Pinball Wizardry by dsilvers 2014-12-08T04:39:00
Yeah I can't believe I typo'd my own URL, lol. Trying to see if I can fix it.
Foon → Ludum Dare Explorer → Users → dsilvers
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Pinball Wizardry | jam | 561 | 3.14 | 3.27 | 2.55 | 3.64 | 2.65 | 3.10 | 49 | |
| 2013 | 26 | Minimalism | Beeeeeeeeeeeeeeeees | jam | |||||||||
| 2012 | 23 | Tiny World | Simini | compo |
Yeah I can't believe I typo'd my own URL, lol. Trying to see if I can fix it.
Should work now! Thanks for the headsup! :D
@Shivur: Yeah it's a physics problem. The bumpers overlap the angled collider on the side. It works fine on the right flipper but for some reason the left flipper (which has nearly identical code other than rotating from 0 to 45 degrees instead of 180 to 135) tends to get sticky. I'm going to hit up the Fusion community for help solving this one, or if anyone here uses Fusion feel free to take a look at the source code and help me out!
@GhostBomb Ooo good suggestion! If I were to ever do anything more than pick at the couple remaining bugs in the future, a free play mode could definitely happen, as well as a campaign. I'd love to make different boards, especially taller ones with scrolling, extra flippers, and specific targets/enemies to hit in order to beat the level.
Yeah maybe something like the fire going out over time if it isn't bouncing into sconces on the walls or something could help alleviate that.
Hey all, I misread the Jam rules last night and thought I had to opt out of everything. Silly me! I've still opted out of graphics & audio, but unchecked the rest.
I'ma get that physics issue worked out. Silly collisions!
Yeah the left paddle specifically is kinda funny but the incoming update fixes that. I'm holding out until I can get the ball to not drop through the paddles or bottom wall anymore.
@BMacIntosh You won't believe this, but angling the flippers has gotten me closer to alleviating the collision problems! A lot of them are engine issues and I've reported the bug, but for now it's starting to behave itself a lot more. I will try my hardest to get this update out before the time limit!
This is a really creative idea for a shmup! Loved being able to charge of slapshots but wish they did a bit more damage. Music is funky but starts to get repetitive after a while. Stronger enemies are TOUGH! Would love to see some reflections in the ice and/or snow particles to liven up the atmosphere a bit.
This is HOT! I love the music, the controls are tight, the gameplay is decently challenging and does a good job of introducing the player to progressing mechanics, and I'm not sure if the typos were on purpose but they give it just a bit more character which I love. Overall this gets a big thumbs up from me!
This is like "Here Comes the Pizza!" in space. Love it! https://www.youtube.com/watch?v=ufSQMXLO95w
Neat! I'd love some way to restock ammo other than destroying snowmen, though, as death is very much an inevitability but I'd like to hold it off as long as possible.
This is really fun! The waves of enemies work really well. I can totally sympathize with the lack of sleep problem. Game jamming is tough but rewarding! I think you should be proud of what you were able to accomplish here, it is a great start! If you go forward, I would recommend mouse looking instead of S and D to turn (make them strafe instead), stronger enemies on subsequent waves, and making bonus effects stronger and more visible.
This is alright, but could be much more. Might be a little fast for not having much control over your character, and would have preferred to be able to aim my shots or have them auto home in on enemies. The data pads feel unnecessary as it's just more to hurt you and hinder your progress. Needs more in the way of rewarding the player. Considering this is a game about being an electron in a screen, why not play with the concept of Red, Green, and Blue additive colors (or more commonly referred to as RGB)? Right now it's a standard maze affair, and doesn't play with its theme enough.
WHOA! This is one of the smoothest top-down shooters I've played in a long time. Makes great use of the Ludum Dare music, controls are tight, and the game is balanced but challenging! Speakers have slightly too much health but otherwise this is beyond sweet.
