Double Kick Heroes by blackmagic 2015-12-16T14:37:00
RIP anybody else's chances of winning first place
Foon → Ludum Dare Explorer → Users → Drury
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Fuel Onward! | jam | 653 | 3.73 | 3.39 | 3.18 | 3.89 | 4.52 | 3.88 | 3.36 | 3.97 | |
| 2019 | 44 | Your life is currency | 👥 | An I | jam | 366 | 3.61 | 3.42 | 3.39 | 3.75 | 4.07 | 3.58 | 3.22 | 3.54 | |
| 2018 | 43 | Sacrifices must be made | Sacrus | jam | 672 | 3.25 | 3.02 | 2.97 | 3.97 | 3.80 | 4.05 | 3.17 | 3.66 | ||
| 2018 | 42 | Running out of space | Gravitwister | jam | 173 | 3.81 | 3.56 | 3.89 | 3.35 | 4.10 | 4.04 | 2.77 | 3.34 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Governmental Golf | jam | |||||||||||
| 2017 | 40 | The more you have, the worse it is | Hyper Looter Shooter | jam | 35 | 4.13 | 4.36 | 3.25 | 3.32 | 4.00 | 3.60 | 4.03 | |||
| 2017 | 39 | Running out of Power | Power Ownage | jam | 310 | 3.52 | 3.63 | 3.10 | 3.16 | 3.47 | 2.47 | 3.16 | |||
| 2017 | 38 | A Small World | Prison Blues | jam | 235 | 3.61 | 3.47 | 3.47 | 3.19 | 3.25 | 4.14 | ||||
| 2016 | 37 | One room | Super Crash Box | jam | 167 | 3.76 | 4.00 | 3.43 | 3.80 | 3.52 | 3.30 | 3.53 | 3.39 | 46 | |
| 2016 | 36 | Ancient Technology | Hero of Alexandria | jam | |||||||||||
| 2016 | 35 | Shapeshift | Cliff Shift | jam | 524 | 3.26 | 3.43 | 3.04 | 2.83 | 3.26 | 3.61 | 3.26 | 3.45 | 45 | |
| 2015 | 34 | Two Button Controls / Growing | Turbo Tram Drift | jam | 261 | 3.60 | 3.56 | 3.33 | 3.70 | 3.43 | 3.70 | 2.83 | 3.47 | 79 |
RIP anybody else's chances of winning first place
The best part is that this is practically a variation of Desert Bus.
You went nuts with the theme, this is genius.
I beat it rather quite quickly, think 5 minutes? But I saw everything you did in the game, that was awesome. Very cool game design. Remided me of Kula World.
Commenting to keep tabs, will rate when it works. Sounds super neat.
Man this is hard. The damn sun just kills everyone so fast.
Very polished though. Like the audio cue when sun gets near and the overall ambience.
Welp this almost crashed my computer.
Short but (bitter)sweet. Super annoying when you get a 15 second timer and the thing doesn't align properly for whatever reason.
Just scratching the theme but very cool nonetheless.
Almost growing, almost two buttons :P
I want to see someone get a ridiculous score on this and upload his run to youtube.
This is like Snake and Agar.io had a baby. Pretty solid combination, slick use of themes too.
Teleporting was a bit of a slap in the face but other than that, solid. Not metal or gear or anything.
I love the movement system, such a smart use of the theme.
This is amazing, that's all.
This is pretty well rounded with surprising depth for a compo game. Great job.
The aesthetics reminded me a lot of Cave Story, but the pumping soundtrack made it special.
No really, am I the only one seeing an armed Mimiga in the main character?
"And so you became a slave for the rest of your life"
Well, that escalated quickly.
Glorious idea mate, listen to the girl, keep the girl.
This is the funniest one so far. Neat gameplay too.
I like the flying tractor part, however the AI of invading dolphins could use some work.
Kind of a shame it's not possible to collect all garbage and not get fired. That's life for you.
Tried unzipping with winrar and 7zip, no dice. Won't run once unpacked.
Windows 10 might be the issue here?
Already had .NET 4.5.2, didnt help.
Oh well.
Amazing, I wonder why you didn't include audio category. The music is absolutely topnotch, especially boss music.
I like how the lumberjacks give you that "I'm smacking your bitch, wanna do anything about it?" look.
Score 125, Highest streak 71, I should be doing this for a living.
If they pay like 2000 for 3 minutes, that is.
At first it was confusing but then the game said "rekt" and that's when I realized I'm actually just playing TF2.
