Your PC run out of space by Listonos 2018-08-15T01:24:09Z
Pretty nice. Though I'm not entirely sure if you can actually use those icons for the compo, but nonetheless a pretty good game, albeit basic.
Foon → Ludum Dare Explorer → Users → DrEvilBrain
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Ruin Raider | compo | 3.16 | 3.33 | 4.37 | 3.50 | ||||||
| 2021 | 48 | Deeper and deeper | Deep Trance | jam | 3.16 | 2.83 | 4.00 | 2.66 | 2.50 | 2.75 | 3.00 | |||
| 2020 | 47 | Stuck in a loop | Depart & Derail: A Cooperative/Competitive Railroad Building Game | compo | 221 | 3.57 | 3.60 | 4.00 | 3.27 | 3.02 | ||||
| 2020 | 46 | Keep it alive | KeepAlive | compo | 271 | 3.70 | 3.77 | 3.35 | 3.74 | 3.65 | 3.28 | 3.34 | ||
| 2019 | 45 | Start with nothing | Draft & Doodle | compo | 316 | 3.25 | 3.23 | 3.58 | 3.28 | 2.80 | 2.95 | |||
| 2019 | 44 | Your life is currency | 👥 | Elemental Warfare | jam | 3.25 | 2.66 | 3.00 | 2.41 | 3.10 | 2.50 | |||
| 2018 | 43 | Sacrifices must be made | Trials of K'zhak | jam | 945 | 2.82 | 2.56 | 2.40 | 3.14 | 2.94 | 2.83 | 1.58 | 3.22 | |
| 2018 | 42 | Running out of space | S.T.A.C.K.E.R. Clear Bag | jam | 593 | 3.38 | 3.32 | 2.72 | 3.37 | 3.17 | 2.70 | 3.96 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Decked Out, a Dress Up Card Game | jam | 1072 | 2.86 | 2.85 | 2.97 | 3.25 | 3.10 | 4.12 |
Pretty nice. Though I'm not entirely sure if you can actually use those icons for the compo, but nonetheless a pretty good game, albeit basic.
Beautiful. Brought a single tear to my eye.
Man I loved Micro Machines! It's probably still my favorite racing game to this day.
This felt like a really great spin on it. Would love to see some kind of versus mode off of this concept.
Really pretty game. The game gets pretty hectic since the colonists build so fast later on. Really hard to keep up.
Also the engineer model kinda reminds me of Lord Phobos (the guitarist) from Tupperware Remix Party.
Really awesome concept! Definitely the most interesting thing I've seen yet. Great mechanics. I'll definitely have to look through the source code and see how you built this.
Really basic concept, but well executed! If the lettering on the people were larger and more distinct, this would be a flawless game.
I really like that effect where walls reform with ASCII characters. Always love to see stuff like that.
The music was some very nice ambient stuff with a great beat. Kinda like a more upbeat Metroid style thing.
I didn't quite know what I was doing when I got to the open ocean part with the skulls. Maybe I just didn't get them all, but when I died the level just reset.
The dash mechanic is super strong just because of how fast you go. With a nice juiced up camera system this would feel amazing!
A nice variation on a classic.
The camera lagging a little after your input to turn is a bit disorienting, but overall the game is quite well done.
Man, it was going so well until gen 7. The upright Xbox 360 really got me.
I don't know if I'm doing something wrong, but I can't place a tile regardless of what type of tile it is or where it's being placed.
This is a nice concept though. Kind of reminds me of this one 2D browser MMO that was like a weird platformer/Minecraft style building thing. Don't remember what that was called. The background music is quite nice too.
Really cool concept. Would like to see something like this fully fleshed out. It could honestly be a roguelike metroidvania almost. You would have the whole get killed by anything in one hit thing, but also have a randomly generated map where you need certain upgrades to access certain areas.
The music was awesome and the game had really frantic gameplay. Really well done!
The little camera view of the alien chasing really reminded me of MGS2 where you can see enemy guards breaching a door to enter the room you're in.
The split actual images and digital drawings idea is pretty neat. Almost reminds me of some of those parts in Spongebob where they motion tween still images.
