Intergalacticnet by divillysausages 2014-08-30T22:24:00
Cool. I liked it. Funny background story. Frantic gameplay. The cable should have been visible, though.
Foon → Ludum Dare Explorer → Users → elemel
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Echo Chamber | compo | 228 | 3.14 | 2.89 | 3.62 | 3.89 | 2.85 | 2.79 | ||||
| 2024 | 55 | Summoning | 👥 | Unholy Sanctum | jam | 1179 | 2.70 | 2.39 | 2.00 | 3.62 | 2.66 | 2.56 | 2.31 | 2.29 | |
| 2020 | 47 | Stuck in a loop | Hamster Tank | compo | 348 | 3.34 | 3.42 | 3.23 | 3.46 | 3.38 | 3.30 | 3.90 | 3.13 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Platform Hero | compo | 588 | 2.94 | 2.63 | 3.58 | 3.92 | 2.94 | 3.21 | 2.55 | 2.61 | ||
| 2017 | 40 | The more you have, the worse it is | Wormhead | compo | 314 | 3.42 | 3.28 | 3.38 | 3.78 | 3.36 | 2.96 | 2.41 | 3.15 | ||
| 2017 | 38 | A Small World | Frontier Mining Colony | compo | |||||||||||
| 2015 | 33 | You are the Monster | Adam | compo | 645 | 2.94 | 3.25 | 2.63 | 3.06 | 2.88 | 3.13 | 2.94 | 28 | ||
| 2014 | 31 | Entire Game on One Screen | Heartbreak | compo | 1041 | 2.65 | 2.47 | 2.47 | 3.29 | 2.18 | 2.33 | 22 | |||
| 2014 | 30 | Connected Worlds | Gravitas | compo | 684 | 3.08 | 2.79 | 3.38 | 2.74 | 3.38 | 2.94 | 45 |
Cool. I liked it. Funny background story. Frantic gameplay. The cable should have been visible, though.
Clever idea, and well executed!
Beautiful.
Nice little game! But it feels weird that you stop in mid-air when you release the left/right key. Also, would be easier to plan your way if you could see the attachment points.
FrozenCow: Thanks for playing and commenting! I agree on the controls and camera, they need to be smoother. The camera rotates so that gravity points down, but it might feel less twitchy if e.g. the rotation speed was capped. And the thrust and turn controls should probably be eased in/out. Fatal collisions were mostly for ease of implementations, this could be revisited.
vividhelix: Thanks for playing, and thanks for the feedback. Hopefully the interplanetary navigation and the cave flying can both be fun if I manage to streamline them a bit.
Gaeel: There's supposed to be a thin line extending from the front of the ship. Maybe I need to make that more visible.
I think this was pretty different and well executed. Nice work!
Fun and frustrating, just like marriage!
Well done, I enjoyed it! Wasn't able to complete it, though.
Well done. I enjoyed it.
No collisions for me neither.
Well done!
Really liked the premise, soundscape and overall atmosphere, but gameplay fell a bit short.
That made sense. :-)
Quirky. I like it.
Very well written! I think the concept was fun but the game fell a bit short.
Nice creepy atmosphere! One suggestion, have you considered having a flashlight that follows the cursor instead?
ketura: Yeah, I'm having second thoughts about those things too... If I do any post-LD hacking on it I'll probably switch to a flat paddle and add mouse controls.
@sausagroll OK, that's both weird and unfortunate. The only clone call I have is for playing multiple instances of the same sound in parallel. What version of LÖVE are you using?
Since @sausagroll was having problems, I've updated the description to say that LÖVE version 9.1 works for me.
Aglavra: I didn't have time to package it for all platforms. You can download LÖVE separately, it's nice and simple. Sorry for the hassle!
HuntTheWumpus: Yeah, it gives you something to do while waiting for the ball. And there's a nice risk/reward to it.
solarexplorer: Agree on the paddle controls. I usually die instantly the few times I make it to level 3.
jangler: Well done!
vrid: Yeah, agreed...
I made $412, the fruits should be impressed! The controls felt really wobbly at first, but they kind of grew on me. Nice and fun game, well done!