Super catchy music, the floaty controls though. Subjectively I prefer faster pace.
A pretty nice roping game with a simplistic aesthetic. It's kinda weird how you fall off the the level at the end but that's the charm of LD games.
The game feels wrong to play, but the art is super good. Excellent sprites, excellent music, great mood.
This is pretty tough, with steam controller at least.
Some really wild brainstorm you had brewing there! I don't quite get when I aim upwards and overall it's kinda glitchy, I'd prefer simpler approach with a bit more polish.
This is the first deck-building game I've ever played, not much of a card game guy - and I must say, not bad. I'm really feeling it, if you get what I mean, despite the super narrow canvas that is the theme.
This makes me doubt my multitasking abilities quite a bit. Nice use of the theme.
Just sayin if you liked the music, there's more where that came from https://soundcloud.com/snijboer
Of course used with permission :P
Welp. Sorry about that. Didn't have a linux machine at hand.
Oh, RNG distributes trams evenly to the left and right rail so there shouldn't be any -noticeable- patterns.
If I were to let you in on my winning strategy, keep to the right. Trams drive in the same direction as you on the right side, moving slower relative to you so you have an easier time dodging them.
Try and find a speed that you feel comfortable with and memorize the position of needle on the speedometer. Then try and keep the needle around that point by drift-braking. Just drive at your own pace a couple of times, making sure to dodge everything till the timer runs out, then gradually increase the pace till you make it. I don't even brake anymore and make it to the end with 10-15 second reserve, which is something I considered impossible when uploading the game. Maybe should have made the timer 60 seconds after all?
Sparks when grinding are drawn but didn't get in in time. We had some other effects planned but never had the time to implement any.
The score here is the timer. You're supposed to reach the end of the line by the time it runs out. If you crash on the way, you can measure how well you did by it, similar to Super Hexagon. If you do manage to beat the game, you can see how many seconds you had to spare, so you can still improve your lap times, again similar to Super Hexagon.
I'll scrap the timer system once I start fleshing the game out, appreciate the input. Tram chase definitely happening somewhere down the line.
Great feedback dude
Sound effects - agree
Less camera wibbly wobbly - agree
Smoother curves - agree. This was an experiment that turned up negative results.
I find that due to the way they're generated, two trams lock the path when you go too slow, but yeah, nothing you can do about it right there right then. Kinda bad.
I plan on making it into a fully fledged racer with a proper control scheme, but your two-button control scheme is pretty genius. Wish I thought of that back when it mattered.
Particle effects when breaking were planned along with other effects, but none made it in before deadline. I realize how important especially sparks when breaking are.
Yep, it may seem redundant but I have some ideas for the acceleration/brakes that may be too much for just two buttons. I hope to have a new prototype out by the end of the year.
The music was mildly amazing, gameplay was good at the core but needed a bit of UNTZ to it if you get me.
Appreciate your sharing of the rarest of pepes.
Quite a lot of levels, not everything works as advertised though. Sometimes you can jump onto a virus and slide right off like nothing happened, sometimes you can run on opposite colored blocks. I'd prefer less levels with more polish. It would be neat to give the player some feedback on what killed them before restarting, it's kinda abrupt.
Great music, although you never get to hear it kick off. My game also suffers from this, admittedly.
This is pretty fun, although gets very easy once you learn to bunch up the enemies and juke the whole file.
Nearly died at the end, that was kinda nailbiting.
Very neat.
This is super intense, Redline OST has you covered. Seriously when you develop this further, get a dance/techno artist to do the soundtrack.
I kind of want to see you beat it though, with buttoncam and all. I'm having major troubles with a turbo'd controller.
http://i.imgur.com/oJ24NQU.png
Put turbo in the bin, did it with old fashioned arrow key abuse and perturbator's theme
http://www.youtube.com/watch?v=rhALL_krWpQ
My face looked like the guy's by the end.
There's a bug when you let the little progress bar fill up, you won't get the choices as it restarts.
This is more of a one-button game, that's my only complaint. Somewhat incredible, this.
Gets pretty laggy on my craptop, but I guess that's my problem.
This isn't Saturn as I remember it.
It was pretty damn fun, however my craptop ran it at about 2FPS at 28 bats. I must invest in a better machine to win this...
The interesting thing about this game and my rig is that the further you go, the easier it gets, because no garbage collection = slowdown. Also hilariously enough you still turn sideways just as fast making dodging things a joke at that point.