I didn't actually make any of the audio (except for those little bleeps during the traveling animation).
@g4m3m4ni4c You can double click useable items in your inventory to use them.
@inateno You can actually reach the Chernobyl nuclear power plant, but haha good luck getting there. This is partially based off my first experience playing STALKER Shadow of Chernobyl.
@witylernn Did you hit the Continue Traveling button? That's used to travel to the next event, whereas the checkmark and X buttons are for making decisions during an event. When you start the game, you have to begin by traveling, which from then on you'll make a singular choice given the event. Then you can contiuously travel and make more decisions!
@frank-gevaerts I was originally planning on having mouse over descriptions of every item, but ran out of time. The text that appears when you use an item describes the effect. I deliberately didn't include any numbers in those. I was also originally going to not have the numerical versions of your 3 stats on the bar, but kept them in just to make it really obvious when you have critically low amounts.
@darkguardsman The game's mechanics and name were based off the idea of constantly juggling items through a very limited amount of inventory space. You'll never quite know what you'll want or need in a given situation, but you can only carry so much on you at all times. So you're running out of (inventory) space.
I wish I had more time to balance the game rather than making the core mechanics. Right now it's pretty much all over the place in terms of how good certain items are or if certain items even have a purpose at all.
Some items were purposefully made to be junk items (like the rocks and sticks) but some were meant to have a purpose, but was never properly implemented (like the hazmat suit).
@sebastian-m I've found that WebGL is always a little finicky for Unity. If you have an issue, try one of the standalone builds. They're there specifically for that reason.
Also, a bit ironic that the intro music is not fitting for the game since it's literally a song in a STALKER game and probably the most iconic one. I suppose it isn't fitting because it's a very happy song compared to the overall dark and depressing theme in the STALKER games.
@dj-depressive The Metro games were actually made by ex-STALKER developers (or at least the original team at 4A Games was comprised of a lot of them). In many ways, Metro is a spiritual successor to STALKER.
@siimer That was originally part of the plan, but I had limited time and at that point made an event system that was so hacked together that it would have taken far too much time to implement a non binary branching event system. Definitely something I want to do eventually though.
Kind of reminds me of the stuff I made when I was first starting out making games. Keep it up! Game jams are a great way to get better because making games is pretty hard, especially under such tight time limits.
On a side note, for the future try uploading something on itch.io. It's probably the most popular place to host games, and it's probably also the most convenient way to do so.
The art and music was pretty nice, though it was kinda hard to follow what exactly you were supposed to do and what the story was.
Nice old school text adventure. Pretty funny one at that too. Perhaps a bit unintentionally funny with the very old school ability to try to do any action on any object (things like screw astronomer are nice). The part with the shoehorn was quite good.
This game could really really be a big thing post-jam. Like Papers Please, it could be a huge exploration of all these moral choices on who to reject and who to bring in. It also can be a huge exploration on the realities of global climate change and how that would affect society. Lots of great potential.
Quite a good game given that you built your own engine essentially.
Maybe this game would benefit from full 360 degree aiming? It would be almost like a twin stick shooter. The way it's currently set up, the less room you have, the harder the game gets because you have very limited areas where you shoot. This way you could also experiment with other things like crabs that walk diagonally or along different zigzagging patterns.
Greetings Citizen Dave-O-DBL-1! For your excellent contribution to Alpha Complex's monthly happiness to brain scrubbing ratio as mandated by Initiative 58B-3J35-S34682.1, you have been awarded the Hero of Our Complex Award!
For any Citizens that are not familiar with Alpha Complex, it's the very excellent setting in the equally excellent tabletop roleplaying game Paranoia. Because Citizen Dave-O-DBL-1's game is entirely set in that world, an understanding of Alpha Complex and Paranoia as a whole greatly helps to make this game a FUN experience! Remember, happiness is mandatory. Unhappiness is treason. Treason is punishable by death.
Jet Set Radio? Always appreciated. Movement feels amazing. Would love to see this get fleshed out into something complete.
I'm curious as to how you made the potato quality filter though. It's definitely the kind of aesthetic I want to experiment with.
