Block Bros by HeuGamer 2012-04-30T08:06:00
Charming presentation. Gameplay is simple but surprisingly fun. I was able to get the boats to go across land by entering/exiting them quickly. Neat bug :)
Foon → Ludum Dare Explorer → Users → dukope
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Unsolicited | compo | 23 | 4.06 | 3.38 | 3.76 | 3.70 | 4.09 | 3.98 | 3.72 | 4.03 | 36 | |
| 2014 | 29 | Beneath the Surface | The Sea Has No Claim | compo | 42 | 3.99 | 3.49 | 4.38 | 4.09 | 3.97 | 2.27 | 2.39 | 3.65 | 64 | |
| 2012 | 23 | Tiny World | 6 Degrees of Sabotage | compo | 13 | 4.07 | 3.67 | 4.30 | 3.15 | 4.03 | 3.58 | 2.83 | 3.93 | 100 |
Charming presentation. Gameplay is simple but surprisingly fun. I was able to get the boats to go across land by entering/exiting them quickly. Neat bug :)
Thanks to everybody for the comments. Pitzik4, I didn't even think about the height but you're right. It's 800 pixels tall, which is slightly too high for many screens. I'll probably make a post-compo version that's either half-rez or a little shorter.
Thanks again everyone!
I added a fixed version that corrects an unfortunate bug with the end-game win/fail check. It was basically random before. Now you've gotta kill all the saboteurs to win. As intended.
Vilborg, someone else has mentioned that problem. I thought using swfobject.js was supposed to make it easy :(. Can you tell me which browser/OS you have? I'll try to get it fixed.
gritfish: The groups of people are defined by proximity. Except for the first and last screen, each group has a "visiting" saboteur from another group. Hopefully that answers your question.
R3ason: Yup the saboteurs and groups are randomly selected each round.
Wow, tied for 13th overall! Thanks for the great comments and thanks for voting everyone!
If you're interested in supporting other platforms with C#, look into Mono: http://www.mono-project.com/Main_Page
It's not XNA, but there may be other cross-platform .net game frameworks.
The gameplay's not really there, but great presentation. Intros, art, and music are all awesome.
Loved it. Awesome controls, great concept, lovely art & sound.
Surprisingly fun despite the wonky controls and lack of in-game instruction. I also had no idea about the plants until re-reading this entry text and still don't know what use they are. I missed one of the parts somewhere and was sufficiently stuck on many planets to give up. The structure of visiting planets from your ship is nice though.
Took me some time to figure out what I'm supposed to be doing. Still not quite sure. There's really not enough feedback. Didn't work in Safari (OSX), but worked ok in Chrome.
Totally captivating. Nice work guys.
Brilliant concept. So simple and engaging.
Gets quite hard quite fast, but love the music and visuals.
Feels unfinished, but the graphics and music are quite nice. I also got the PNG error, but it loaded and played fine (OSX).
Thu Apr 26 13:48:37 JST 2012 WARN:class org.newdawn.slick.opengl.PNGImageData failed to read the data
java.lang.UnsupportedOperationException: Unsupported format for this image
...
Had fun playing as both characters. Pretty tough when player 2 is on the left side :)
Fun little platformer with solid controls. I enjoyed exploring. Would've liked some way to see what keys/coins I had. Great pixel art.
Loved every second of it.
Amazing pixel art and charming story. Nice work.
Pretty basic gameplay but I really like the look of this one. Great presentation. Nice job on getting the 2D assets to look and feel so 3D.
Really nice art. Dig the color palette.
Nice visuals but ran quite slow on my mac, even at the lowest setting. I really like the use of dark/light and the planet transition concept. The upgrades added some nice depth.
Enjoyed the minimalism.
Great dialog, great story, great art. Not much gameplay, but still fun. Nice work.
Fantastic music and really fun puzzle gameplay. Loved it.
Very cool that they can climb onto you. Could use a bit more in the gameplay department, but I got a chuckle out of the sun and moon.
Clever puzzle concept, but too many squares for one board. It's hard to keep track of what everybody wants with so many people. Always-visible icons depicting desires might help.
At some point I started dropping people randomly and found my scores were at least as good as when I considered each placement carefully.
Nice artwork. Worked fine on OSX Lion.
Like the visuals and the way the tutorials are done. Controls were a little too sensitive.
Interesting concept with the intermingling gravity. Was pretty hard to rescue the people though. Mostly they just zoom right into a nearby planet.
Nice pixel art and great audio. Controls drove me a little nuts though. Can't fire while moving and when turning, he always takes a step forward so you can't turn in place.
Bizarre story that kept me hooked. Lovely art.
Not gonna lie. I laughed.
