Ursa Miner by Will Edwards 2013-12-21T21:52:00
dat Goldeneye controllers. Nice atmosphere. - notdrnick
PS: drnick has a shitty computer and is sorry for not being able to play this game
Foon → Ludum Dare Explorer → Users → drnick
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Rune Stacker | jam | |||||||||||
| 2014 | 31 | Entire Game on One Screen | Doktornix And The Fetch Quest | compo | 958 | 2.78 | 2.38 | 3.23 | 3.84 | 2.75 | 2.54 | 2.80 | 2.59 | 52 | |
| 2014 | 30 | Connected Worlds | Title Unknown | ||||||||||||
| 2014 | 29 | Beneath the Surface | Ground control to major Tomashevsky | compo | 837 | 2.89 | 2.57 | 2.55 | 3.26 | 2.65 | 2.79 | 2.61 | 3.03 | 77 | |
| 2013 | 28 | You Only Get One | You only get one digit! | compo | 744 | 2.71 | 2.25 | 3.67 | 3.73 | 1.15 | 2.36 | 2.09 | 79 |
dat Goldeneye controllers. Nice atmosphere. - notdrnick
PS: drnick has a shitty computer and is sorry for not being able to play this game
Awesome art! Unfortunately a little slow on my good ol' ENIAC PC
The mechanics aren't very clear, but still it's very symbolic. Also, cynicism is the only correct look upon our life as humans.
Good!
Very good! Brings me memories of my Game Boy Color! Very good idea you had to use those graphics!
lol
Very nice
Linux version said:
./thesidekicks: error while loading shared libraries: libnss3.so: cannot open shared object file: No such file or directory
libNSS is an cryptographic key management library, why does it even use it? Couldn't test.
this game has nice graphics and audio, but is unplayable, would really like to play it after some edits, though.
I don't know why you made the canvas so big if your graphics are pixelated, it couldn't run smoothly here. Otherwise very nice.
Interesting, but I couldn't get through that passing in the top of the wall.
Took a few attempts, but very fun
Sounds didn't play here, the walking animation for up/down is weird and implementation of the theme was very poor. However it's an interesting acomplishment for an 48h game.
I liked it so much that I even created a bot to spam it!
http://gameprogrammersnotebook.blogspot.com.br/2013/12/my-code-you-only-get-one-pixel-bot.html
I don't even knew what I was doing
Very fun, yet the controls are a little confusing
Nice, but incredibly hard. Hardest I have seen on LD.
Really awesome.
your warmup game is very well made, very realistic, much like hunting dinossaurs in real life 10/10 - notdrnick
^ Forget that, it's my troll friend spamming things with my account. He was talking about your Turing: Dinosaur Hunter game.
It's confusing
The best "You Only Get One Button" game, so far.
WebGL is power! Down with Unity!
Very interesting, it's nice to see someone else creating a game from HTML elements/Javascript just like I did. Except you did it better, because it's a funny adventure instead of a boring mathematics game. >> http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=11663
This is ridiculously hard. Beat the left one, kinda figured how to beat the brain but couldn't do it. Didn't finish. Grrrrr. Still voted generously
Interesting effect with the outlines!
The music is quite annoying, and I think the physics needs more fine tuning.
On the third level, I had the princess land on the red square, yet I didn't go to the next level, instead it said the princess had pealummeted. You should check if the princess is atop the red square. I then gave up.
The strong points of your game are humor and originality.
A great game indeed! I always appreciate destructible scenario. Remembers me of Mega Man. It's funny how both our game's stories have to do with landing in strange planets :)
Best LD game I've played so far! Nice music, amazing concept, good level design, and beautiful GB-style graphics!
P.S. the following levels suck:
16 - Because the exit isn't obvious or deducible at all.
23 - Because it's doing the exactly same thing perfectly twice.
My finger is numb now
Since the theme is nowhere to be found, I refrained from voting in the case someone might interpret it otherwise and vote with more wisdom than mine. The graphics look good, but Unity.
