Tiny Worlds by unigee 2012-04-25T12:44:00
good music
It seems some planets have higher gravity than others but there is no visual indicators of that!
Foon → Ludum Dare Explorer → Users → DomNomNom
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2015 | 34 | Two Button Controls / Growing | Shot Snap | compo | Innovation | 4.60 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Training Loop | jam | 1296 | 3.13 | 2.72 | 4.25 | 3.65 | 2.65 | |||||
| 2015 | 34 | Two Button Controls / Growing | Shot Snap | compo | 335 | 3.42 | 3.45 | 4.60 | 1.79 | 3.32 | 2.50 | 3.67 | 32 | ||
| 2015 | 32 | An Unconventional Weapon | Weird Recoil | jam | 20 | ||||||||||
| 2014 | 31 | Entire Game on One Screen | Save The Cities | compo | 314 | 3.44 | 3.50 | 2.44 | 3.89 | 3.78 | 3.31 | 35 | |||
| 2013 | 28 | You Only Get One | One Pot | compo | 935 | 2.35 | 1.81 | 3.78 | 3.00 | 1.53 | 33 | ||||
| 2013 | 26 | Minimalism | Nesting | compo | |||||||||||
| 2012 | 25 | You are the Villain | Troll ball | compo | 353 | 3.00 | 3.07 | 3.36 | 3.27 | 1.60 | 2.29 | 3.73 | 2.83 | 24 | |
| 2012 | 24 | Evolution | Pink Swarm Evolution | compo | 270 | 3.15 | 2.65 | 3.50 | 3.20 | 2.35 | 39 | ||||
| 2012 | 23 | Tiny World | Get Tiny! | compo | 628 | 2.67 | 2.91 | 2.09 | 3.27 | 2.45 | 3.09 | 17 |
good music
It seems some planets have higher gravity than others but there is no visual indicators of that!
often in non-completable levels. getting stuck on walls isn't fun.
It seems it's possible to glitch death by holding down escape
Very loud audio
I like the ship control and the little rotation inertia.
It kinda sucks to have to start from the tutorial every time.
There is no indication that the grey-moving things kill you instead of being evolution-blobs
(I played the web version under FF14)
Could do with a soundtrack.
OMG the text colouring is burning my eyes!
Unplayable on ubuntu 12.04
Error loading /select.wav:
java.lang.IllegalArgumentException: Invalid format
Exception in thread "Game Thread" java.lang.IllegalArgumentException: Master Gain not supported
at org.classpath.icedtea.pulseaudio.PulseAudioLine.getControl(PulseAudioLine.java:89)
at engine.util.Sound.setVolume(Sound.java:23)
at engine.util.Sound.play(Sound.java:61)
at com.MainMenu.update(MainMenu.java:31)
at com.Screen.update(Screen.java:32)
at engine.graphics.Display.run(Display.java:54)
at java.lang.Thread.run(Thread.java:679)
Parralax background would've been nice.
The difficulty curve felt more like a difficulty drop.
My j button feels a little spammed ;)
I don't think the space age was neccesarry, there seems no goal there. i found a green sun but it only seemed as a background. I quit on level 25.
It seems physics is affected by framerate and therefore not completable on my notebook.
Very vaired game, it seems to have some lag/physics/timestep issues. have a read: http://gafferongames.com/game-physics/fix-your-timestep/
Very nice, consistent art style.
nice game mechanics on the enemies.
The guitar solo at the end of each level feels rewarding :)
Fairly challenging levels :)
Window is too large for my laptop.
Theme is not really reflected in gameplay.
quite long loading times for restarting a level.
You seem to use windows line endings for your linux .sh file! >:(
Some fairly challenging platforming.
The lack of in-game control hints made me discover suicide and next-level before jump/shoot.
making enemies respawn when re-visiting a place is kinda bad.
There seems to be no way of getting past the black-ground-guys without taking damadge
The punching somehow just feels awesome! :D
@KevinWorkman This one is not based off any of the processing examples. I am also using a completely different data structure which potentially allows more than one object at a position at a time.
