Connecting LD30 to the Real World by Will Edwards 2014-08-26T20:54:00
That's awesome ... thanks for this entry ;)
Foon → Ludum Dare Explorer → Users → Donar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Storage Guy | compo | 135 | 3.65 | 3.61 | 3.35 | 3.93 | 2.87 | 2.86 | 3.00 | 64 | ||
| 2015 | 34 | Two Button Controls / Growing | Jumping J.A.C.K. | compo | 320 | 3.44 | 3.28 | 3.89 | 4.00 | 2.23 | 2.71 | 2.42 | 58 | ||
| 2014 | 30 | Connected Worlds | Bi-Bob | compo | 319 | 3.45 | 3.08 | 3.35 | 3.87 | 3.06 | 2.82 | 2.67 | 3.29 | 99 |
That's awesome ... thanks for this entry ;)
I like it very much. Have to rate it a bit lower on Innovation though, because it just feels like a single player "Ibb & Obb".
Pretty nice concept. Feels sometimes too easy and sometimes too hard though. Happened a lot that I kicked a planet out of the screen.
I like this a lot. Now I'm sad, that I have an iPhone ;)
Well done, dude. The first runs was over pretty fast because I'm an atheist but now I know better ;)
Nice idea to disguise as a person everyone knows. This way you know exactly what to do, when you get stuck.
I liked it, so have a good rating ;)
I really like the thing you did with the perspective. I think the controls feel a bit weird but still a nice game.
The Mouse won't stay in the game window ... made it horrible to play. Even on fullscreen I was fucked by my dual monitor setup.
The game pretty much looks like AntiChamber but I don't think it feels like AntiChamber. Maybe I was too stupid to progress but I always ended up in similar rooms with different colors and went then back the the eye. Turning around just cought me in an infinite loop.
I wasn't able to finish and after like 8 colors I stopped, because of the mouse cursor issue. Looks fine but isn't really innovative, since it's an attempt to rebuild another game (on a smaller scale).
I love this concept. Changing from 2D to 3D is not a new concept but the gravity chane makes it more interesting than other titles that use this mechanic.
It would've really benefitted from some sounds but other than that, I'm impressed.
Wow, this one is pretty awesome. The controls feel pretty good, the level design is great and it looks very professional. Usually the LD games either look or feel bad, depending on the specialization (gfx, code etc.) of the developer - you on the other hand did pretty much everything right.
Nice little game and pretty challanging. I like challanging games but not being able to replay the level I already reached lowered my "Fun" rating a bit ;)
I like this one a lot. Very cool idea.
Very nice ... I like to see an online game.
The explosions take hours to go away and their hitbox is bigger than the visual area, which is annoying ... but it's fine, I like it.
This one is pretty awesome. Pretty impressive piece of eye candy for 48 hours development.
Nice little game. Very good ambience. A projectile of the boss killed me though, before I could realize that I had to fight something ;)
Nice that you attempted to make the music yourself. The loop is very short and gets annoying fast but I appreciate that you tried to do it yourself.
It's a nice and simple little platformer. Not over the top but I liked it anyways.
Nice game dude, I enjoyed it.
@ShellfishGames: The purple block transfers a force from one world to the other. It's pretty much a jump pad that is activated by the char of the other world. I though people would figure that out, since they had to collect the pickup on the ceiling.
I experimented a bit with the controls and I had it inverted once. I didn't like it though, because on symmetric parts of the level, where you had to control both characters at the same time, it was way to easy to just push the same buttons for both characters. About the W vs. S to jump - I didn't put much thought in it, since I created it for the XBox Controller, on which jump is on the trigger.
@Robinerd: The "bi" is just used because it means "two" and you control "two Bobs". It just sounded good to me, because as a german I pronounce it like "Bebop". There is nothing more to the "bi" in the title ;)
Now that I think of it, it almost seems like "coming out", because of the rainbow colored background - but no, I'm not gay or bi (Not that there would be anything wrong with that).
The control with the arrow keys instead of A and D is in combination with the mouse a bit annoying. Nice little game though.
That's really nice. Simple game mechanic but pretty effective and fun.
Nice and simple idea. It sometimes doesn't react on my clicks though. Also the Missiles can go trough other planets when they targeted a planet behind it, so I shielded the wrong one.
Pretty nice game ... would totally play an online mode on my smartphone ;)
That was great. Nice style, ambience and story. The message of this game is sad but true ...
Dude, you heared that a lot but this is awesome. So far my favourite.
It might not be the game with the most complicated code or the best 3D Models but that doesn't really matter, does it? You did a great job on the voice acting, it didn't get boring just listening to you and well, the secret ending blew my mind ... I was not expecting that.
I like puzzle games and I'm usually not that bad in them but this one is bloody hard. I really like this one, awesome job!
I didn't always get how the thing will split. An indicator would've been great but well, we all know that the time was fairly limited.
Pretty awesome game. I love Graphics and Audio. Not quite sure if I can count two buttons + mouse movement as "two button controls" though; It's actually only two buttons but if I don't count axis or pointing devices, I could've created something with two analog sticks, two triggers and two buttons ;)
Anyway, great work!
