Of Fates and Feels by bwalter 2018-12-18T21:14:08Z
You've got two WebGL links mate :sweat_smile:
Foon → Ludum Dare Explorer → Users → Elnu
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Dextertiary | jam | 1473 | 2.65 | 2.37 | 2.63 | 2.84 | 3.34 | 3.43 | 1.92 | 2.68 |
| 2020 | 46 | Keep it alive | 👥 | Space Girl Thibi Feed Me | jam | 2065 | 3.08 | 3.18 | 2.83 | 3.95 | 3.70 | 3.02 | 2.56 | 2.81 |
| 2019 | 45 | Start with nothing | Mergem | jam | 505 | 3.50 | 3.41 | 2.97 | 4.17 | 3.45 | 3.32 | 2.47 | 3.25 | |
| 2019 | 44 | Your life is currency | Harvester | jam | 1013 | 2.88 | 2.58 | 2.30 | 2.16 | 3.39 | 3.00 | 1.76 | 2.95 | |
| 2018 | 43 | Sacrifices must be made | 👥 | Altar | jam | 681 | 3.23 | 2.94 | 2.63 | 3.19 | 3.45 | 3.12 | 2.04 | 3.25 |
| 2018 | 42 | Running out of space | Countdown | compo | 435 | 3.25 | 3.24 | 3.53 | 4.14 | 2.93 | 2.75 | 2.03 | 2.82 |
You've got two WebGL links mate :sweat_smile:
@bwalter I know. I like snooping in ancient times.
This is based on the Bag of Devouring from D&D, right? It's my favorite! Loved the game.
I like the concept and graphics. However, there are some glitches. Also, shouldn't it be "Ludum Dare 42" instead of "Ludum Dare 41" on the front page? :confused:
Congrats on winning first place overall! I managed to sink three, but I'll give it another go in the future. Amazing art, work, sound, and polish! Brilliant.
Great game, although the graphics need some work. :wink: Also, I agree with @riti: the vacuum cleaner was a bit tricky to use (the player should be not slowed down as much when the vacuum is activated) and dodging the security systems was nice and fun, although the two different types of towers should be distinguished by the type of tower, not the type of bullet. At first, I got the impression that the cyan bullets did more damage. And.. wait? What? No sound effects? :frowning:
@bizbud No problem! This concept might be good as a FPJ (First Person Janitor) :laughing:
The game's graphics were good, but the sound effects and the music drove me nuts. With the music, there was some sort of high pitched noise that bothered my ears, which I only really get when I'm messing with chiptunes and such. (My speakers are fine.) Also, the gameplay was not particularly interesting either, but the idea of slugs and snails shooting at each other cracked me up! Great concept, but definitely needs some elaboration. Also, I don't get where the theme comes in.
Your game is amazing! I love the graphics! You can play my game Countdown [here](https://ldjam.com/events/ludum-dare/42/countdown).
Tough, but okay game. Graphics were pretty miserable though. Who is that person supposed to be? He looked terrifying.
Pros: Fantastic concept and striking art! This game idea definitely needs to be elaborated on past just Ludum Dare 42. Actually, a similar idea came across my head when I was brainstorming ideas for the jam. I decided not to do it because I felt it might take too long. Clearly, I was wrong!
Cons: Still needs some work. I didn't find much strategy in it, and the game-play was relatively uninteresting. I also had a glitch where the stats windows for each continent didn't want to close. Thankfully, reloading the window fixed the issue.
Fantastic. I tried playing a few games that were for standalone, and I was having issues running them, even as administrator. As @moczan said, thank you for making it playable online! The graphics were sharp, clean, and simple. The audio was to the point, and most important of all it was spot on with the theme. You can play my game here: https://ldjam.com/events/ludum-dare/42/countdown
Unsure how to play a .jar file. :confused:
@balduvian-dead I installed Java and managed to play it! The game was good, but I agree with @batmanasb and @phlip45: the first section is way too difficult. Other than that, I loved the graphic style, music, and retro CRT display feel.
@jelbre When you press the key, it enables you to type out the code word (password.txt) for the locked ads. When you type out password.txt all the way correctly, it disappears. My high is 240.
Out of all the games I have played so far on Ludum Dare, this is absolutely the _**BEST**_, and the only one that I rated 5/5 for each category. I'll play this even after the jam!
I also agree with Mr. Anonymous, a mobile version of this game would be fantastic. I was a little confused what the rest of the desktop buttons did though. :confused: Perhaps you could add a task manager or something like that once the play blocked a certain number of ads?
Bravo.
Complete rip-off of Ludum Dare 28 Last Chance Supermarket: https://www.youtube.com/watch?v=XuccZLD_92g
@roberth332 My apologies for jumping to conclusions. That YouTube video is relatively high on Google and YouTube's search results for Ludum Dare. With that being said, your game is well done and there are no glitches to be found.
@roberth332 No problem! Good luck with future jams and project, and don't forget to check if your idea is original! Great minds think alike!
I agree with @deprecat, the game is really polished! The camera shake was a nice touch, but I was a lit confused on what the objective was at first. I thought that the goal was to survive the spam as long as possible, not get as much social media recognition as possible! :bikini::chicken: Also, not having space as a shoot control was really annoying. I don't understand why it would be helpful to have a mouse-only shoot command when the rest of the control is on the keyboard. All-in-all, this game is polish and original, and has fantastic graphics. Well done!