My initial idea was to make all movers have colours and if they collide they would combine properties. But a working, interesting and game-like model for this was out of the scope of getting this done in my 48 hours.
also, quoting from the rules: "Base code and personal code libraries are allowed, but should be declared and shared with the community prior to beginning your entry. To do this, make a blog post. "
I made a blog post declaring FireEngine beforehand.
The screenshots are a pretty accurate representation of the game.
the hero feels too random and therefore
1.) it doesn't feel as rewarding to dodge him
2.) getting hit by him causes "oh, come on! >:(" moments
I love the game mechanic of stacking guards and bouncing them upwards!
You should've explored this more :D
population keeps growing by 0.128, no matter what the multiplier is.
The enemies often spawn on top of the thing you're trying to protect
Monochrome suits this game very well.
The game lacks objective, but maybe deliberately so which is interesting.
A soundtrack would've been nice
Graphics are fairly consistently good.
The gameplay is very simplistic and easy. once the single enemy finds you (you don't have to look for him) you just face him and shoot. there's no tradeoffs and the time pressure is not really a used factor since it's more of a challenge to not kill the enemy in the time than it is to kill him
Would be nice if you had some sort of rating/submit system for user created levels.
Maybe consider making a subreddit for this
Nicely done.
the difficulty curve is nice.
nice sprites.
Sound would've made a big improvement
Overall the difficulty curve was fairly good except at the end. There is becomes much easier since once you have the sword you can just stand in the corner and wait for the game to end.
Some UI feedback:
the shadow of the falling enemies should indicate what enemy is going to fall and also should fade in.
The stats at the bottom need units rather than just the format "number (number)"
I don't like that the explosions get to you and prevent you from firing more bullets when you fire fast.
In the final boss battle there is no way to tell whether you are making progress in killing him.
Otherwise a solid game
I don't like that the explosions get to you and prevent you from firing more bullets when you fire fast.
In the final boss battle there is no way to tell whether you are making progress in killing him.
The explosion sound is way too loud and it's white noise.
Otherwise a solid game
Wow, I can't believe this is not a jam entry. :D
The quality of the platforming is comparable to Super Meat Boy.
It also has very nice touches like the small random floaty things and the small birds on the left.
Very nice that you dampened the jump sound the pure 8-bit sound would be too sharp.
The only criticism I have is this: it seems to be required to restart (r) when collecting the reward for the 7th (bottom) trial since it is not possible to get back up normally. I guess this may be fixable by putting one-way floors in above that reward.
I find that it is hard to evaluate whether one round of the game was a success or not. I always get lots of stats at the end. The game never tells me what stat I should aim to increase the most (money earned or fight length?)
some round-to-round progression would also be nice.
is a nice effect when the walls break.
I feel like there should have more game mechanics rather than just the physics simulation.
for instance invaders that you have to chuck out of the cargo lock.
This is because otherwise the only strategy is to clump up the valuables securely and wait.
Directional lights may work be more suited rather than just point lights.
this seems to require XNA but you don't ship it with your game so it crashes on launch.
I like that it is possible to infer a story from your game mechanics eventhough everything is very minimalistic
Sound would've improved it a lot.
After figuring out the strategy for killing the hats the game became quite easy.
In the v1 version, I stopped after 116 kills since it didn't seem to get any harder.
Well done for making it run in that small of a .exe
Getting a 404 error on the page
Voting should be enabled now. sorry guys
The game looks gorgeous and also sounds nice. My main criticism is that important information on how to play the game is miscommunicated:
When I first started the game, I didn't even notice the text on the side as the challenge was already on and I was blasting away at the towers randomly.
There seems to be no way to see what the maximum tower height is or what specifically to do to reduce tower height. Since big text at the bottom was "tower height" I presumed you just had to dig all the towers as low as possible.
Also the placement of the functions is really awkward as the player constantly has to look back and forth between the corner of the screen and the center. Wouldn't it be better if the two options were on the left/right side of the crosshairs?