Having trouble getting this to run but I really want to check it out! Tried running the Batch file but that didn't do anything to help. Here's what I get:
F:\Games\LudumDare 31>java -jar "Waiting Sim..jar"
java.lang.UnsupportedClassVersionError: com/blockydigital/Main : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.launcher.LauncherHelper.checkAndLoadMain(Unknown Source)
Exception in thread "main"
F:\Games\LudumDare 31>PAUSE
Press any key to continue . . .
Interesting! Once I figured out clock + fire, round one was a breeze, but subsequent rounds ended up a bit more difficult and I couldn't quite figure out how to get the sensor working in a way to, say, spin the turret until the sensor sees an enemy, then stop + fire, then spin the other way. I wanted to get fancy! Being able to preview the results when paused and a bit more hand-holding would be nice.
404 not found. Let us know when you fix the link, I really want to play this!
This is a good start. I don't think having a 2x2 player would defeat the theme of the player being a "pixel," especially when there's so much platforming going on. The blinking didn't help much, just made the pixel looked gray. I would slow it down slightly (like blink every other frame instead of every frame) to make it more significant. Also it sometimes felt like pressing a direction didn't do anything unless I jumped. I like the concept, and the art is wonderful, but the controls need tightening.
If the slimes weren't so fast and the player had more than 1 HP, this would be a lot better. As is you barely have time to acclimate yourself to the game before it gets going. I do like that you're playing on John's screen, though! That's a concept that could be played on to great effect.
Very nice! On the easy side, though. Never felt like any of the adventurers were much of a threat and I could pretty much run them over. Screenshake would indeed make this more satisfying, as well as some other pickups like the adventurers' loot that could be spent on traps and such, and maybe giving the player a bit less health. Also, ditch the Papyrus font in the menus. It's like the Comic Sans of fancy fonts.
This is incredible! The concept is great, I love the minor details like the sword being an attack timer, and mechanically it just works. Leveling may be a bit quick but I'm honestly pretty grateful for that as the game starts off very challenging but quickly becomes more fair. This has some serious potential for being expanded on! Well done.
Fun and cute! The aspect ratio is awesome. Why bother with screen space you don't need, right? Snowman 2016!
Not bad. I ended up getting stuck on a snake with no way to kill it though (that I could tell). Would love to see more treasure, pickups, weapons, etc. I could definitely see this as a kind of casual roguelike thing if you wanted to continue. Music would be great if it just stuck to the beat!
Tutorial is a little tough to read when there's a zombie coming at you from the start, but the lighting effect is REALLY COOL! Sadly I didn't get to progress much. I think if zombie health were to be cut in half this would be much more playable.
This has the potential to be something very Gish-esque! The character is cute, the traps are fun, controls are SUPER tight, but currently it lacks a clear goal which I feel takes away from the experience a bit. Good job overall though!
This is sweet! I love the concept, but wasn't quite sure about what kind of progress I was making or what effect it was having on other rooms. Probably would have made more sense if shooting worked and I could get past some of the guard bots. Otherwise this has a LOT of potential!
This makes me nauseous, and I'm just watching the Youtube video. I can only imagine what actually playing this would do to me. A game that causes a physical effect? Five stars all around!
Ooo! Very interesting concept for an endless runner. Wasn't quite sure what the blue spaces did until it was too late. An up arrow on them would have helped, but then again almost unnecessary since when you fall too far you're right back up at the top. Also the double jump hover is awesome. Thumbs up!
Tell me you went around your house with a microphone and recorded all these sounds yourself? This is good, silly fun! Can't think of too many games where the sound effects literally stop the gameplay. Nice use of implied action!
There's always room for penguins. :D
This is very well done! The walking animations are adorable and a great workaround to not spend time rigging. Some music and snow particle effects would go a long way to adding a bit more atmosphere. Also some way to eventually bring down hulks, even if I have to smash them (get it?) 3 or 4 times to do so. I think kicking a hulk and watching them bounce around like a pinball would have been awesome.