner though.
The art is really nice. Really gives the game a good vibe. Thought I could not get the brain through so I don't know if anything happens at the end.