Nice atmosphere, I especially liked the sounds. At first I thought that the game didn't work, since it took me a while to find my character. Enemies were too easy, I could snipe them from a distance without them engaging me. I guess I was too far away for them to see me?
At first I was put off by the introduction, because the game sounded overly complex. But it played nicely and I managed to win! (Barely.) Well done.
I couldn't run it using Jar Launcher 14.9.0 on Mac (Mavericks). The music started but the screen was blank. I also tried running it from the command line with "java -jar" (java version 1.7.0_25), but I got the same result, as well as this stack trace:
Exception in thread "Thread-8" java.lang.IllegalStateException: Component must have a valid peer
at java.awt.Component$FlipBufferStrategy.createBuffers(Component.java:3982)
at java.awt.Component$FlipBufferStrategy.<init>(Component.java:3956)
at java.awt.Component$FlipSubRegionBufferStrategy.<init>(Component.java:4479)
at java.awt.Component.createBufferStrategy(Component.java:3833)
at java.awt.Canvas.createBufferStrategy(Canvas.java:194)
at java.awt.Component.createBufferStrategy(Component.java:3756)
at java.awt.Canvas.createBufferStrategy(Canvas.java:169)
at ajay.ld31.main.Screen.run(Screen.java:87)
at java.lang.Thread.run(Thread.java:724)
djfariel: Thanks for the feedback. I didn't consider sticky keys... Sorry about that.
I'm kind of happy with the parts that I did finish, but I didn't achieve what I originally wanted... Next time around I will put more focus into actually finishing something, and then improve on that.
Well done. Nice world and mood, but nothing to do. Also, I felt too constrained moving around. Would have been nice to be able to jump and climb. And maybe dig in some places.
Nice game! I enjoyed playing it until my death at dungeon level 3. Maybe I should have realized that calling friends costs health.
As you and others already have pointed out, some music and sounds would improve on the atmosphere.
Well done! Especially like the content (art and voice acting). It's amazing that you were able to accomplish all of this in the short time available.
Possible improvements:
- Wall jumps should be triggered by jumping close to a wall, not by jumping while pressing against the wall. This would make it a lot easier to alternate between walls.
Trippy game with good atmosphere. I ended up killing my ex. Oops! I enjoyed the first part of the game the most. The combat part that followed felt disconnected from the first part.
Really liked your game!
Possible improvements:
- I missed being able to dodge. Dodge and fire laser would be a cool move. Also, smash could be initiated with dodge + punch, reducing the number of controls.
- It's not possibly to smash or fire laser while jumping. Jumping smash would be cool.
Quirky and fun game! Really like how the music changes when you exit the museum. I think it's hard to play fluently when you control everything with the mouse.
I had to do "chmod a+x Monster\ Nom.app/Contents/MacOS/Monster\ Nom" on Mac before being able to play the game, but might have been me unraring it wrong.
Agree with others that there's too little visual feedback on your movement. Animations were nice, the rest felt unfinished. Keep it up!
Nice game! I like how you can decimate the prisoners early on and snipe the ones that are close to escape. My highscore was 25.
Possible improvements:
- The game could get progressively harder. (I didn't notice it doing that now.)
- Nailgun upgrades.
Nice game. Exploring the world was the best part. Shop menu was also cool, but didn't understand whether the different gems affected gameplay. Jumps felt a bit too fast, maybe too much air control?
I like this genre of games. But it's hard to understand why the enemies die. Do they have a limited number of bounces, or do they die when they bounce too often? Also, there's no real threat to you. You should probably die when you collide with an enemy, or when an enemy breaks your line. Would be cool if you could kill enemies by capturing them with lines.
@rialgar Aha! Thanks for clarifying. :-)
Frantic and fun. Liked the graphics. Was a bit frustrating with the hero sliding around on the floor.
The game was well made. But agree with other poster that it's annoying to re-select. Would also prefer being able to set another prisoner as target position, not just the ground.
Cool idea but it was kind of hard to understand what I was expected to do except press the keys as soon as they showed up... Tried another time and I get that you're supposed to do multiple things at once to level up, but then I find it really hard to keep up and level down again fairly quickly. Probably need more practice.
Really liked the graphics, mood and dialogue, but would have liked more choices -- the end game was completely scripted. Some music would have been nice as well. But overall, different and interesting. Well done.