Very nice implementation of both themes. Great Audio and Graphics and it's fun as well.
Great Art and Great Sound. The Game itself is also pretty neat. I find it really hard to control though. Especially when I want to stop rotating and it take like a second to stop - sure, makes it look more smooth but it makes it also really hard to navigate.
Anyway, an overall well-made game.
One of my favourites so far. Not because of the great mechanics but because it's creative, funny and pretty well produced.
I made it to the top, yay. Had great fun with this one. Pretty simple idea but really well executed.
Nice, a Rock, Paper, Scissors Deckbuilding Game. I like that quite a lot. I don't know about the theme ... "Grow your deck" sounds like you tried to put the word "grow" somewhere. Anyway, it's a nice game, so you get a good rating from me - a little bit less for the "Theme" category ;)
Nice one. By no means a great game or a challenge but at least I fought some potatoes today and killed the potato king. I'll tell this tale to my grandchildren one day.
For some reason it was funny ;)
First of all, I disliked the keybindings a bit. As a German, the position of the Z and Y keys are switched, so controlling it with a German keyboard layout feels a bit weird ... but I'm not rating that, just noticing it. There are also other layouts that might have problems with A and D and probably you wanted to avoid problems with those layouts.
Anyway, since it's necessary to open the menu and drag and drop icons around to progress, I would say that the "two button controls" theme wasn't well implemented here. It would've been better if you had one action key and one key to switch actions. Also a keyboard controlled game feels weird, when you have to use the mouse in the middle of the level - that might be the keyboard layout issue again, though (since I used two hands on the keyboard).
It's a nice little game though. Nice audio, which creates a nice mood. For a Jam entry probably a bit too less but as it seems you worked alone on it, so it's totally fine.
This is a really great entry and it looks gorgeous. Sadly you didn't meet the Compo deadline but it's impressive either way. Sadly there is only one level - I'd like to continue playing ;)
Nice, I didn't expect to discover a rather fresh touch on a "Breakout" game. Good Job!
The only problem is, that the angle never changes, when the player doesn't bounce the ball back. Some not rectengular hitboxes might have been interesting here.
Since this is a Jam entry, my ratings have to be a bit harder than for a compo entry. It seems like you chose the Jam for an extra day and to not upload your source code but anyway, you could've used downloaded assets in the Jam, that would make the game probably a bit more enjoyable.
It might be fun to play but when teleporters were introduced, the game got a bit annyoing. There is no way to tell which teleporter leads to which other teleporter and the cell often just runs straight back through the teleporter, since it follows the mouse - in the worst case you crash into a wall because of that. You could've color coded the teleporters or something like that, so the player knows where to quickly move the mouse to.
It also would be a nice addition to add a "speed" key, because it's pretty slow, which is fine in some cases but in an open area that doesn't require precision, it's rather annoying.
The idea is nice, the implementation needs some improvement though. You already stated that it's based off agar.io, so there also isn't much innovation but it is quite fitting to the theme.
I don't know the reason why you entered the Jam instead of the Compo but my rating would be much better for a Compo entry.
Pretty repetetive, of course, but a pretty great concept for the theme. It gets really hard when there is a spike an two enemies shoot you from both sides but that's fine. If a game is repetetive it should rather be hard than too easy, because if it's too simple it's just boring.
Fun little game. It's a weird feeling that the flower automatically grows to the left and right but that makes it a little harder, which is fine. It's just a bit frustrating when you want to grow right and the flower wants to grow left, so you go straight up; I can also use that for my advantage though. Probably it takes some training to work with the flow, not against it.
Anyway, simple but fun and the presentation is also pretty nice.
It's nice but not overwhelming. It would've been better to only go with one theme here, because now I've to rate both. "Two button controls" is pretty much there, the "Growing" part on the other hand is kind of there but not really. The game tells me "something is growing" but I don't see anything growing. It's basically highscore game but the score is called flowers and yes, you see some flowers when you fall down.
I think you'll understand that I can't rate high on innovation either. There is nothing "new".
Anyway, it's a fun little game to play and Audio and Graphics are also quite nice, regarding the time you had to create it.
@BROWNY_09: Thanks, I'm happy that you like it.
@GenusNymphicus: I wonder how you tried to solve that level. Did you use your thruster to gain momentum and than swing up or did you just grabbed the ceiling and then used the thruster to fly up? The second solution is much easier; I'm not even sure if the first one works.
@justinooncx: It's supposed to be difficult, so thanks I guess. I would be really sad if someone plays through it in 10 minutes without any problems ;)
@Auroz: if you ever read this, can you specify what you mean by "needlessly complex"? If you, or anyone else, can give me advice on how I do it less complex with only two buttons, I would be very grateful.
@Digitaldude555: I decided against that, because I understand "two button control" as "two buttons only" and not as "two buttons and whatever non-button input device you got".