20000 points ezpz
This is like my game, except actually good. Great minds think alike, one just a bit better than the other.
Lacks the part where you twirl a shotgun above your head so fast you lift off like a helicopter, otherwise decent.
Man I'm so glad my car doesn't randomly shapeshift mid-curve.
And doesn't sound like a malfunctioning electric toothbrush.
Neat, my top score is 85
Bit of a shame the collision detection isn't on point, but I like how the game gets easier the more you get shot up, avoids the snowball effect nicely.
As an arachnophobe, I didn't plan on sleeping anyway. At least I can rate more games.
I don't think they will be quite to par though, this is almost steamworthy.
Also, for the next LD, can you make a daylight version where you raze the place with a flamethrower?
Kinda lacks a difficulty curve, otherwise nice.
The frames should last a bit longer though, it's hard to see what you're even using.
This is a really great concept, I'd buy a full game with this mechanic.
This game is a hero in everybody's heart.
It'd be more fun if you could shapeshift with 1,2,3 keys or at least left and right arrow, also my crappy laptop prefers Fastest graphics, this game didn't need all those shader routines running I don't think. It got real laggy real fast.
/shhh, you use the plane mode to win the game
Oh neat idea with the beep, I'd never think of that. Sounds like it'd add a bit to the mood as well.
The idea with the camera was that you look out for dangers, but it seems it doesn't sit well with first-timers. Generally, the game is full of things that don't sit well with first-timers.
Noted for upcoming ludum dares: No weird mechanics.
Combining the fun of videogames with the horror of piano lessons.
I sure do wish I were smart enough to beat hell.
Really cool spin on the old formula. I appreciated the little nod to Tower Bloxx with the umbrellas.
I so wish I could play this!
I won't rate you overall because I can't tell how good the game is if you know how to play it, best of luck.
I think my top score was 155.42562!
Brotip: Don't use decimal scores. When in doubt, do the arcade age thing and have ridiculous scores in the millions.
A fellow silence enthusiast!
I'm not extremely into Hearthstone myself, but I enjoy a little game every now and then. But nowhere in hell would I expect something like it less than here.
My only issue is that the arrow glitched out and I couldn't end my turn, might wanna look into what could have caused that.
Beside the cheesy name, this was all kinds of cool. Nice visuals, mechanics (especially like the title that teaches you everything about the game), sounds, good humor.
Not sure how you're randomizing those blocks, but unless there's a bias towards blank ones I might have got close to hitting the loser's jackpot here:
http://i.imgur.com/Dj0A8ce.png
This is really, really good. I dig the artstyle, the music, and especially the mechanics, not much of this in modern games. Real shame too.
@g_o
Pretty much my thoughts, and when you take that away there's not much else to the game, other than it being kinda well-made (no technical issues, other than the lack of audio).
Holy crap he made an ascii game in Unity.
It even looks really nice, that's not too common in ascii games.
Man I wish I could give some feedback on the code, but it's 5.4 and I'm not feeling like switching to unstable for that.
Just from observation though, it seems you could use a level editor, the tiles look like they were all placed by hand. Also wouldn't hurt to make them static, I have no other explanation for the performance that I'm getting when there's a lot of tiles on the screen (actually I do, I run the game on a toaster huehueh).
I hope somebody else downloads and reviews the source though, you could really use some feedback on that.
This is quite fun actually. There's not much to tell really, the graphics are good, sound effects are good, music's good (if a bit repetitive), there's a mood going on, and most of all, the movement is tight. I'd say the enemies are a bit bullet spongey and tough to manage before upgrades, but after that it's a breeze, especially if you get all of them damage ones.
To improve the difficulty a bit, I think the most straightforward change would be to change the spawns a bit so you don't run into a situation where you're cornered and there's a crapton of bullet sponges charging your butt with nowhere to dodge them, I think this is actually the very first thing that happens in the game. As for things you probably wouldn't have time for during LDjam, it wouldn't hurt to have some ways to play with the enemy, like knock them around and stuff, or some ways to evade a large amount like dashes/rolls. Could also see it working as the type of game where touching the enemy doesn't necessarily hurt you, but instead the enemy has to initiate an attack to hurt you, one that visibly takes a while to wind up so you can see and dodge it. That way you can have fun even if you can't kill the enemy ;)
Also, #JusticeForHa'rabe
I got completely immersed in this, love the retro artstyle with the limited palette and dithering and such.