I second what has been said about relaxing on graphics and engine and focusing on gameplay and story, as I think this milks more from games as an art form and LD should be about making art with games as a medium. However, I certainly picked your game from the others on the rating menu based on GFX, and I believe you are getting a lot of five starts in graphics, so I think you might be going for the top few in GFX. It's a legitimate goal, if it's yours, even though not the preferred by the community.
jsmars, you should have used "D" to skip dialog after the landing, as the instructions say. One takes the time to write instructions, and people don't take the time to read them; then they go hating on my game.
PapyGaragos, the speech is Russian, synthesized with eSpeak. Then I opened it on Audacity and did equalization to remove frequencies below 150Hz and above 3KHz, applied a 140dB leveling and added white noise equalized in the same way (to look like it come from the same source).
While your game's great fun, it isn't very creative or deep.
Is this game about me? :P The music is a bit generic, so do the spiders. Some of the spiders look like they lay on one neuron, but actually lay on another one. Still, it's a nice concept.
Really good. Some suggestions:
1) Multiply the score by the average fatalities from a nuclear strike. Exploding 17 nuclear submarines and saving 85 people seems ridiculous.
2) Saving "souls" is a break from the soviet theme, as the Soviet Union was an atheist state, and expected high-confidence officers to hold it.
3) Add a cone of "light" (visibility) to the front of the submarine, like in rnlf's game: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=30930
Too hard to kill enemies, too hard to find items, too hard to hear the detector sounds.
Nice game, something that would make Pirulla proud!
Should be bigger, you had enough time to make a bigger game.
It looks very good already.
Since the player character is supposed to be named "Clara" I suppose she's some kind of Samus type?
Perhaps you should make the glass helmet break if you go head on into a planet, or make you die if you collide too fast.
The story seems interesting and it was nice to follow it with the recordings.
However the gameplay isn't very good. Everything moves boringly slowly. The gravity could be greater. The walking pace of the player could be faster. Even the monsters and the shots of your gun are so slow they don't look very dangerous. The elevators take forever to go up/down.
Level design also isn't very rich. There are some blind jumps where you can't see if you'll fall to your death or land on the next platform you have to go.
It would be nice to have checkpoints in such a large game, but instead you have to start from the beginning if you fall. Otherwise the game isn't too hard, because it's so ridiculously slow. I'd like to complete the game for the story, but without checkpoints it'd be such a pain to do so I must refrain from going beyond the sobbing voice recording.
Very interesting and certainly innovating concept. I like the way you used genetic algorithms. Also, having water mechanics was unexpected: many of us would have just made some semitransparent blue rectangle. The music complements the game quite well. Also, what Custard Games say is true, but it won't detract from the game as you have a choice to use it or not
Too simple
Your game has an immersive atmosphere. It's well executed. The shaders (or whatever ways you used to implement illumination) fit well. It's nice that you had the time to write different types of AIs (that one that makes the screen go red then goes away is pretty scary). However, collision with scenario is pretty annoying and difficult, and resets the game, impeding progress.
Congratulations for the innovative game concept! I also liked how you emulated the retro game look by making the planet look like a low poly polyhedral. I think your stars effect for the background is somewhat broken though as stars seem to spawn more in the left corner than everywhere else.
Best puzzle game I have played so far in this LD! Nice job, it's hard to come up with original ideas on so little time
Very creative usage of physics engine! You have accomplished well the goals you set to achieve this LD. The boss battle is the best I have seen in a LD game. Quite epic. Reminds me of Shadow of Colossus.
This seems like it would be a good game, but it's too short and unfortunately I had to rate it poorly. The part that actually has to do with the theme (the part beneath the surface) is "to be continued"!
It could move a little faster
Hahaha funniest LD entry I've played so far
This game makes very little sense, if any at all. It's more of a demo of Unity's capabilities with very simple physics and controls than a proper game. When you have such a powerful tool as Unity at your hands, you must set yourself apart, compensating with quality.
Great job!
Your game had very very good storytelling. The ending particularly was surprising.
The music is good too, the main music fits the fighting well, and the ending theme reminds me of House's opening song for some reason.
The gameplay was fun and varied, which I always like in games, specially LD entries, even though I didn't know how to make the mace red.
I saw the source code and your custom language, and it's really awesome! You never expect such technical geniality in a LD game, specially with all those easy peasy engines people like to use in LD.