Since I also made a two button platformer, I was interested in other approaches and this one is actually pretty great. It is sometimes a bit hard to control (e.g. when you want to double jump and suddenly dash in the opposite direction) but at least you found a lot of ways to navigate through the level.
You definitely put a lot of effort into it. When I look at the black and white mini levels from my game, I think that this one was 10 times the work.
Overall great entry!
That is actually quite challenging, because multitasking isn't really one of my strength. Funny little idea. You sure put way more work into the graphics than into the code, which is totally fine but for me that lowers the "innovation" rating, which affects the overall score more than the "graphics" (at least for me).
Since it's a Jam entry, my rating is a bit lower as well. You created it from scratch but you had triple the time of compo entries, so I obviously can't measure it on the same scale.
Great one. A lot of fun, looks good, has great sound, and matches the theme.
The only thing that was bugging me were the controls relative to the character instead of relative to the camera. Well, if it were relative to the camera, there would be other issues though.
Nice and simple game. Not quite innovative but fits the theme pretty well.
OK, I'm really pissed about one thing: Just when I hit 250 coins for the Bazooka, the game yelled "The End" at me, so I would need to replay to test that weapon.
Graphics and Audio are great, but the Gameplay could be a bit more challenging for me.
Also, as a German, I am really offended. Not because the Nazi killing, that's fun, but because on our Keyboard the Z and Y keys are swapped ...
Simple but nice little game. You could've communicated the stats of the enemies a bit better and the upgrades also weren't really well explained.
Nice little game but I find the controlls a bit too unresponsive for it's difficulty. I guess the swiping works better on mobile but will still be not as responsive as arrow keys would be. Clicking doesn't work well, then the room goes where it wants because the smallest mouse movement is registered as a swipe.
I have to wonder how all that stuff got in a room; or was the room built around that stuff? Also, why is all that stuff needed to leave the room? It's not like you open a door with those resources.
It's basically "Hold down space until you got all resources of that category" and you can use all your resources to craft tools to gather resources faster. But you uncraft your tools when you don't have resources.
It's of course very simple and I guess it's one of your first projects. It's expected that early projects are not that great but you should at least try to make it engaging for the player. Here you gave your player a purpose but not a reasonable one. Don't make your player collect tomatos and then reward him with an apple pie; let the player collect apples instead and it all makes sense.
Also, never take something away from the player that they achived. When I crafted a pickaxe, I want to keep that thing. You can give it durability, so it becomes a consumable but don't just take it away for no reason.
Not the most common use of the word "room" but it totally works. It's a neat little Stone-Paper-Scissors type of puzzle; I like it a lot.
It's a bit dark to let someone die because there isn't enough space in the car, but if it's really certain that the car will crash, it's totally fine if you're an utilitarian.
Good Job!
Yeah, I noticed the "enter the boxes" bug but I was to lazy to fix it yesterday, because I had to sleep. When you move too quick, some triggers react wrong and the field isn't put to "blocked". I should've done a Raycast instead.
Yes, the room is too big, so you've to play for a while before it loads up and becomes challenging. The reason for that is pretty simple: It was intended to sort tetriminos that occupy four tiles instead of one (making it a kind of "reverse tetris"). I had a problem with the rotation of the blocks though (I had to check if the target position after the rotation is blocked and also each tile it would rotate over, which I couldn't wrap my head around yesterday), so I changed it to these boxes, because I don't have to rotate them. I probably should've pre filled the room with boxes to compensate the change ... well, it's too late now ;)
Hmm, the controls work pretty well but it's nothing special. Also it is a Jam entry, which further lowers my score. In the Jam you were able to work in a team and download assets; use that privilege when you have it.
For a Jam game it's really far too less to give a good rating.
Nice concept, fun game! Sure it can be improved here and there but for 48 hours it's really neat.
The camera movement felt a bit awkward. I assume you parented your camera to the player character and that's it? Don't do that, it feels wrong and wonky. Rather LERP the camera to the position you would like to have it. You don't even have to calculate that position, if you're really lazy - just put an empty GameObject where your current camera is located and LERP your actual camera towards that GameObject - that's one line of code but it's super effective.
I also don't understand how you decided which ant grants what amount of points. The big one grants 4, the small one 2 and the middle one 1?! The big one is slow and easy to hit, so it should give the least amount of points, not the most.
The gun upgrades I can buy are a nice touch but I bought the machine gun, clicked RMB once and was out of ammo ... that wasn't that great and it took me a while to figure out how to get back to the pistol.
For a Jam entry I usually expect a bit more that this.
This is a really great puzzle game. Impressive!
You should really put that stuff in a zip archive und upload that.
The controls are a bit weird. Sure "R" is commonly used for reload, but combined with left shift as the only two buttons for the left hand? I would've given the character the ability to aim up and down with the mouse and put the weapon control on mouse buttons; that way I would use both hands effectively.
It looks ok though and the music isn't that bad either.
Hmm, I don't get the rules of the "game" and you say that even you can't reliably open the door. There must be a clear solution, otherwise it's not a game but a lock.
I like the idea behind it but without a ruleset that tells me how to win, it's just random clicking around.