Lots of mechanics for a jam. Really impressive with how much stuff you made in so little time.
Incredibly witty writing. Deadpan humor fits the setting and theme so well.
Great variation on snake! I really like the music.
Also, what's the font you use on your itchio page?
EDIT: Found the font: https://www.dafont.com/04b-03.font
Fun art and fun writing! But why does the bee not have wings?
Definitely one of the most polished games in the entire jam, let alone the compo. Looks amazing and has nice music. Definitely would like to see what the altar mechanic brings in a more fleshed out game with more complex puzzles.
I'm not really a huge fan of platformers, but this is pretty cool. I feel like its a little punishing in terms of how much slime you have. It really makes it so that you have to micro-optimize at the later parts. But besides that, it's a really cool thing.
I'm not exactly the best Tetris player (have a buddy of mine that's super into Puyo Puyo Tetris that I consult whenever I see insane Tetris shit) but I can definitely appreciate a gravity system. It's not exactly the newest idea around, but I don't think I've ever seen a Tetris game where you can just delete pieces that aren't even necessarily Tetronimoes anymore, but then trigger a gravity system above.
I couldn't test it myself, but I'm curious if you have some of the more advanced stuff included like T-spinning.
Graphically amazing for such a short amount of time. It's really well polished too!
Took a long while to get used to this, but it's a fun and really bizarre story. Vaguely reminds me of the old Hitchhiker's text adventure game in terms of humor.
Simple, but fun. Watching all your miners chip away at the dirt is satisfying.
Really like the art. Strong black and white aesthetic on the UI reminds me a lot of the early Mac OS and dithering always makes everything better.
Sorry for doing this so late, but I really like it. It's a pretty funny game and it's decently well polished. In particular, even small things like blood splatter and the vacuum spinning animation add up.
The only gripe I had with this was that I never felt that teleporting was really a sacrifice due the over abundance of chickens in each level. Then again, I only felt like I had to teleport once or twice per level.
The game currently is far too easy to just cheese by spamming axes everywhere. But regardless, that still makes the small ents an issue that can really only be reliably dealt with by using torches. It's a pretty alright thing all things considered.
The game goes by super quick, but maybe that's not necessarily a bad thing. I guess if anything it makes the sacrifices a bit more meaningless if you can't properly understand what you're sacrificing to begin with.
Sorry it took so long to rate, but definitely one of the most amazing super minimalist games I've played in the jam. Gives me a big Reigns vibe.
Change Log: * v1.0 (Dec. 3, 2018) * Initial release * v1.1 (Dec. 4, 2018) * Fix broken player attack animations
@lizouille There's a 1 second cooldown on the dodge so you can't just spam it everywhere. I wish I made some kind of animation to make that clear though.
@sketchycode @justalocalhero
I really did want to mess around and make hitreg/combat overall feel better. Currently, there isn't a whole lot of visual feedback in terms of when attacks actually connect. The animation system is a real mess, so I'm sure that's part of the problem. If I had more time I would have liked to make a better hitreg system and add sprites for when enemies take damage.
@phearbot
I ran out of time when I was working with the whole sacrifice weapons system. Right now it definitely doesn't feel like it's doing a whole ton even if you get something really good.
@rs11s21n @jfraser314
The animation system is all sorts of hacked together spaghetti. It's definitely not just a value reversed because in my testing, enemy sprites will reverse in correlation to facing direction and distance away from the player. It's definitely something to do with the NavMesh Agent, but I couldn't locate it yet.
@limnori Thanks for trying it out! I brought this game to a local game playtest that happened a couple days after the jam ended. The consensus was that dodging was definitely a little wonky. Definitely needs some kind of visual feedback and longer distance to be more useful. Also more i-frames.
I wanted to make all the weapons more different and have different hitboxes and properties, but I couldn't implement that in time for the jam.
The game definitely was considered pretty hard. I think it's mostly just because of the linear progression the game has.
@sevkron There's a lot of stuff I wanted to add but couldn't. Primarily different weapon properties and overall more variety in enemies and weapons. I intentionally wanted the game to feel ambient and slow, but maybe that does clash with the combat even at this speed. I wanted combat to feel fatiguing rather than empowering.
