Infect the World by Cyboot 2012-12-19T11:17:00
Neat concept, reminded me a lot of eufloria, I'm not sure if there is a lose condition, but got cured pretty early
Foon → Ludum Dare Explorer → Users → DTG
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 25 | You are the Villain | The Launch | jam | 108 | 3.31 | 2.86 | 3.64 | 3.88 | 3.86 | 3.30 | 2.86 | 3.30 | 82 |
Neat concept, reminded me a lot of eufloria, I'm not sure if there is a lose condition, but got cured pretty early
The splitting of focus between the crowd at the bottom and catching the souls is a really great concept brilliantly executed.
Thematically its the first game I've seen you play a villian and always lose eventually, really smart idea and some great dynamics fencing in those souls.
good execution of a nice casual game, some music would give it a really meditative feel, watching the little asteroid bounce around
only just got the icons at the bottom to use the abilities on my laptop, but nice little chaining mechanic.
The tsunamis etc seemed like a really cool idea but I just couldn't use them often. In the end I just waited till they were near docks then just use a current.
A little bit of tweaking could show the good work you've done with some of the functions.
art and concept are great, the tentacles dont seem to grab all the time but it was lots of fun when I got three shuttles at once and kill a bunch of em in a line.
monster design is cool as, nice and challenging too
"Your doomsday weapon is powered by your evil laugh" DONE, theme, fun and humor 5 stars.
The hands following the mouse is neat if a little clunky at times, aiming at the satelite things is just tricky enough to give you something to do while you laugh at how funny the idea is.
Game was fun, music doesn;t work on the Web Player for me though.
Nice execution, simple mechanics to create some complicated puzzles eventually.
Novel little pixel art and opening too.
Thanks for the feedback everyone! Sadly the "How To Play" section wasn't completed in time, making it a bit obtuse. I promise it's not quite as tricky as all the buttons make it seem!
I've made a post that has the full "How to play" text included, as well as some other information:
http://www.ludumdare.com/compo/2012/12/17/text-from-the-how-to-guide/
moomoo112: Did the Hero actually go inside the Central Room? He will probably get to the adjacent rooms quite often, but he should only actually enter the room after visiting and clearing all 3 of the Objective Rooms.
A good idea based on the theme. However the missiles just never seemed to do anything, and I never got attacked ever. So it was basically just me sitting there waiting for money, then spending it on things that did nothing. I think with some polish it'd be cool. Mainly there needed to be an exlosion when a missile hit, just the visual feedback would be enough, even if it did''t affect stats.
distinct visuals and a really novel concept, well executed right down to the font.
Love the game, full points for theme. The score-based on monologue time alone is a fantastic idea.
Tiny variation with the faster minions gives it just enough going on to be interesting, even if after a little while you'll work out a system to win easily.
Great execution.
Really cool visual style, neat references
Really awesome mechanic, Could easily be used in a lot of other types of games. The graphical style really helps with the feel of it too.
Cool idea, very challenging though, and it doesn't feel like you have much agency over wether you win at all.
I found just holding space and occasionally switching was the way to go.
Really nice tight controls, the levels were a bit too hard for me but I'm a terrible platformer so don't take that to heart.
I love the aesthetic, clean and a great feel.
Gameplay was fun whilst being nice and challenging.
I think I would have made the top and bottom just push the player back, and also having things that look like powerups hurt you is a bit harsh.
Had fun though.
Never found my way back to the den, perhaps a metaphor for a life of crime :) unique art which gave it a nice feel, may need a few more visual cues as to where to go.
Art style is great, a real gritty feel to it, really nice touch with the hiding in doors and such.
The gameplay may have benifited from being a bit slower pace, especially with the interesting story ideas your throwing around, it felt to easy to just run right and shoot until I ran out of bullets.