To break it down:
Innovation: Some of the puzzles I've never seen before, so I guess I'd rate this highly
Fun: I liked the game a lot, but was I having fun? Well, not primarily a fan of puzzle games, so... It was so-so for me.
Theme: Glyphs are ancient technology in a way, but... Probably not the highest amount of points here.
Graphics: As I said, the game is gorgeous.
Audio: Not mindblowing, but pretty good and fitting nonetheless. Lots of points.
Humor: Spider invaders and final pictogram soluion got a chuckle out of me, but that ending... Kámo, nie. To nie.
Mood: The highpoint of the game. Full amount of points.
As a non-ancient non-native non-american, I find this somewhat confusing.
49300
My only complaint is that you don't immediately jump off of a platform when you hit it holding down the jump button, same goes for dropping down off of them. Would be more fun if I didn't have to spam the button.
Other than that, the game is really cool, one of my favorites. I like the lighting and general artstyle, reminds me of Starbound.
Yeah I can see why you'd want to mark proper combinations on paper - I didn't do that and realized my error a bit too late.
Not quite sure if I'd base the core gameplay on that requirement, generally people won't play games with a pen and paper in hand.
Other than that, it was awesome. I really liked the graphics, soundtrack, mood, and the general idea, just wish the game recorded what I'd discovered, it's pretty much impossible to keep memorized and as I said, pen and paper is no replacement for game mechanics.
Man this so damn amazing. All you'd want out of LDjam.
My only issue was the puzzles where you have to scroll platforms through solid obstacles, especially the one with the three ones stacked on top of each other. If you scroll them too far, you can't scroll them back even if you hug the wall and have to kill yourself to restart the puzzle.
I love the mood of this one, reminds me so much of the old Deus Ex, what with the character designs and music and all. Liked the puzzles too, although felt quite often like the game is just making me slowly push those boulders over long distances for no reason.
@Aurel BÃlý
Actually I just used Unity's shuriken system for the particles, it can do amazing stuff really quickly. The bullets took me 30 minutes at best, tracers and ricochets and all. Also, the ricocheting effect is fake as hell, it's just a bunch of sparks being spewed in all directions, but rendering behind solid stuff so it looks like it ricochets - in reality the sparks go off in all directions, you just don't see them.
I won't deny though that the sounds didn't make it in due to poor time management :P Kinda ended up having to do menus and the ending in the last few hours, completely botched that as well. Got some sounds generated from bfxr just before the deadliniest deadline and had no time to implement them.
This is amazing!
Breakdown:
Innovation: I've already seen every piece of this game before, but not in this combination. Really smart!
Fun: There's some depth here, definitely had a lot of fun playing. Very well-designed LD game. Great difficulty curve, easy to understand, even some room for mastery.
Theme: More medieval than ancient, but if there were ratings I'd let that slide and give you 5 points.
Graphics: Not mindblowing but not shoddy either. Never had an issue telling different units or crafting ingredients apart. Half-baked but efficient.
Audio: Not that bad. Never got in the way, and helped build the mood.
Mood: Really good, actually felt immersed like I would in the classics with a similar theme such as Age of Empires.
Holy crap this takes me back to Caesar 3 times, building aqueducts and having them torn down by barbarians.
Really cool and relaxing, really liking the water visuals and sound effect. The hitboxes are a little bit counter-intuitive, I tend to misclick a lot.
I liked it, but it was a little easy, some audio would have definitely helped. I felt there wasn't much of a reason to call security.
I like it when people take the most mundane thing imaginable and make an actual enjoyable game out of it. I'm not even a fan of grid-bazed puzzle games of this type, but this one is great.
What a cute little game.
Reminds me of the 1984 game Alley Cat, similar theme and gameplay.
The control scheme was a bit bizarre for a 2D game like this, but I liked it.
Don't use mediafire pls it has dangerous ads.
This was pretty cool, I liked being fully upgraded and vomiting bullets everywhere. Bit of a shame though that there's no victory screen.
Very nice, especially the house physics. Handles like a real flying house.
I like this one a lot, but I suck pretty hard as a commander since we've been overrun quite handily.
That was more fun than expected! Made it to Wave 11.
I was kinda confused about the upgrade mechanic since there was no visual feedback, it just eats your resources and you trust it to perform better. It would be nice if the turrets actually changed to miniguns or rocket launchers or such, or at least briefly flashed a different color to communicate to you that you've done something.
I liked how you were forced to walk around the place to scavenge for resources, it becomes a nice risk vs reward affair later on.