Really good interpretation of the theme, and well implemented in gameplay and level design. Agree with some others that it was too easy to fall off platforms, but still enjoyed it a lot.
Nice game, especially the art. The drunk mechanic and the dialogue were fun, but not sure I understood the ending.
Graphics, music and sound effects were great. Gameplay was interesting but quickly became overwhelming. Didn't get past 1500 points, but should be able to with some more practice. Well done.
@fluidvolt Thanks for the feedback. You're probably right about the music and sound effects. I should revisit that if I spend more time on the game. What I like about the game is the emergent behaviour when putting simple things together -- both regarding the physics and the "puzzle" aspects. Should hopefully improve with more varied content.
Sounds interesting. Any plans for a Mac version?
Art was completely amazing! No sound in the web version. (And no Mac version.) Gameplay was too repetetive and not very engaging. But well done, will be interesting to see what you come up with in the future.
Looks really cool, but wasn't able to run the Flash version, and the Mac version didn't work for me either. :-(
@blubberquark
```sh Downloads $ open shepherd.app LSOpenURLsWithRole() failed with error -10810 for the file /Users/elemel/Downloads/shepherd.app. ```
But this works:
```sh Downloads $ cd shepherd.app/Contents/MacOS MacOS $ ./shepherd ```
I'm on macOS Sierra 10.12.6
Brought six sheep to the goal! First tried to bring too many and failed miserably. Then brought two, and after that four. Kept one dog to guard the rest of the sheep in the fold, and brought two dogs for herding. The guard dog didn't stay put, so a few stray sheep were taken by the wolves.
The game plays fairly slowly, and (indirectly) controlling the sheep is very hard. You get a little better with practice. The atmosphere is great, and I really like the excellent art. The sound effects are mostly good. Some music would have been nice. The goal graphics and sound effect felt a bit rushed. Maybe bring the sheep to a barn instead?
Overall, a very impressive submission. Well done.
@fasterthanlime Aha! Thanks for the clarification.
Played it to the end, and enjoyed it. As @cubeeo said, the game has a zen-like quality from the music and the joy of exploration. I do think that the game could benefit from some kind of threats that you could confront if you want to, or would at least have to avoid, like predators, swamps, traps, or hostile characters. I would also advice you to replace the sword with a bow, because that feels more appropriate for hunting. Other suggestions: add traps to catch animals, then finish them with sword (it's back!) or knife. Allow the player to wade into the water (distinguish between shallow and deep water), and gather clams. Add fish that you can catch with a fishing rod, a a spear, or with bow...
Nice graphics, music and dialogue. The dialogue overlay ended up in the wrong place in the high-res build for Mac. Enjoyed playing the game for a few attack waves. The custom key assignment for powerups felt a bit awkward, would have preferred predefined keys. Well done.
Really nice game. Liked the retro art and sounds. The shake effect when you are big is cool. I think the game starts to feel a bit repetitive after a while, maybe more game elements could be added?
Not sure how long I've played this game now, but wasn't able to make it past level 3. Incredibly frustrating and difficult to get better at. Once you time the mana "rhythm", you get thrown off by the spell timeout or the movement of monsters and traps. Best game I've tried so far -- to me this is an instant classic.
Very impressive what you managed to do produce in this short time. Liked the art, music and dialogue. Forest dungeons with line of sight looked nice. Sound effects were a bit too sharp but OK. Gameplay quickly became tedious without any real challenges. Would be cool with upgrades, alternate weapons such as bow, and more varied monsters.
I enjoyed it! But found it very hard to keep more than a few chickens alive.
Different concept which sort of worked. Didn't feel that my coworkers got off my back after I helped them. Only managed to complete 61% of the project! Then again, I didn't understand what to do at first. Enjoyed the random chats and geek humor.
Nice game, especially for the limited time you had. Thought it was cool how the enemy ships would rush to gather the resources before you. Turning was too fast, as others have noted. With tweaked controls, and some simple music and sounds, this is a complete game that you could still continue to add a ton of stuff to.