A shame it isn't a bigger game.
The game's instructions don't explain the game adequately. Also, I recorded your morse code and found it to be -. -... -.-. -... -.-. ..-- - .- ---- .- .-- - -... -.-. ----- ...--... -.-. ..-- - .- ----- --- -... -.-. ----- ...-- .---- which translated gives NBCBC?TA?AWTBC0?C?TA0OBC031 where ? are unrecognized symbols. Either your morse code is fake or you are simulating some kind of encryption. This is disappointing, as a system to synthesize real morse code sounds is extremely easy to program. This is the kind of thing that catches detailist people.
The idea is good, but there's no challenge at all. Also, your interpretation of the theme was a bit poor.
Very beautiful! The story is interestingly written, the sounds, specially the ones the nodes do as the little circles pass, have a beautiful melody, and the background is very nice to look at (even though it may be the source of the bug I told you about).
Quite nice!
As previously mentioned by many other commentators, the bubble particles give a nice touch and complement the atmosphere, as well as the lighting effects.
The turning mechanic tends well to this type of gameplay.
I'd like to give you two suggestions:
1)Between levels, change the ground/scenery's colour
2)Make the ground/scenery destructible by your torpedoes
I don't know anything about Love2d, but I may actually try to implement the above myself if I have the time.
Good. It seems that the RNG isn't the best though. The obstacles seem to repeat a lot. Also, the lack of sound makes it less exciting.
Quite interesting interpretation, this LD gave us many space games, including my own.
[The game were good.] [...] [But me died too many times for bird's ejecta.] [...] [Please make bird lives lower.]
Nice, but perhaps too difficult
Great game! The concept is good and the art is nice. The newsman saying nom nom nom nom nom nom
The graphics look good, but it's just a post-processing effect easily attainable with Unity. Your stairs can only be walked down, and not up. The side platforms aren't implemented as one-way platforms, so they are quite annoying. There's only one kind of enemy. It's a quite generic platformer. Other than that, it has solid presentation and works the theme well. I only was harsh with the innovation score, because it isn't in any way original.
Too hard, and the randomization of the layers' direction and speed gives an uninteresting luck component.
Still, appreciated it a lot because it has to do with space: I am making a solar system of games. I already have Mars and Neptune, and now I have Jupiter.
It's too hard (perhaps impossible?), but the concept is so interesting!
Your game's concept is very nice and creative. It reminds me of Johnny and the beanstalk.
I understand that your idea was very ambitious (because it was a great idea!) and because of that the game isn't finished, so I leave you some tips if you wish to complete it:
-Make the birds damage the plants gradually. Perhaps make them eat only the leafs, without letting them kill the plant. With this mechanic, you could make the plants only grow if the topmost leaf isn't damaged by birds.
-Make the birds bigger so that they aren't as hard to kill
-Make the genetic differentiation faster so it's more perceivable
-Create more types of seeds and let the player chose which ones to plant
Very good concept. In a game like Minecraft you spend so much time chopping blocks from the trees, in this game you get to see the other side of the coin. Some comments:
1) For a jam game, the graphics are poor.
2) There could be more ambient sound, like in the menu.
3) The game is a little short, and often at the end all the nutrients disappeared and you are left with nothing to do.
4) On how to generate better levels/maps/soil: search on Perlin noise and it's applications in content generation.
Hehehe interesting, but I kept thinking "now something kinky will happen" when I got near to the octopi :P
Nice concept.
It would be better if your view's rotation had acceleration and deacceleration, and the top speed was higher than the current one.
Looks very good, as previously mentioned, reminds me of Alone in the Dark. Howerver the swamp layout could be better.
Good lighting effects, but a somewhat generic platformer. I didn't get what do you mean by "tricks", O key did nothing.
I got a highscore of 529830. Great game, even though your design isn't original. Nice work with the CRT/retro look.
Very good, remembers me of Assassin's Creed.
It's rare to see a multiplayer game in LD and even rarer to see a good one.
GARBAGE DAY!
Quite small. I get you are a beginning developer, so I hope you keep learning to develop games.
This has nothing to do with the theme.
The "fuel low" warning is too small, I once died just because I hadn't seem it. other than that, awesome game.