I haven't found good use of the sin and rand() functions
they don't seem to do enough to affect the towers.
I find some of the x*x function name misleading: x*x acts more like 2*x rather than x^2. at low values of x (between -1 and 1), x*x should decrease (tend towards zero)
Overall I still enjoyed the experience given it's very appealing presentation.
Managed to clear easy+normal and get to the boss in hard.
I find the difficulty curve is quite well balanced between the three difficulties.
Some criticism:
- at medium and hard difficulty the boss uses the same coloured projectiles as you do, making them unfairly hard to spot when they are coming straight at from above.
- there is no game over screen after you kill the boss
- there is no clear indication that your hitbox is only your head and your feet can touch projectiles.
- the game doesn't seem to be based of the theme.
Overall, pretty neat that it's a well balanced bullet hell for the GBA
Interesting combination of Sokoban and a company of myself. Once I've started typing in here and the game lost focus it was impossible to re-gain focus to the game to continue playing. refeshing the page reset the entire game.
Very well implemented game.
Reminds me a lot of starwhals.
the artstyle and the character select screen are almost identical.
The strategy to win the game is too simple though: continuously charge up and wait for people to charge near you first.
Realistic recoil wouldn't make for an as interesting game mechanic.
Great game.
the bullet hell bits are a lot easier than the sometimes super fast pong balls.
Is some of the content inspired by homestuck?
The music and the player character have quite the similarities
It's a simple game but it seems feature complete for what it needs to be.
The audio does not play in firefox.
For future highscore boards it might be worth to validate the submitted score: You could send a recording of the players inputs to to the server and check that your end up with the same result.
Overall, a small but complete game.
I really like the innovative controls and how they match the quirky wizard going pew-pew-pew everywhere.
Lightning seems to be a bit Over Powered compared to fireballs.
Having enemies that require both types of magic to kill would be a cool extension to the game.
Overall, a appropriate set of unique game mechanics implemented nicely making it fun to play.
The ship building system is quite impressive for a competition of this scale.
Sadly the combat element of the game suffered as a result as it. I was getting this error for multiple tries after playing for a few minutes main.lua:357: attempted to index variable 'b' (but it is nil)
Reminds me quite a bit of Captain Forever.
Neat game mechanic concept although I found it a bit slow to play and do the actions that I wanted
Swapping the semantics for colours/numbers would be quite cool as that way it's easier to preempt when to move away from a small globe.
Well done for having multiple stages that introduce complexity.
Quite a wide variety of possible moves and interactions.
Graphics weren't great but it is a consistent style.
Props for having a nice in-game tutorial.
Overall, I did enjoy the gameplay quite a bit.
Sometimes bouncing the cubes off feels inconsistent in terms of which direction they end up bouncing in.
The yellow-on-white of the player does not provide a lot of visual contrast. Adding an outline to the player would address this.
Do you currently ramp up the difficulty? Spawning less enemies earlier and more later would be a good idea.
Neat little story game. had me entertained for a few replayes
Some of the "Mission accomplished" links don't seem to logically follow from the actions that were taken.
Since browsers remember which links you clicked on, that makes for a nice way of exploring the options
This concept about toying with the illusion of depth is similar to how I've approached designed my game: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=8101
This seems to lack both a win and a loose condition. Giving the player a objective would be a much more compelling experience.
Cool mechanics.
I find that it can be unintuitive to figure out how how the character will jump given how tall they are. If there was a UI thing (like a dotted parabola) that would how me the jump arc it would make it a lot more fun.
Also the speed of the level is quite fast, giving me almost no time to plan on whether I need to grow or stay the same height.
Overall a decent mechanics-focused entry.
Wasn't able to play due to the 2+ controllers requirement.
Whoa, what are you doing with half a gigabyte of assets?
Thanks for the feedback. It's that kind of meaningful reaction to a parameter change difficult to give in general. Maybe having some "debugger" panels where you can see a single state and see the details of the input and output might be a neat idea.