This is actually pretty good. Really like the setting, and the graphics and animations are the most successful aspects of the game. I think it would have looked even better if you had used the same resolution on the background and the characters. The platforming is fine, but it would have been cool with multiple paths. Combat is hard, wasn't able to defeat enemies without taking a lot of damage. (Might need more practice.) Never made it past the bridge -- is it possible to jump that far? Some music and sound effects would have complemented the graphics.
Very different and impressive. But I think I enjoyed the concept and execution more than the actual gameplay. Also, accidentally broke the game by maximizing one of the smaller windows. Maybe add a button to reset the window state?
Graphics and animations, music and sound effects are great. Being weighed down by stuff you pick up is an interesting idea but doesn't really lead to any interesting gameplay. Maybe you should be able to drop your satchel temporarily or something like that? Jumps are nice but it's too easy to fall off platforms. Camera moves around to much, even to the point where you can't see yourself. Still, a really impressive start.
Kind of nice, but hard to aim with mouse while moving. Maybe some kind of target locking system could make it more enjoyable. Cool with fairly varied enemies and boss fights, though.
Really funny! Like everyone else, I fell into a pit early on but still enjoyed the "game" a lot. How about a wings powerup to escape pits?
I liked it! Hard to keep track of the sheep, though. Didn't make it through day three. Those poor sheep.
Suggestion 0: Lower the volume of the sound effects.
Suggestion 1: Implement flocking simulation so that the sheep stay together most of the time, and move a bit smoother.
Suggestion 2: Sheep dogs!
Suggestion 3: Sheep can fall into pits or get stuck in bushes. Fish them out with your staff.
Nice art, smooth movement and nice sounds and music. But I don't think this was my kind of game -- didn't feel like continuing after completing the first two levels.
Enjoyed playing this. Music and sounds were OK. Graphics and level design were good. Well done.
The game was really hard. Felt that I couldn't do much to avoid getting shot. Music was good and contributed a lot to the atmosphere.
Liked the art, but the game lacked challenge and variation. Understand that this has a lot to do with the time constraint. Some suggestions for future development: rivals or ghosts to race against, hills (uphill/downhill), different road types, depot stops (fill gas and change tyres), weather (rain might cool you off, but leaves the road slippery).
That was intense! Promising squash-breakout crossover that could use some polish. Was difficult to control the direction of the paddle, and the ball was too fast for me. Was also hard to see what was happening since the graphics didn't scale with the window. Missed a theme interpretation.
Nice puzzles, and the character animations were well done. Often hard to see what's going on due to gray on gray. Platforming was very unforgiving, and was more difficult than the actual puzzles. Didn't really read the story, might have been more effective with text screens between levels. Audio contributed to immersion. Overall a fine entry. There were some glitches with the collision detection, was able to stand on walls. Would also have been better if jumps and restarts detected pressing a key from released. Right now I could hold to jump (or restart) and things would get glitchy. Would have been good to somehow incorporate the theme into the core gameplay.
@finalforeach Did you press the enter/return key? Which LÖVE version do you have, and which OS?
@tpsy Agree on both aiming and fire rate. Aiming is relative to the orientation of the hamster tank, but should be relative to the camera instead. Didn't have time to fix that. And lowered the fire rate because I wanted players to aim instead of spray, but it ended up being too low. Not enough playtesting... Should be fairly easy to tweak the fire rate if you want too, just grep for "cooldown".
@finalforeach Were you able to play the game? Agree that starting with the enter key may not be obvious.
@aligator Sorry about the lousy single-player experience. Meant to have computer-controlled enemies, but wasn't sure what they would be, and doing multiplayer seemed faster.
@tpsy Fixed aiming and fire rate in version 1.1.
@douwe-ravers There's only local multiplayer with split screen, no online multiplayer. You can test it if you have a gamepad. Wasn't able to add bots in time, but I totally agree on the need for them.
@douwe-ravers That would be pretty awesome!
@digital-bacon Thanks for playing, and thanks for the feedback. Added a Windows build.
@thiago-nascimento Happy that you enjoyed it!. Already working on some postcompo features.
@ukulelefury Yeah, I also got dizzy initially, but got used to the rotation after playing for a while. Then tried shrinking the map, and the dizziness came back.
@tricky-fat-cat Thanks for playing, and thanks for the feedback! Can you tell me a little bit more about what kind of UI you would like to see?