This is definitely the kind of thing my game was going for when I made Trials of K'zhak, but darker and slower paced. The different weapons make the game constantly interesting, which I wish I had time to implement in my game.
Great overall!
I kept running out of ammo pretty quick, but besides that, the actual gameplay felt fine.
I really like the monster sprites. Kinda reminds me of the stuff I would draw for fun.
Great core mechanic, though it can definitely be polished even further into something really great. A scrolling camera would help, maybe even a fast forward thing so you don't have to wait for the king to slowly go across each screen to see if your placement on the last screen is good.
Really interesting interpretation of the theme. Awesome to see a completely procedurally generated game.
But man, I'm so bad at Super Hexagon.
I love all the insane trickshots you can do in this game by bouncing off the terrain. Luxor, Snooker, Octo, Move Along Magic, are pretty fun when you ignore the gimmick and try to just maximize money by making wild shots that ignore the entire map. In the end I think I got a pretty alright score
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I do want to note that on the Luxor level (level 5), you can take out both of the paywalls with a single 3 coin, though it is bit a tricky to line it up.
Man, I love typing games. The overall game was pretty alright, though I felt like it was too easy (but maybe that's just because I play way too much Typing of the Dead). The time I didn't make a net profit was the very last day.
@lyrcaxis In elementary school I used to play chess and YuGiOh by myself because I didn't have many friends. I later ended up discovering chess and YuGiOh puzzles where you win in X amount of turns.
But I didn't know until pretty recently that sometimes it's more fun to just play a random board game with strangers. The best times I've had at conventions were with random people with random board games I've never heard of. Discovered Bunny Kingdom that way which is one of the best Richard Garfield games, if not his best work thus far (and this is coming from a huge Netrunner fan).
Great to see an oldschool FPS with a twist. I've been playing a lot of DUSK and I feel like that's made me a bit rusty in movement. Maybe I should play through Quake 1 again.
The controls are a bit clunky, but man the game was really fun despite that.
My roommate unironically liked the part where it made his eyes defocus while playing.
Gonna get an F+ on my next discrete exam now
The piece generation felt like it was from a bag like Tetris.
Buff boomerang, axe is too busted
I unlocked the "black diamonds" thinking it would be something else, but it was just floating torches until I got the walls. Then they became nonfloating torches.
Good for 3 AM relaxing on the couch
Nice spritework! Very Earthbound-esque in certain aspects (like the textboxes).
@fictions There is a rule for time constraints so that you're forced to draw things in a relatively short amount of time. The official written rules for time constraints is between 1 to 15 mins, but honestly after playtesting a bunch, I think it should be something closer to 30 seconds to 5 minutes at most.
@tohubohu Nice! I had to pump out a lot of weird drawings given the constraints and theme before. In the banner for the game, the bottom right drawing is "Donkey Kong" but drawn without using my hands.
Logical conclusion: place spring so that you immediately spawn inside the launch pad, then use your height to go inside a catapult and yeet yourself to the chest. Use speedboosts whenever you can.
I couldn't get the loser upgrade selection to work on a PS4 pad. Also, I would really like to use the dpad to move in the game.
I really want to see a more fleshed out version of this, but it already feels like a pretty finished game. Amazing gameplay loop already.
very nice scary monster
The level transition animations are super sick. I like how you incorporated the kanji for the level numbers behind the kanji for the level name.
The lighting system was great! But man, I don't think I've ever seen a normal sword so broken in one of these games.
I like your non-Cirno, non-Rainbow Dash, non-Stocking OC
I need a speedrun strat on those mazes
My roommates said to say that this game describes them, but I don't know what they mean by that (as in I don't know whether they're the ones cleaning constantly or not)
I ended getting something like 30 cacti per tick. This game is good.
Loving the Killer 7 aesthetic on this one.
Would love to see this mechanic fleshed out into a full thing. When is Cat Dead Redemption: Undead Nightmare going to come out?
I wish I could move all my units at once and auto end the turn when I'm out of combat.