Crashes a lot.
Crashes at the end of the level so I couldn't play it entirely. Good game though. I like the graphics. The slurping animation is very good/funny. Also, nice engrish. It's always interesting to hear man-made MIC sound effects.
Interesting game, there are very few FPSs with random level generation. The bullets on the ammo boxes look like dicks.
Interesting the way you implemented a small RPG system, such things always take adaptation to fit into 48h and it's nice to see when people achieve that. You could've added more types of enemies. Also, it would be nice not to have to click repeatedly to walk/attack.
Very good! Some people above complained that the situation should have been more explained, but I think this would detract from the experience: imagination is a powerful tool, which evils are they hiding from, there are so many options, the nazis, the mafia, etc. Very good indeed.
The strong point of this game is it's graphics. The animations of the creatures are also very well done, specially the green eelish one.
Nice, but either add customizable controls or don't use the shift key as Windows keeps opening the adherence keys window.
testing123
very good game, the only thing I didn't give you 4+ stars was theme because the theme interpretation you used is the obvious one
Quite well made, the difficulty is very frustrating, but I guess that is intended.
The mechanic is very unoriginal, the game is quite short and there is not much challenge. However, the graphics and their style are very good.
Very good rxi!
Certainly beats most games on the graphics sector, and overall your game is so well finished!
I'd like to know more details about the lighting system later, perhaps we talk on IRC.
A shame you didn't get to finish the damage system, but even though you are invulnerable, the game is still so interesting, simply for the exploration!
Even though you can expect some poor theme ratings, I am certain your game will be well remembered.
I found it quite fun and played until I got to the highscores (3rd place). It is interesting how the snowballs regenerate your life, but also make you bigger and easier to hit by the cars, so there is an strategy in getting hit by an equal amount of snowballs and fireballs.
Very fun! Perhaps the most fun game I played so far.
"Bumper... uh, snowmen?!" - Bill
I played for some good 20 minutes vs. awsumpwner27, we got 80s max time I think.
I loved the sounds! psssshhhh prrrrrr pooow
The music is also very nice and soothing.
The idea of the letters is also a creative take on the theme.
However, I found your game very hard. I couldn't beat it after many tries. As I wanted to see the ending anyway, I opened the web console, selected the embedded frame and typed "create_enemy=function(){}" to disable the enemies so I could finish the game, and even so I took 115 seconds! Perhaps you suffered from the gamedevers bane of misjudging your own game's difficulty.
What did you use for this game? Z80 assembly or a C compiler? If the later, we could talk about it @ #ludumdare, !leavemessage for drnick
Quite limited, also the idea overall is quite nonsensical. Perhaps you could explore this nonsense idea and make something dada.
Very nice to see a adventure game in Ludum Dare, in the way of those old Lucas Arts games but also with the fine (and certainly time-efficient on your part) black & white art of games like Shadowgate.
I specially enjoyed the gameplay in that it is all very logical and makes sense, unlike the fridge logic we often see in those.
The story of the game is also interesting and the opening sets well the atmosphere. The music sits nicely with the game albeit a little generic.
Definitely gave you some good ratings.
So interesting to see a RTS in LD!
It is also interesting to see that apparently all team members cooperated in the making of the game, even surprisingly there was more than one guy doing programming.
I like this unique take on snowmen, and the gameplay is certainly not the usual Ludum Dare games (those mostly being of the action genre). The art is also very creative and nicely done.
The throwing mechanic is actually interesting.
Source of improvement is to implement some strategy over where to throw the line. You could see waves or bubbles in a part of the pond, and if you hit that part, you would get good fish, otherwise, bad small fish.
You could have made the player catch junk sometimes, like the canonical old boot, for humor.
You could have added some sort of challenge, like "catch X kg of fish before the day ends".
A technical improvement: in the future, add ".preventDefault()" in your mouse event handling functions, so that the page won't scroll down, that is specially annoying in the embedded version.
Interesting game, one that I enjoyed for its creativity.
However, I think you got some medical terms mixed up.