@fish-sticks That's a lot of very unspecific praise, not sure I deserve it. Can you let me know what you liked in particular, and maybe what to improve?
@lid Sorry, spinning in 2D always seems to do that. Is it worse in 2D games than in 3D? Or maybe you typically don't spin that much in 3D. Glad to hear that you enjoyed some aspects of it!
@tricky-fat-cat Yeah, menus can be improved, the UI doesn't help the player understand what to do right now.
@capt-theo Thanks for playing! I have made some follow-up changes on GitHub, postcompo branch. Might make a build once voting is over.
@szkocka Really happy to hear that you enjoyed it. Good luck solving those arguments!
@mykola Hamster gamedev ftw! Pretty happy with how the controls turned out, but the rest of the game could use some improvement. Aim cross or some other aiming support is not a bad idea. Right now the player needs to fire and adjust based on the results, which also has its merits.
@redhermit Thanks for those kind words! Liked your entry too. I had some ideas about making a physics game with a hamster in a detached wheel like you did, having a cannon attached to the wheel and spinning with it.
@kaeveris @lilkrit Thanks for playing, and thanks for the positive feedback!
@jezzamon Well played! And thanks for the detailed feedback and suggestions on players and bullets, I should address both problems in the postcompo changes.
Really impressed with what you've accomplished, both in terms of game design and technically. Agree with @quinn-patrick that it becomes repetitive to replay a long easy part and then hit a wall. Maybe add checkpoints between waves? Was also hoping for, or dreading, a boss fight at the end...
Survived! Switching between attack and defense felt frustrating, because defense was very weak compared to attack. Maybe switch between ranged and melee instead, or between different weapons? The clock concept was cool, but running around in circles grew annoying over time.
I think you have the foundation of a good game here. Liked the smooth movement, and the path finding was mostly fine. Downside is that there's no real challenge or choices involved. Death timer didn't add to the game. Would have been cool with some enemies, and being able to pause and resume work by stepping away and back.
Really nice experience, and some food for thought. Was expecting a game but appreciated what I found instead. Music was great, and did a lot for immersion. Would have liked more of a physics feel to the wheel. Used the Mac build, which worked fine after fixing the executable flag.
Looks amazing. Any chance for a macOS build?
Thanks for providing a macOS build! It worked fine, but I needed to make it executable with:
``` chmod +x MacCerealKiller.app/Contents/MacOS/Cereal\ Killer ```
Not sure why, could be due to how the archive was packed or unpacked.
Best game I've played so far! Love the dialogue, saluting and punching for immersion. Combat was highly innovative and incredibly hard, but some of the difficulty could be due to using trackpad instead of mouse.
Music really helped with the atmosphere. The barricades of stuff formed a good boundary of the play area, while also adding to the atmosphere. Combat was promising, liked how you needed to wait for the enemies to signal an attack and retreat out of range. Also liked that enemies could hurt each other. Attacks could have been more varied, there could be blocks or counters, etc. Missed a theme interpretation.
Brilliant little game that is more than the sum of its parts. My brain melted trying to identify and transform the different sequences. Made it to the boss once but couldn't defeat it. The retro graphics and sounds did the job of making this feel like a complete package. I especially liked the visual feedback on "levelling up" as you defeated enemies. As others have pointed out, some kind of difficulty progression would be a good next step.
Seemed harmless enough on the first level. By the third level, I was in a frenzy trying to sort out the logistics. Really nice! On the downside, seemed a bit too easy to get stuck, but maybe that was just me not planning ahead.
Psychedelic backstory. Didn't understand how to identify other bolbs as strong or attractive. Music was impressive, but maybe something trippier would have been a better fit. WASD movement in isometric view was confusing. Stay hydrated.
Nice art. Could "win" the game by just clicking fast without aiming. Would have liked to be able to restart without reloading the game.
Got lost in this for a long while. Great mood and intriguing game mechanics, which I have yet to understand fully. Would have been nice to start with a smaller level and ramp up.
Really nice entry. Enjoyed the literal theme interpretation that added a simple but effective twist on platforming. The character art and animations were cool, but a little hard to see when zoomed out. Well done!
Graphics were amazing, really spooky Halloween mood. Some sound and music would have improved immersion. Managed to collect one vase before I stepped beyond a wall and fell into the void.