This game reminds me a lot of Captain Imposter from the Captain Forever Trilogy. Definitely worth checking it out for a very similar gameplay loop while also not being the typical Feeding Frenzy or Spore style of gameplay.
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I think I won. When is Person 5 Royal for the Switch going to come out?
The "note" collision feels off because the different notes have to physically collide with your shield. I like how it feels like it could be a very solid rhythm game, but because the notes have to collide with your shield, you really have to move far in advance of the notes to make sure the shield actually moves to the proper direction you need it to be in.
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My roommate and I had a great time. Might very well be the best game we played all week.
I couldn't quite figure out what the point of keeping the light on the solar panels was for. I had the light on the crops for at least a day while the water pump was running the entire time, and it felt like nothing in particular happened.
Always wanted to make something in the PS1 aesthetic. I read through your post-mortem (really cool stuff btw). Is there any further insights in how someone would go about trying to make something like the PS1? I don't have much experience in 3D modelling, rigging, or animating though.
The lack of sound effects was definitely jarring. Maybe you should also start with 2 random spells, because the starting spell can't even kill most enemies in one cycle. I couldn't find any new spells in any of the generated rooms either.
@peterfiftyfour One of my goals was to provide kind of an arcade experience in terms of difficulty. I originally was going for a Tapper clone, but ended up with something pretty different. It definitely gets to inhuman levels of difficulty quite quickly though.
@neithernathan It's actually not made in PICO-8. It's made in TIC-80, another fantasy console.
@fiakaiera Thanks for the extensive feedback.
* I wanted holding to move because its far less straining to move quickly by holding. This was partially inspired by the Delayed Auto Shift and Auto Repeat Rate mechanics in Tetris (https://harddrop.com/wiki/DAS). This allows you to quickly and precisely move a certain amount of lanes/columns over in a consistent manner. In retrospect, I wish I spent the time on adding configurable DAS and ARR instead of polishing other things that weren't all too important. I configured the DAS and ARR settings to be comfortable for me, but it's not going to be comfortable for everyone, allowing you to overshoot or undershoot depending on what you prefer. * I'm not really sure why I never mentioned the packets dropped counter in the tutorial. To be honest, I only put the malware there because I thought it would be easy enough to figure it out after a run or two, and it's another way to calculate some kind of score since I don't really have a score in this game. The UI was supposed to be like a firewall log file that just shows your stats for post-game rather than a UI you would actually look at in-game. * A lot of TIC-80 games have it far worse in that department. I think a lot of it comes down to how you create SFX samples in it for use in the tracker. It probably also sounds a bit blaring because it's a really high pitched chord across 4 channels, but I found that removing the highest pitched channels made it sound too unlike CANYON.MID.
@aurel300 The difficulty scaling was intentionally made to make it so packets would move faster than you at a certain point. I wanted difficulty to ramp up to literally impossible levels of packet speed and throughput to make games last at most 90 to 120 seconds at the absolute most. At the slower speeds it's a lot easier to move horizontally in reaction to oncoming packets. In fact, it's optimal to do so. However, later on I wanted people to end up having to position themselves far in advance to optimize the time they have to react to an immediately coming packet and any future ones.
This game was the most interesting way to have the theme of _Keep it Alive_ so far, due to how it's an escort mission where your escort's actually trying to kill you.
Every other _Keep it Alive_ is about some defense target, but this one actually makes you hate your escort.
Scarily similar to the original concept for my game. Seems like the malicious traffic generation can be weird though sometimes. I had it spawn pretty much on the entire screen within 10 seconds of a run.
I could only find 4 out of 6 endings. No clue what else I could do. Also no GF, so I'm big dead.
I didn't play it
Super tight game and gameplay loop. Fell out of the world a few times, but hey, that's part of the experience, ye?
Probably one of the games that fit the theme the most.
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I really like the sacrifice mechanic, but I think the attacks are too slow.
It's like, pretty cool.
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Had the carrot get stuck on the ledge right as I ran out of hunger.