Oh boy you have to figure things out on a timer in this game, I've made a game sorta like that once. It wasn't a good idea, I think you see why now.
Other than that, amazing art, music and mood.
Also, VOLKOR X IS OUR ONLY TRUE AND FAIR LEADER
Controls a bit floaty for an action puzzler, but I liked it.
It's sad to see young men selling their souls to the devil for the ability to make the best LD games.
Nice game, I got 66 bad guys. Really reminds me of a crappy commie handheld game that I had as a kid, both with the visuals and the twitch gameplay.
I like the art a lot, but the execution is a little wonky. You can place an exit literally anywhere on the screen and nobody can reach it, the pathfinding isn't that good either. As a result, the whole idea falls apart.
I've been playing this game since 1996, my fingers are like sausages now.
ask me anything
I really like the idea, but didn't feel to compelled to actually move around, I just set my guys up to cover the entrances and they instantly spammed down anyone entering.
Since you're looking to take the concept further, I'd advise going with a tactical pause mechanic similar to FTL and more strategic gameplay, with i.e more entrances, different weapon types to use versus different mooks etc. Good job and good luck!
This is actually pretty amazing, I could never code SpaceChem in just one day!
You're not much of a musician, but the sound effects are nice.
I wish there was a way to pause the game, used that in SpaceChem a lot.
The last two levels were super tough, so I'm glad you left the solutions in the gifs on the itch.io page and that I was hanging around on the stream when you said you left the solutions in the gifs on the itch.io page.
Not bad, nice artstyle. I wish the controls were a bit less floaty, same for camera.
@Volcanic Giraffe
Thanks for the feedback, fixed.
@adrian09_01 Nope, Unity 5
For some reason the graphics are frozen solid on my shitty computer, odd. Other windowed gm games work fine. I can still hear the sounds but it's not much of an audio game.
Okay, that was hard as hell. At first I went at 3 difficulty and that attitude lasted me until midgame.
Fun as hell though, I can't believe I've been at it for like 3 hours or so.
The mood is definitely the highlight of the game. The somber combination of art, writing and ambient backdrop give the game a deep immersive feel, even without any music.
Besides the obvious loose ends (each day following "day two" is "day three"), my only actual complaint would be that on my screen (1366x768) some nametags of the ingredients are kinda hard to read.
Definitely one of those LD entries that leaves you wanting the full-fledged product (and yeah I have played VA-11 Hall-A).
I don't generally review LD games before beating them but here we go:
Graphics and sound-wise, solid work as usual. The concept is kinda counter-intuitive (rabbit fighting foxes?) but the game did a good job explaining it so no problem there. Didn't run into any bugs.
I have tried many times over (feels like 50 or so) but couldn't beat it, I'm too dumb except not really since I wouldn't admit that. I mean, it was the RNG screwing me over for sure - can't find any other explanation for me putting myself in a corner and skipping a bunch of tiles waiting for the one that I need, only to die of thirst. It bugs me because I really want to know what happens at the end.
With the very serious general-vibe stuff out of the way, here are some corner-related nitpicks:
Could use with a better indicator of where the edges of the play area are, it's pretty easy to lose track and accidentally drive yourself into one. Also would be pretty cool if the game ended when you reach the edge, perhaps with the rabbit jumping off because why not. I know I at least do feel like jumping off the window when he does that.
Not really, why?
Man I love games like this. Really great job pulling this off, I just wish there was a goal to strive for (there isn't, is there? It gets quite brutal past 2060) I could spend hours beating this!
Didn't even realize I could put improvements on the same tiles as production buildings, the offset on the improvement sprites is quite subtle.
Not often that I lose track of time playing an LD game, again great job!
you put a zip in a zip?
absolutelyhalal.jpg
maybe I'm just stupid but my Windows 10 won't run it
Oh cool I got it working. Thanks!
Honestly I have to agree with stevenjmiller here, the main problem with the game is the depiction of violence and murder.
I mean, the backdrop uses such contrasting colors and is so detailed/noisy that some targets are difficult to spot and murder violently. I'd advise using less saturated/contrasting colors in ground tiles, especially in the 7th level to make it easier to brutally combat innocents (all of which are shooting back at you).
Also the use of guns is frankly quite disturbing in its impact on my crappy CPU. Got 5FPS in the last level at times, to tell you the truth the lack of optimization here is quite offensive.