Really awesome feel to it, and the music was great. Switching weapons was really hard with a trackpad, would have liked to be able to switch weapons with e.g. number keys. Also missed some kind of theme interpretation.
The switching between styles was intriguing, but broke immersion for me. Felt more like an exploration of styles than a game. Still, it was impressive that you managed to produce this amount and variety of content in just a few days. As others have pointed out, some audio and music would really help. Also missed WASD controls, just used to having that.
I also had a huge black box floating around the screen, which basically made the game unenjoyable for me. Other than that, graphics and sound seemed fine. Physics and explosives are fun, but the theme connection could be stronger.
Well done on finishing a game. Controls were pretty good, main frustration being that it was sometimes hard to see the mouse pointer against the background. Aiming then feels imprecise because it depends on mouse position relative to player. I liked the concept of enemies coming back to life, levelled up. You have a good base game here. One tweak could be to despawn enemies that are far away (or have lived very long) and respawn them elsewhere. Now they seemed to get stuck sometimes, and I had to go look for them.
Difficulty was well tuned for me. Hard to beat, but not too hard. Also found the idea of collecting upgrades for your next life interesting.
Really promising but I gave up on level 1. Liked the Portal worship and the idea of using your previous path as a platform. Didn't like the time or jump limits, I think these would work better as optional achievements.
First other hamster game I've found! The art looks great, and helped set the tone of the game. As others have pointed out, the gameplay suffered due to loose or unpredictable controls. Spikes were difficult to dodge for me. Snappier movement in some kind of grid would have helped. And giving some penalty or damage for missing instead of game over.
That hell hound is one good boy. And this is a good game, with a lot of heart. Well done!
@freakyzelga Thanks for reporting the problem. There are apparently some issues with web exports from Godot 4. I added a link to itch.io instead. Does that work better?
@robowarrior1982 There should be a health meter below the character. Casting spells will cost you health. But there should be better feedback that you can't afford to cast a spell because you're low on health. We also didn't have time to implement healing. The idea was that you would be able to absorb stuff, including dead enemies, to heal. The music is cursed, just like the Necromancer.
@roitchie That's good feedback. We definitely should have greyed out the spells when health is too low.
@oni Definitely needs healing or something more to do. Agree about it becoming too passive.
@initialposition I think the distraction part is fine, but it wasn't really designed to be a part of the game. It kind of just happened.
@thesmellofoxygen Thanks for playing, and thanks for the feedback! Yeah, the game was barely "finished" enough to submit, many improvements are possible and needed.
@hylazu Good point. It would have been nice to have a settings screen with volume controls. Also agree that gameplay showed some potential that could be explored further. Maybe next time...
@brainles-etertainment He could use a pair of speed boots, for sure!
@pebkac Thanks for the feedback! There's definitely some improvements to be made both on explaining to the player what's going on, and tuning the overall feel of the game.
@blazejmg917 Good point on the timer. I also feel that we almost got away with it because the time is so short. Improving the features of the game would also allow us to extend the time.
@someone We imagined that the enemies would leave remains behind, and that you could drain them for health. As well as absorbing your own units to reclaim health. Being able to summon other buildings would also have been cool. It could become some kind of real-time strategy or tower defence game.
@bloodbane Agreed. Adding some way to heal would be the first thing to fix. Thanks for playing!
Liked the idea of summoning something that learned from your play style. It didn't seem like there was a way to lose. I didn't see any health when receiving damage, and never died. It would have been cool if the "copy" was like a pet, that you could co-op with. Incremental training while playing would also be nice.
Great game! Best I've tried so far. Found it difficult to use dashing effectively and offensively, mostly used it to dodge attacks.
Very enjoyable flow to the game. Liked how blobby and swirly everything felt, including the cards. Found the drafting process confusing, didn't really feel like I improved my deck. Would have been nice with some upgrades for the character too.
Great atmosphere! Production quality was high for an LD game, with the booming vocal narration and epic scenery. Storywise, I did feel for the fisherman and his ghost dog, but it also felt melodramatic because of the limited buildup and development.
Interesting concept! I found it a little frustrating trying to get the champion to pick up the equipment, but I guess that was the idea.