I like how you all added something very interesting to a very stagnant genre (timer based minigames to the room escape genre). I would really like being able to save after each major checkpoint though. Dying immediately to the C4 after escaping the bear trap felt pretty bad.
Really love the DOS game style aesthetic the game has. The music and voice samples really helped for it too!
I like how you can use the enemies to hit the buttons to your advantage. I pretty much never had issues with them pressing buttons accidentally though. Might be interesting to see different enemy AIs that could you could try to manipulate to your advantage.
I'm glad to do my service in creating the Zone.
I'm 20. Is that really what being 80 is like?
Made it through to the ending. Didn't run into any bugs though.
tchou tchouuuuuuuuu
Definitely want to see a full version of this game mechanic at some point.
Love the Diablo 1 aesthetic. I found that you could prop surf off of the lizard thing by jumping through it after picking it up. Was pretty fun.
@eptwalabha * At the start of the game, the train's speed is 1, so you will have 6 passengers in the train. Passengers aren't a resource that you have to manage. They're just the scoring system. * Moving through tiles does now make the train slow down. Speed is just how many tiles the train will move during the turn rather than how tiles it has left to move that turn. If the train enters a train station with 6 speed, it will always have only 1 passenger board. * Passing your turn is something you would only do if you don't want to put down a track tile, remove a tile, or change speed. Very situational.
I know that the whole point is that you're supposed to be stuck in the loop, but being able to fly out of the loop made it way more fun and enjoyable.
I felt like it was far too easy to out DPS the bosses, but besides that it was pretty fun! This core mechanic is pretty fun and definitely could be more punishing if you had less health.
why is this called crappy dragon quest
Felt like it was far too easy to heal through encounters, especially when a full heal only cost 10 gold.
Love the text font. Definitely copping it for the future.
Absolute madmen actually made a VA-11 HALL-A fangame. Legendary.
Feel like the card based reaction system could be very compelling if it were fleshed out further.
definitely need to put a giant play now button for my future games
https://youtu.be/2aegP8j5al0
haha funny guy fall down
I deleted my Tombagotchi with the game files. Does that make me a murderer?
Big fan of tactical turn based combat. This went right up my alley. I've always liked the idea of fighting in space while having to deal with gravitational orbit. Really great and polished game. This could be a really successful game as a post-jam product in my opinion.
The only thing I would want to be able to do is change the key positions away from CVBN. Otherwise, this is a really solid rhythm game.
Easily my favorite so far. 50 credits for you comrade!
The text editor was pretty neat. I suspect that Vim style shortcuts were planned due to how Ctrl-H works. Also, whats up with using Horst-Wessel-Lied with the sickle and hammer?
Easily my favorite so far. 50 credits for you comrade!
The text editor was pretty neat. I suspect that Vim style shortcuts were planned due to how Ctrl-H works. Also, whats up with using Horst-Wessel-Lied with the sickle and hammer?
I don't even know how you actually made this all by yourself in such a limited about of time.
That being said, I really like this game even though I generally don't play city builders. I generally find them pretty boring, but this was a fairly relaxing game (except for maybe the rabbits blinking in and out of existence). The music really reminded me of the only other city builder I actually really enjoyed, Glittermitten Grove.
There's very few things more satisfying in this entire jam than just dumping your entire hand into a room and laying waste with rockets and buckshot everywhere.
Simple, but with enough randomization of shot trajectory I think you could get a pretty solid mobile game.
Really awesome even if the multitasking can be difficult. Makes for a really good challenge, especially on the hard versions of the levels.
Another game going heavy for the humor I see. Didn't think I'd ever woo a fish into jumping out of the water and into a bucket. Guess they can't really do a whole ton about being quickly replaced by another fish due to the whole no water thing.
Art reminds me of one of the Rhythm Heaven minigames.
Honestly kinda reminded me of shooting spinning targets. Defeat the good old spinner, but this time its a tiny disk that zips around while because someone else is trying to shoot it too.
Very simple concept executed quite well! Took a bit to get used to it, but pretty fun. I think I did 4 or so laps around the circular track before I eventually crashed.
Didn't think I would ever own a pet Cacodemon. Only thought I would ever be the one shooting them.