... Take This Triangle!!! by Jacob 2011-05-04T06:27:00
you forgot the dots under the three I's
Foon → Ludum Dare Explorer → Users → eld
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2011 | 22 | Alone | And then, alone at Epsilon-1 | compo | Graphics | 4.58 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 24 | Evolution | Evolution of a monster | compo | 137 | 3.44 | 2.71 | 2.80 | 2.52 | 4.40 | 3.53 | 2.03 | 4.08 | 24 | ||
| 2011 | 22 | Alone | And then, alone at Epsilon-1 | compo | 25 | 3.69 | 3.09 | 3.07 | 3.89 | 4.58 | 1.11 | 2.00 | 3.58 | 3.60 | 65 | |
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Monophobia | compo | 40 | 3.50 | 2.97 | 3.77 | 3.47 | 3.94 | 1.41 | 2.54 | 3.38 | 4 |
you forgot the dots under the three I's
The art, sound and gameplay are all relatively simple, but what really brings it up is the fantastic presentation in terms of visual post-processing and filtering on the sound, lovely!
It was a perceptual experience!
Thanks all for the kind words :P,
superflat, choosing dialogue might complicate the relatively simple roguelikecombat, but I was thinking of adding different topics you could learn (sort of like equipables ) that you could switch between with a key.
Enjoyed it, the controls really worked for the kind of avoidance game it was, more variations by having different levels would've helped a bit more though.
The Mood and setting is great, and I hope you keep it that way for any eventual gameplay improvements :P
Still my favorite filter!
Sorry, the url was wrong.
Thanks guys!
I really should've put this through testing more, especially with the balance of the hacking-minigames, they are a bit everywhere.
Also, I didn't know of that Screen.lockCursor thing, I wonder if that would count as a bug fix if I put it in?
Yezu, the downsides with unity on linux :/
Anyhow, updated with a simple pillar collision-fix and proper mouse-locking, so the game should be more playable now.
"ok, I think I've got it. It was just how I expected but it seems the timing of my notebooks touchpad is a little slow or something. Are you using a mouse-up event to catch the time the dot is inside the bar perhaps?"
Oh that was it, I thought it was a latency issue that I couldn't get too, doh!
Great feedback!, I would love to hear more things that people would want from a possible updated version, in terms of puzzles and balance, or other things.
The game could've benefit more from having a strict tile to tile movement for blocks, as it was easy to get them stuck in a pixel, but the potential for some good puzzling was there.
I felt it could've used more interaction to play out the gameplay a bit more.
I felt there was something promising and fun there with the puzzle as soon as I figured out (not good at those operations) but I couldn't see any clear goal in sight or indication as to how far I was progressing or losing, also, lack of in-game instructions.
What cobhc6 said, just ended after the first puzzle, would've wanted to test some more of it.
Technically he could've given votes to every entry if he played them 3 or so minutes each (including voting process) no toilet breaks, no eating breaks and votes 24/7 up to this point.
I like the aesthetics going, which really could've been pushed further if the rooms had some unique feel to each one of them.
Also sort of wished the abilities were actual abilities, but it seems like they were there to match the buttons.
The walljumping mechanic drove me nuts, as I had to push against the wall to jump, but that meant air-momentum would be towards that wall again and not away from it, as it wasn't possible to quickly shift to another direction and then jump from the wall.
While the maze-level gave me headaches and I experienced filler, the voiced dialogue did pull me through all the way to the ending :P
What I liked the most was the absolute removal of both screen and audio at the event horizon, it made it even more scary.
Clever puzzling, poor puppies, giving their life for humor!
This must be the weirdest entry of them all!
What I missed in this was some visible stats for what you had picked up, I enjoyed the soft camera movement though, it was soft on the eyes!
It easily dragged out quite a bit when the whole game could be shortened down to be made more frantic. Walking around for several minutes can end up dreadful.
Self-destructive sokoban!
I really liked the idea of using sound this way, the water was not only annoying in the way that you had to find the bridge, but that there was no indication that I would die, some touching of the water should've been allowed, drowning-bar :P
I liked the idea and setting, but it lacked some proper point and click style freedom of choice and interesting puzzles.
Atmosphere at the beginning was great, but I did wish there was something more to it :)
I think the main issue with this game is that it takes a full lap until it actually becomes interesting, at which point many players would rather just turn it off.
The plopping and flying of particles as things turn into life is a really nice touch.
The pacing hurt the game quite a bit, as there was something fun there but it dragged out between the fun spots.
Hint: Keep feeding the young ones!, the key does not unlock the door :)
Added a walkthrough up in the description for those that got stuck :P
Great feedback everyone!
There's a lot of problems I had with this entry that has surfaced in terms of bad hints, little content and broken physics.
I'll write about all this in a post-mortem and then I'm going to plan some work for a longer extended version with some more rooms and a much more consistant puzzle-logic.
Maple, I love long posts! :D, I think I had some more stuff in mind for the whole mirror and theme with it, earlier I wasn't going to show as much of the player being a monster but hint on it.
The mirror was a sort of a thing giving the monster self-realization as it examined the different things the townsfolk would throw down the trash, and eventually lead to it going beyond its natural instincts.
Something that wasn't as apparent as I should've made it was that you actually become bigger and more able to do things as the "days" pass, and eventually giving you the ability to reach the bottles (Unless you were one of those figuring out how to knock them down with something else)
I'm not sure why the key wont spawn from the chest as it should every time you use the first key on it, it's entirely possible it is bounced outside the world or pops out behind it.
Jorjon, the monster evolves, but the theme isn't as strong as I would've wanted it to :P
I liked it, but I felt the colours weren't working hard enough to distinguish themselves from eachother, some white blocks killed you, others just slowed you down, orange blocks are good, but the slightly darker orange blocks I thought were just the same ones at first!