@witekwitek Thanks for playing. Yeah, the game doesn't really stop you from speedrunning past all the fun. Better win conditions was on the list of things that I didn't have time for. Originally I planned to have a zachtronics-style online leaderboard with verification. With programmatic optimizers you can get Level 2 above -200 average reward.
Feel free to add some images of parameters sets that work well.
@simex @cfdj43 I added a debugger in the post-jam version :D
Very well done on the portal mechanics! I like the attention to detail on 90 degree rotations where the controls only change once you are fully through it.
I thought I was stuck in the game until I read the comments here, since I moved boxes into a corner and then activated the save level a bunch of times so when I loaded, I was essentially in the same spot. Maybe prevent saving if nothing has changed?
A minor thing that could be improved: if no movement key is held, the character should keep visually facing the same direction. Seems a bit odd when I press W a couple of times.
Good ambient sound/music.
I managed to get the named tasks done but I wasn't sure whether I've completed the game. I had some objects exit the cube by them flying up when I release them. I'd suggest only making things physics based as necessary, rather than by default. The lack of controls and highlighting of interactibles confused me quite a bit at the start.
Good job finishing a game with a little bit of story! I liked the pixel art at the story moments. For the levels try to keep a consistent resolution rather than mixing high res with low res textures on the same screen.
The main things that I would suggest improving is the movement mechanics: Having no acceleration and more direct velocity control would make the character more responsive. Box colliders are more reliable for players compared to circular colliders in a 2D side-on game. This should also prevent being able to do super jumps on the sides of some objects.
It was difficult to figure out what to do with the gems but I eventually got through it. (be careful of accessibility problems, e.g. hearing-impaired, color-blindness)
I like that everything interacts with the single mechanic of the arrow.
I like the minigame approach.
Is it possible to fail the roller coaster one?
That silhouette is a little bit derivative of braid.
The between-scene screens are very nice and chill.
Capture.PNG
Small things to improve: - gun sprites should rotate about their back. An easy hack is to make the sprite be bigger and filled with transparency if you don't want to do the rotating math. - if you use W for jumping, you can use space for reload (as it's a common action) - feedback on hit would make things feel a lot impactful. even just a brief tinting of the sprite. I didn't realize the boxes were interactible until 10 minutes of gameplay as they didn't react to me inial shot.
Overall I quite enjoyed my time with this game
I like the circular level layout and the player-adjusted difficulty. There's a bug where my character keeps moving upon entering a new area and can take damage during the enemy-select screen. Lost a 126 score run to that :(
Sweet idea and camera angles. The highlighting on interactible objects really helps.
I feel like there's not enough player-feedback on the in game actions. I move things around and I don't know whether that was a good or bad thing. Maybe give stanley an indicator of what he wants. e.g. "coffee = <3" I played on a big monitor - maybe the speech bubbles are a bit small at my resolution.
I like the moving space texture and how positively absurd some of the rooms are.
Nice shaders. Great audio quality. Not sure how it relates to the theme.
Specific things that could be improved: - The audio talks about being near a black hole but the sky contains the earth? Maybe a more obviously foreign planet would be good to. - It's easy to look the wrong way in the airlock and look at the wrong door, maybe some sort of basic decoration on one end of the corridor - Couple of cases of z-fighting (two triangles being co-planar) - Try to avoid 100% black rooms makes it difficult to know whether you are looking up or horizontally.
I found it reasonably difficult to attain and keep powerups as they spawn quite close to the boss.
A small thing to improve: Adding a background texture with a few small stars would help give some context instead of just black which makes it hard to judge speed if nothing else is around.
Overall quite good as the flying mechanic is engaging and there is a good sense of reasonable progression towards the goal.
I like the greyscale aesthetic. This game should focus on a smaller set of features and explain those better. The wallrunning in the second level is really not obvious that it's necessary or why it would further progress. That "go through 47 doors with no visible progress" part is bullshit.