Also beating the final boss and having it play the first sound effect in the game almost made me jump out of my skin lol
Protip on beating your game: even though machine gun does no damage, if you find one that shoots fast enough it essentially works as a bullet shield. If you keep shooting the boss with it you'll have a much easier time dodging his attacks. It will take a while but you won't get hit.
Neat idea. I like how you can choose whether to roll around a bit or stick yourself to a surface, and have enough time to decide as you fly.
The color scheme is quite rich which is great, but sometimes I got confused about what's in the foreground and what's in the background and didn't instantly realize I could pass through parts of the level.
Other than that, great job.
62710 is best I can do
I like the graphics, the sound effects were non-intrusive which is good, wish there was music though. The game has nukes which instantly makes it awesome, only needs building destruction to make it even better.
What a cool little experience, not only a great idea but also very well executed.
So long and thanks for all the fish!
I really like the diversity of mechanics in this one, actually made it feel like a trippy space adventure. Honestly for your first game this is amazing, my only complaint is that turning feels a bit weird.
Nice game, however it runs oddly slow in the browser. I have a pretty good PC and it's not being throttled in any way, so I don't know where the problem is.
Gameplay wise, the core of the game is good, but there isn't much supporting it. The difficulty doesn't ramp as you progress and the enemies die in one hit, so the fact that your gun has a fast fire rate doesn't really play much of a role, neither does the dodge mechanic.
A pretty good game otherwise.
@3mpty The idea behind that was to introduce a tactical factor to the fight, but I agree it doesn't work at all, especially in the current version where the gun's range is indeed not infinite. I'd change it but it's a jam entry.
@reggnos The energy works kinda like backup health, it starts going towards real health if you don't get shot for a while. I had a hunch doom pros would never get hit and thus not even realize.
Also I'm sorry everyone who got sick, I had no idea that could happen. My previous games with rotating top-down camera didn't get anyone sick to my knowledge, I reckon it may have to do with the introduction of 3D walls.
It's really an interesting phenomenon deserving of investigation.
Well for better or worse it left me wanting more, so grats!
The core mechanic is excellent, wish there was more to the game though.
I like top-down tank games, nice.
This one plays a bit like old Atari ones, which is neat. The only issues I can really see here is the balance, the small tank you can choose doesn't pack anywhere near enough firepower to protect the base, so I had to resort to using the pulse attack, which felt cheaper than it should have been. Keeping myself alive also wasn't much of a problem due to instant healing, I'd prefer to be kept on my toes a bit more. The mechanics are solid otherwise, they just never really get a chance to shine next to each other.
Oh hello there, fellow top-down shooter!
I love the graphics. The environment feels quite immersive, and all the lighting effects really breathe life into the game. The sounds are okay, the music is a little basic though.
I must say though the gameplay has a few issues. Foremostly, the character sliding around doesn't feel too good. A bit of slide a-la Doom wouldn't hurt, but this is entirely too much. It makes moving around a real pain, not to even mention dodging charging enemies and projectiles, which is also where the corridory level design doesn't help either.
Regarding your weapon, it doesn't feel all too rewarding to hit projectile shots. They travel too slowly, and when you miss it's mostly because by the time your energy orb reached the enemy they already decided to travel in a different direction. There are no prediction shots in this game, which makes the kinetic energy mechanic that rewards good aim a little misguided since the only reliable way to hit enemies is to shoot them as they run either straight at you or straight away frLS
Nice game, I like how you slowly devolve, which is both hilarious and functional, as each "phase" serves as a checkpoint.
My only gripe is that the music was a bit boring for a rhytm game. It fit the mood but I'm not even sure it had anything to do with the timings.
Great game! Has a few loose ends, like with the seemingly pointless crosshair, the lack of a downside to spamming M1 and sometimes inputs don't fire, but for the most part accomplishes what it set out to accomplish. Very impressive!
I love the atmosphere, feels really nice to just cruise around. Nailed it with the graphics and sound.
My only complaint is I didn't know how much scrap I had or needed, so I just collected a bunch and apparently I finished the game with scrap to spare.
This got me seriously hooked!
I normally don't like turret defense games but the deck building did it for me.
However, other than the aforementioned low resolution issues, Round 6 of No Mercy seems to be borked, at least in the standalone build. Starting the round, all the animations are playing, I can check my cards but no enemies are spawning in and the countdown froze at 20. I've tried 3 times and it happens every time at that exact moment.
It's a real shame because the game is super good otherwise, even omitting the fact it was made in less than 3 days. Amazing variety of mechanics, furthermore they all have their place, figuring out what works and what doesn't is really fun. I really want to beat it.