I think you have used "symptom" where "signal" should be used (symptom is what the patient feels, signal is something that can be seen or measured) and "prognosis" where "diagnosis" should be used (prognosis is how the disease is expected to progress, or how it has progressed depending on time we are talking about, after diagnosis and usually after treatment if such is available).
I would also have enjoyed the ability to turn off the scanner while I was thinking and then turn it on again.
Also I'd like to reiterate that I enjoyed your game a lot and played it quite a while.
I feel like the exceptions mechanic wasn't clear enough, clarifying it is another improvement I suggest.
I find it very annoying that people create games with spikes that point upward yet kill you even if you approach them slowly and/or from the side. That makes no sense. You should have used some sort of danger that is velocity and approach angle agnostic like fire or even a ball of spikes.
Also, I'd like to note that I played your game to the end, almost two times. The first one I fell through the part of the screen that says the name of the game, then fell off the borders of the screen and never returned. There was a gap in the ceiling of that part that makes it look like it was done in purpose, which is very annoying. The other one I got to the end and only got a "You win!" text, which is quite a disappointment. I tell you that I played it to the end because one of the reasons I do Ludum Dares is so that people play my game, and I realize many people give up easily and do not finish, even if your game isn't that big. Also, even though this comment may sound slightly harsh, it tells you I actually appreciated your game.
Very good indeed! We all knew managore was going to surprise us again. It is nice that you made a game that works well, and is not only based on a cool gimmicky. The game is very challenging. However, you should definitely make progress saving work. It is very frustrating to play as is, without being able to go back, having to play it all in one sit.
Interesting, but the gameplay is repetitive, and standing is the corner is a too simple yet definitive strategy. I think most people didn't realize the scenery is destructible, which I think is a very cool technical aspect. I think you should make the radius of the scenery destruction on impact larger, add some different snowmen AI, make them throw snowballs and add different missions and levels and weapons.
As some other commenters I am not a fan of this type of game, however I think yours is well executed and sets the atmosphere nicely.
I think you had a very creative usage of the theme. Your game definitely should have been longer, with progressively less time to accomplish the tasks.
I played it to the end, even though some jumps were very frustrating. This is a very complete game for your first LD entry. I also did like the story and how you established it with a beginning a middle and an end.
Quite interesting!
At first very hard it seemed, but then ancient strategy of standing in corner found I.
I am going to suggest that you don't host your games on Gamejolt, Gamejolt sucks. Choose another free solution like Google Drive. Also, you should use .preventDefault on your game's keyboard input event handler function, as the page kept scrolling up when I pressed up to fly.
The graphics are very good, so I think this your best skill at the moment. The gameplay and execution is otherwise very lacking. This is not only about the immediate close on 0 health and the lack of menu you mentioned, but also the fact that Santa apparently does not attack you. It is not clear that you have to attract the spiky things to kill Santa, and the player may have killed all of them. Since you need to, the cane is useless, you should just run for it while attracting the enemies.
I realize that the limitations of your game may be in part due to Game Maker bullcrap (I think your version is not the complete version, perhaps a trial version). You should definitely find something else to do games with then. If you want to go into programming without GM, I recommend you Love 2d with Lua (I don't personally use that, but it is very good and very beginner friendly).
Here I was, playing a game called "Train your Jedi" (by user Jarry) thinking it was your game due to rxi's bot lack of user search hit precedence. I thought it was very weird it was a Flash game and not a Unity one.
On your actual game, it gives me good memories of pointing that gun at the television (mostly it was used to shoot that stupid dog in the other game).
The game is creative, though we can't call it original, as that kind of gimmick has been already used in games such as Super Paper Mario and Fez. Your execution suffers from having the player move ridiculously slow for no reason. Also, those flashing blocks are a detraction from the otherwise puzzle focused nature of your game.
I was thinking "this game is not very rnlf-y" but then that ending!
Very good graphics indeed, am happy that your recent work on depth-buffer stuff paid off.
Expected some more gameplay though.
We shall talk on IRC about the noisy lighting.
I absolutely love the 80s aesthetics in this game. I am a fan of 80s aesthetics in general, see my site at www.kdrnic.xyz which is heavily influenced for example. And you explored them rather skillfully. The music is great!
P.S.: BR BR HU3 HU3 HU3 o/