Nice take on the theme. Great characters, art, and storytelling. I also kept summoning Dave all of the time. Eventually, the game felt too repetitive and I gave up. But reading the comments here, I kind of want to give it another go...
Solid entry! Enjoyed playing it. Even tried again to unlock a combo elemental. Would maybe have preferred a slightly slower movement speed, because I got stressed out. Also felt like the enemies almost spawned on top of me sometimes. But overall, really nice.
This was a cool experience. Very arty and confusing. Liked the blend of text and geometry.
I got Sinister Sam. Liked the idea of "reverse" summoning.
I love Overcooked, and this is a valid adaptation, though unfinished. I managed to summon some kind of stone golem. I think fixed recipes would be preferable.
Awesome graphics and animation. Also liked the brutal game concept. Found the gameplay too punishing, lost motivation after a while. Played it embedded in Ludum Dare, and kept ending up with the mouse pointer outside of the window. Probably a skill issue, but it's likely easier in fullscreen mode. Would have been nice with some short animation or delay between dying and restarting.
Unfortunately can't play this since I'm on Mac. Actually considered making a Tetris platformer for this Ludum Dare, but couldn't come up with a good game design or control scheme. The one you decided on looks solid and simple (in the good way).
I like this idea. Had a hard time hitting the bars, though... Maybe add a fuzzier match system, where you can get "good", "perfect", "miss", etc? This could affect the damage done instead of stealing my hard-earned cash... Just a thought. Well done.
Nice game! I enjoyed it. Won with Dr. Jo vs. Gears. The trivia questions were on a reasonably challenging level.
@rombus Cool! Will check yours out for sure.
@blubberquark Yeah, the game contains music and sound effects in .ogg format. What LÖVE version and what OS are you on?
That said, I agree that there should be more visual feedback. Would also have liked to add more levels with a better learning curve, but ran out of time.
@blubberquark Yeah, syncing things up is still on the TODO list :-(
@hkoisumi Looks like members of your team are spamming a lot… Do you even play other people’s games before linking back to your own? If so, please provide specific and constructive feedback instead of generic praise.
@olivier-millochau Thanks for playing, and thanks for reporting the fullscreen bug. I've published a new version with a fix.
@belowparallel-ian Thanks for playing! Yeah, wanted to make more levels with a smoother learning curve, but ran out of time.
@kensou Nice screenshot! :-)
Yeah, end is an infinite loop. Guess I should have made some kind of win screen.
About the crash, did you install LÖVE 11.1? What OS are you on? Can you post a stacktrace from the crash if you see one?
@dylan-rainwater Thanks for reporting the problem. Can you check which LÖVE version you are on? The Transform class was introduced in LÖVE 11.0, but you might as well use 11.1 since that contains some bug fixes.
@spaghetti-pants Really happy to hear that you enjoyed it! Yeah, I think there might be something to explore here... To me, the main problem with this genre mashup is that it's difficult to pay attention to the hero and the arrows at the same time.
@kensou Clarified the instructions regarding holding keys after pressing them. Thanks for pointing this out.
@dylan-rainwater Aha! Good to hear that it worked out. Thanks for the positive feedback.
@boltkey Thanks for the feedback. I agree with all of it. The beat syncing was out of scope because my progress was very slow. But I should at least have taken some time earlier to do simple screens or message overlays for start, next level and win.
@stefenism Yeah, it ended up being a meme game. But playability could improve with a few simple changes. Thanks for playing!
@paulhocker That's a good idea, but not sure whether I will actually do it this time.
@mrwillowb Cool! I will check it out.
@noxalus For sure! Thanks for playing.
@gonutz Can you check which version of LÖVE you have installed? The Transform class was added in LÖVE 11.0, but you might as well use LÖVE 11.1.
Any chance for a Mac version?
@blubberquark Cool! Thanks for the update.
The lava stresses me out! Only made it to the spikes so far but might try again. The music really helps elevate the sense of fleeing from certain death. Well done.
Well done. Your take on the Platform Hero name and genre combo was better executed than mine. Made it to level 3.
Kind of liked the idea, but the game felt unfinished and it was a bit hard to understand what was going on.