I liked the simplicity and the visuals fit well. The progression is also well done; it was really satisfying to have all those satellites flying around. Biggest annoyance was the world rotation while mousing over the ui.
Controls were a little tough, but the concept is nice and the art/animation is very charming. Nailed the theme.
Great graphics, controls, & audio. Nice work.
Really impressed with how interesting it was to play even with such basic visuals. The progression, discovery, and opening-up as you gain new abilities was perfect.
Lovely pixel art and really nice mechanics.
Nice moody visuals. Love the wall climbing. Got cornered fairly quickly by the enemies.
I also played single-player. Some sounds and AI would really help. I like how you use the city's people as a health indicator. Very rewarding to knock them all out.
Wow, very nice puzzle mechanics. Visuals were perfect.
Love the concept. Not much of a game at the moment, but very creative.
I was messing around with the arrows and got an exception (OSX Lion):
Traceback (most recent call last):
File "LudumDareTinyWorld/CursorVsMan.py", line 397, in <module>
curses.wrapper(main)
File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/curses/wrapper.py", line 43, in wrapper
return func(stdscr, *args, **kwds)
File "LudumDareTinyWorld/CursorVsMan.py", line 290, in main
stdscr.move(cursor.row,cursor.col)
_curses.error: wmove() returned ERR
Nice puzzle mechanic. Gets quite hard really fast though.
Like others, I had no idea who was good or bad and couldn't quite work out what was happening with the cells. The firing delay was interesting, but the cells move so slowly I didn't need to compensate. Ran fine on OSX Lion.
Expected more LD games to use this aesthetic honestly, but yours is the first I've seen this time. I'm a total sucker for this minimalist style so I enjoyed it. The collection/switch/key aspects also made it more interesting than similar games which are mostly about exploration. Nice work.
Very basic gameplay but it was fun enough to replay until I completed it. I appreciate that there's a goal I'm working towards as opposed to just playing until I die.
Wow that's hard. Spawned in a tree once. I liked the simplicity though and it does have a nice frantic feel.
Easy, but lots of fun. Played straight through to the end. Upgrades kept me hooked.
I liked the concept, but the best move was always just to remove all the boxes and let them roam free.
Some explanation of the controls and the objective (in-game) would be nice. Also, dying or completing the objective just freezes up confusingly.
Quite impressive with the two game modes. The bottle mode is especially clever, but I wasn't able to do much of anything useful there. Love the art.
Nice retro aesthetic. Wouldn't mind playing many more levels in this style.
Love the visuals and animations. Gameplay was almost too frantic, but I had fun.
Really wanted to see some short descriptions for the buildings before buying. Some buildings replenish some stats, but it's not clear which does what, or why. Also I think it could benefit from showing current stats separately from cost stats.
Visuals were nice and I like the upgrade paths for each building. Had fun playing for a bit but didn't manage to get enough houses in the end.
I like the COA-style as well. Some of the writing felt a bit run-on and needlessly wordy. For a large block of text, pressing up skips the text instead of scrolling up. But as mentioned, you probably shouldn't have such large chunks of text at once. I enjoyed it though and wouldn't mind playing a more polished version in a better text engine.
The slow reloading was confusing, especially without sounds. And the rock ammo HUD reads backwards to me. The X stands out more than the grey square. Finally, I expected hiding the hole would prevent the birds from stealing, but it had no effect.
Visuals were cute though and I liked the intro text. No problem running on OSX.
Thanks guys!
@Secret_Tunnel: Yeah, I really regret not getting sfx in the compo version. It's the first thing I added post-compo. Also, I think you're mostly right about the resource management. Removing that would've saved me a bunch of time that could've been spent on a story to tie everything together. That would've been the right choice for a jam game, but I think a fully realized version of this needs the player choice and limitations of resource management.
I appreciate all the comments, thanks!
I made one small change to the post-compo version that hopefully makes the initial play a little less confusing. It now shows the sample target on the loadout screen so it's somewhat more clear what/how each tool is detecting. This ends up helping to explain the buoy(s) and especially the path analysis tool.
We'll see if it works out...
@sink_t: Thanks for the heads up. I added a saved level-complete indicator in post-compo version that was causing a crash on some browsers. It should be fixed now.
Thanks all!
As for matching the theme, I originally set out to focus exclusively on sending war-related notices (KIA, MIA, rationing, etc). The tone didn't quite feel right though so it was a fairly late change to junk mailing. I think this fits the theme better anyways - the road to hell is paved with junk mail.
Keep playing (waiting) through the two days where there are no forms to fill :)
Nice! My only wish was for comma-separators in the numbers. And an ending.
Great idea, great art, sweet music and sfx.
Very cool.