Really fun, kinda what we ended up going with too. Methinks you did better, even in 24 hours less and without friends to help.
Pozdravy z Plzne :beers:
The idea behind this and you actually going ahead with it really puts the "dare" in ludum dare, especially looking at some of the comments here. Shame about the issues, I'd have love to see what you were planning with this.
GMC is dumb, they should learn from this person
https://www.youtube.com/watch?v=UexiOL8I_3Y
As for the game, I like the simple yet efficient design. Something you should have done is play multiple "engine noises" over each other out of sync as you get more engines. That'd easily put it in the 5 star humor category.
Good thinking with enemy knockback, makes them more fun to kill
Level design could use work - sometimes you have a line of sight to everyone on the screen and can just spam shoot to kill them all at once, sometimes you enter a new screen and fall into green sludge right away
Are there no checkpoints?
The sign that marks a downwards route is somewhat easy to miss
Coin healing could be stronger, it's practicaly a non-factor and I've found no other way to heal
Gave up at the room where all lights dim out and there's seemingly no way to get out.
I like me a nice little puzzle programmer game, shame about the length though. With these games it's really the more the merrier.
For some reason this gave me the vibes of being a submarine commander or such, giving complex orders to move the vessel by a certain vector or such. idk why
Super tense game.
When the intro monologue started, my first instinct was to press enter to advance it, but it skipped the intro instead. Maybe having to press enter twice to confirm a skip could have prevented that.
Then again, so would me checking the controls before diving in.
also these waifus are all god tier would harem irl
This is my favorite entry so far. Looks great, sounds great, feels great. Hats off.
However, I do wish there was a way to heal yourself, as it's pretty hard to keep track of everything and you lose quite a bit of progress when you die. Also the foreground in the second level can be kinda annoying when balls are returning from the bottom of the screen.
This being a bullet shmup-type game, I was expecting a smaller hitbox too.
ps: please tell me there is an ending I've been trying to beat this for a couple of hours
For some reason the way it ends so abruptly is just perfect. Like, that's pretty much perfect comedic timing.
Wow this is great!
My first try went catastrophically, but the second time around I knew exactly what to do and won pretty much instantly. The trick is to quickly load up all cannons and spam bombs right away so exponential growth doesn't kick in.
I could totally see this working as a minigame in a fully fleshed-out whimsical pirate game.
@thecodeinside Thanks for the feedback! I didn't test with a controller, but I think you might be able to map magnetism to a controller button in the launcher? It's called "Tether" there.
@erebus Thanks for having me and the honest feedback 8)
@batmanasb Hmm true, to be frank this was a bit of an attempt at making a very simple yet polished game, so I didn't make very elaborate mechanics on purpose and instead focused on getting what little I had right. People who've played seem to be all over the map in terms of whether it's easy or hard, and I'm cool with that.
I haven't completely given up on complexity, don't worry. Maybe next time we'll make something with multiple levels, a difficulty curve and all that. I've just been doing that same thing over and over again I felt I just wanted a break I guess.
Stellar audio, music, art, animations. I'd expect this level of polish out of a finished game.
@thomas-olsson Performance is great for how it looks, but it felt I didn't get 60FPS. My GPU is kinda crap, though. The game felt balanced for accessibility, which tbh I believe is perfectly ok for a Ludum Dare game. Maybe the monsters should do a little bit more damage, it almost feels too long to die when you get trapped.
*Cool* idea, if you catch my drift. Loving the graphics and the music. Throwing enemies at other enemies is my favorite thing in games.
But, and this might be subjective, I think the game would be greatly improved if enemies died in just one hit and came in larger numbers to compensate. This way you'd get more corpses sooner and you could shorten the waves and keep the pace nice and fast. Also didn't really like getting stunlocked and ganged up upon, kinda defeats the purpose of invincibility frames if you don't have control during.
The competitive aspect is right up my alley, but the glitches are frustrating, getting stuck in trash, walking up a wall when you bump into it and the like. I'd prefer fewer levels (even just one is enough) and just a tad more polish.
Exactly the type of insanity I play your games for. The ending just gives me a black screen though, so I must rate 1 star, sadly.
-THIS COMMENT IS NOT IN ANY WAY AFFILIATED WITH THE ILLUMINATI-
Cute yet strangely immersive game, I like it.
Took me quite long to get positive profit though, and it seems like the best strategy is to camp one terminal and ignore the rest since they open and close so fast.