``` > by HKoisumi (@hkoisumi), published 5 hours ago > Freaking amazing! Excelent work, wanna check ours too?? > https://ldjam.com/events/ludum-dare/41/hype-time ```
@hkoisumi Looks like members of your team are spamming a lot... Do you even play other people's games before linking back to your own? If so, please provide specific and constructive feedback instead of generic praise.
Great mood, both cozy and menacing. Tricky to keep track of multiple boats at the same time. Liked the design elements with boats, reefs, treasures, and monsters.
A very nice interpretation of the theme, and interesting gameplay. Main drawback is that sometimes there is too much to do, and sometimes too little. But such is life at sea.
Nice take on the theme. Tricky to get the jumps right, and frustrating to fall down. I gave up after a few long falls.
I liked the premise of the game, but found it too difficult. Maybe I'm missing something. Drivers grow impatient too quickly. Would have been nice with a more casual or realistic game mode, where you control traffic lights for all directions, and should get through as much traffic as possible in a limited time.
@fredrik-andersson Thanks for playing. And good feedback on the level geometry. Wanted to have statues and other decorations, but ran out of steam.
@keysole For sure. Felt kind of bad for skipping on audio. Added the compass lines to provide some feedback for looking around. Got motion sickness before that due to the lack of feedback.
@archaeognathus Thanks, that was the idea! The last level turned out the best. I should have gone back and reworked the first levels.
@nuclme Not sure if I will make any updates. But thanks for playing!
@shoalmuse It was supposed to look and feel more like echolocation. But in the end it looked more like pulsating lights that ignore occlusion and light both front and back. Which it kind of is...
@daviiiiiiid That is fair. Thanks for playing and commenting.
@daniel Was thinking about adding the usual: switches, doors, and moving platforms. Or boxes that you could push or carry around.
@wallted There is a cooldown as well as a limit on the number of flares. But that could have been smoother, with better feedback.
@zbrogdom Well played!
No enemy reactions. No drawback or downside to making mistakes. No checking of quest or win conditions. Boilerplate characters and dialogue. Radio only works outside. Disorienting cruise ship. Got stuck crouching (my bad). Lost mouse capture. Overall this is a 5/5, would cruise again.
Cool vibe and music. Also liked the intro. Exploration is mostly fine, but the constant turn-based combat encounters are annoying.
Cool idea. Game crashed after first level. And the panning and zooming seemed kind of buggy on Mac. But rewiring my brain was intriguing, and seems useful.
Nice mood with the graphics and sounds. The camera panning as you move around is a nice touch. As others have pointed out, moving around feels too slow, and the selection marker is too intrusive. Had to check a hint at one point. Didn't expect that I would need to walk away from the scene to complete it. The theme wasn't integrated into the game.
Enjoyed trying to figure out what the alien wanted. It became frustrating after a while. Checked the spoiler in the end. Overall a fun game concept that could work well with some more polish and levels. Seems like this could be a good mobile game.
Did I get killed by an avalanche? Was too zoned in on the beacon. Good job.
The inventory control is satisfying. Graphics and sounds are good. The gameplay is unfortunately confusing. Main improvement would be to make it clearer what is happening, and what your are supposed to do.
This game is polished in terms of graphics, sounds, and controls. Really liked the mood of it. But the levels rely too much on trial and error. Maybe there was some pattern to it that I didn't understand. I ended up simply replaying the levels and trying different movement patterns. Since you couldn't retreat, it was usually already too late when you met the ghost. Would have been nice to be able to undo moves. Also found it a little weird that you could shine the light left and right (west and east), but not up or down (north or south).
I liked the idea of contacting and trading with other planets. Don't think the cryptic messages or the bombing worked that well for me.
Fairly easy to understand what I should do, so good job on that part of the design. But I don't think this mix of turn-based and realtime worked that well for me. Avoiding taking damage is too hard, so you don't feel in control. (Or maybe I misunderstood something after all.)
Having fully mouse-based controls was tricky due to the moving target. I was captured near the end of the third night. Liked the details with the poster and the cat food.
Nice game. Liked digging and hiding. Felt like a squirrel.
Nice entry. I did not pay that much attention to the story in the end, but decoding the signals to progress the story did work well. You also managed to convey that mood of longing for reconciliation.