Very nice, reminds me of the water levels in the DOS game "UGH!"
Great sound ambience and the little "cutscenes" are a nice touch.
Maybe the robot wouldn't suck at its job if it didn't read Rooster all day :thinking:
Wow, I'm amazed you were able to come up with such an interesting concept and execute it in such a short amount of time.
If there's any criticism, blocks can get stuck bouncing back and forth in straight lines which kinda rewards you for being patient with also having the benefit of a huge multiplier.
The intro was a bit long, but the game is quite feature-rich and fun.
hiscore.png
Amazing. Absolutely amazing. I couldn't read where I was going at first, but I manned up and got a handle on it. I think this might be better than Race The Sun tbh.
ez game but level 21 hit me like
https://www.youtube.com/watch?v=1vtNZqzbXkk
I wanted to rate you 2.5 stars in everything, but then there were twice as many heads.
I like the game a lot, but it feels a bit too cryptic/subtle for a short experience.
At first I thought it was completely random, if you hadn't said on stream that glowing rooms have people in them I probably wouldn't have figured it out by myself, especially with how faint the light is. I tried to look for cues on where the exit is supposed to be but I couldn't figure it out. I think it has something to do with blood stains?
Either way, this is honestly up there so far in terms of mood and polish. Good effort!
When I heard the ingame music, I thought I was gonna have a bad time, but it turned out to be pretty ok.
Took me back to the times of playing Lemmings back in the day.
The main mechanic isn't very intuitive, but that's perfectly fine since it made me stop and think about each move and I had infinite time to do so, making it feel like a proper puzzle game despite the open-ended design. The latter levels actually gave a proper mind challenge, and I feel quite accomplished beating the game without skipping, however I think the final puzzle could be even a bit harder and stingier on resources.
Now, as fun as the game is, I don't see the theme or the humor. Everything else, high marks.
@captaindreamcast @skoggy Either of your Dreamcasts must have gained sentience over the years and decided to revolt against your slavery. There is no other explanation.
As for the game, the story is naturally top-notch, very easy to immerse yourself in, very easy to relate to the characters and see their true depth and struggle. No surprises there. What did surprise me is the depth of the gameplay, the light puzzle elements did ramp up nicely, first with simple puzzles, then we even move to something that could be described as "open-ended" by anyone who's at least keenly familiar with the woes of Ludum Dare deadlines. It all adds up to what is probably my favorite Dreamcast game to come out this year, gonna be a hard act to beat for all aspiring Dreamcast developers out there.
Cool game gang, this is how a ludum dare game should be. Very good polish, feature richness, and game feedback, I was never gobsmacked by what was going on and could easily immerse myself.
The only piece of criticism I have is that I didn't like the game returning me to the playing area, I'd prefer either a bigger playing field or seamless transition to the opposite part of the level, a bit like the asteroids do.
Very well done otherwise. One of the greats this jam.
Great entry, very immersive. Didn't quite manage to get a grip of the minigame though, the mechanic of the toggle-able blocks seemed a bit inconsistent.
Damn, you've done LDjam the one single time I didn't participate.
Very neat game. I liked the twist on level 3, and the game ended at about the same time as I realized I can daisy-chain belted 2x2 gears to cheese it :D
The wind around my nethers. The deadly corners of a non-euclidean racetrack. The 4th wall break that would make Psycho Mantis proud. Finally, a racing game to steal the pole position from Hot Throttle.
This is what LD should be about. Going out of your way to explore a bunch of new stuff for fun.
Having extensively experimented with similar top-down 2D car physics with per-tire grip simulation, I know the pain. It takes an awful lot of iteration to get it right - and hey, the end result here ain't too bad, I had fun testing the limits of my grip.
Also the concept of a racer using telekinesis to make his opponents crash to win reminds me of the Running Man story from the Neo Tokyo anthology (a fantastic piece animation, highly recommended) - even if here I found it more fun to drive as fast as possible without spinning out to win. But hey, driving slowly with lots of telekinesis works too, so there's like two ways to win, and that's always cool in my book.
Yep, that's water of life alright. Cheers, comrades.
Intriguing mashup of the two most gripping genres of videogame. The flawless execution leaves one wondering why we haven't seen more games of this type. To top it all of, a fantastic ending to this endless adventure leaves the coommunity at large wondering what else lies in store. In short, it's not only everything you could ask for, but also everything else.
I thought it wasn't even worth showing off tbh