I agree with @deprecat, the game is really polished! The camera shake was a nice touch, but I was a lit confused on what the objective was at first. I thought that the goal was to survive the spam as long as possible, not get as much social media recognition as possible! :bikini::chicken: Also, not having space as a shoot control was really annoying. I don't understand why it would be helpful to have a mouse-only shoot command when the rest of the control is on the keyboard. All-in-all, this game is polish and original, and has fantastic graphics. Well done!
I don't understand why you posted it early. 4 people have rated a game they haven't even played. :frowning:
I like the idea, but it seemed like sometimes that the demon was reacting to my actions. Is the wall movement random, or are there any triggers? Also, it would be nice if there were up/down animations for the character as well. The movement seems a bit funky (at least to me) with only left and right animations. This also forces you to only attack enemies from the left or right. In addition, since it is a WebGL build the text didn't look quite right (the standard Arial font in Unity gets warped in WebGL builds.) Other than that, I loved the game!
Nice game, the graphics were quite good. It did take me some time to figure out that left/right mouse buttons move the blocks one way or the other, and WSAD input only was also was less than favorable. I'm not really that used to "LMB" and "RMB" meaning left and right mouse buttons. Also, the moving blocks can shove you into walls, making you immobile and forcing you to reload the window. That being said: Running Out of Space is a beautiful, polished game.
@balduvian-dead Spoiler :stuck_out_tongue_closed_eyes:
@melmo Thanks for the heads up about the WASD movement! I only programmed in jumping as up arrow and space, so the "W" key currently doesn't work for jumping. I'll add WASD jumping in a future fix. May I ask what platform you were using? Itch.io doesn't give any analytics to my knowledge of browser builds. Thanks for playing and rating!
@gamebuilder That is amazing! You beat my high score (95-ish seconds)!
> In any case the end is inevitable, and in my mind the game symbolizes the creeping forces of time and mortality as they encroach upon the lone individual.
That really wraps up the game quite nicely. I didn't think about the game so philosophically when I made it, but it is quite true.:slight_smile:
Thank you for playing my game @joemag! Movement is pretty high on my priority list for things to change in the future, but I'm not sure how to go about it. I think it involves the angled sides of the hexes acting as launchpads, throwing the player all across the map. Good luck on your own game!
I agree with pretty much everyone here. It is a fun game, and the fish really do have a deathwish as @harry-jacobs has said. However, I feel that it is rather slow. Also, the pirana's AI is anything but fantastic. My favorite tactic with this game is to let two of the fish get eaten, then just swim in circles around the pirana until the water runs out. Then repeat. Good concept and art, I like the skeleton of LD42! :laughing:
I agree with pretty much everyone here. It is a fun game, and the fish really do have a deathwish as @harry-jacobs has said. However, I feel that it is rather slow. Also, the pirana's AI is anything but fantastic. My favorite tactic with this game is to let two of the fish get eaten, then just swim in circles around the pirana until the water runs out. Then repeat. Good concept and art, I like the skeleton of LD42! :laughing:
@juke-games No problem! Good luck on future projects and jams!
@juke-games P.S. If you take this game any further, it may be a good idea to add food in the lake that the fish can eat for bonus points. :thinking:
@allan-kong You can press the edit button. (Go to **My Game / Edit**) :wink:
I'm 13 too! Nice!
Good concept, but there are a lot of issues with this game, primarily with gameplay and difficulty, but also with graphics.
Since this is a pixel art game and you are using Unity, all of your imports should be on "point", and you should use TextMeshPro (which is built into the latest version of Unity, 2018.2) on all of your text to prevent the text being blurry. Also, the pixels per unit should be the same on all sprites. Otherwise, you get a scale mismatch which ruins the artistic style of your game.
In addition, the game is much too easy. The toxic gases move way too slowly, and they don't use up enough space to really go with the theme "Running out of space." Plus, why are there no enemies? Maybe some gold spirit? This game appears to be a blank canvas.
I like the graphics and monsters, however, the gameplay is limited. I felt that there wasn't much strategy/thought put into running up to angry monsters and throwing them away from each other. Also, the WebGL build only worked in full screen, so a lot of people might think it is broken, not realizing that it can be maximized.
@telefrag-entertainment I was thinking that at the start of the game, perhaps each monster would have a Level 0 "personal bubble," which gives some degree of protection from other monsters coming close. The player can upgrade each personal bubble with coins the monster collect. Just an idea anyway. Having an in-game shop inside the farmhouse would be cool as well.
@telefrag-entertainment No problem! Keep us posted if you decide to take this past the jam!
Looks good, but I don't have a second player, sorry.
Wow! The graphics on this game look fantastic. Unfortunately, the right click on my mouse doesn't work, so I'll have to skip this entry for now. Five stars for graphics, humor, and mood though!
How can I kill the skull if it is always in the wall?
@skullpixel Ok, thanks. After jumping around quite a bit, I finally found the exit. :laughing: Great game though. I really had a blast playing it.
Hey man, I really loved this game. The graphics were splendid. I'm really sorry to hear that you couldn't do more reviews, it is so unfortunate! :frowning: You got five stars from me. Don't get discouraged!! :star: :star: :star: :star: :star:
Hmm, the game didn't want to load for me. :confused: The Unity loading bar got to 100%, then it just stalled there. Any ideas on this? I haven't had any problems with other Unity WebGL games so far. :thinking:
This game is... fantastic. I absolutely love it. Every aspect of it. First game that I've rated that deserved :star: :star: :star: :star: :star: on each category. (There was another one, but it opted out of a few categories.) Keep up the great work, I'm definitely playing more of this one!
I was playing this game some more and I found an issue. I managed to get through a level with a 100% survival rate, but the doc still said that he "couldn't save all of them." Perhaps you could get him to say something different if you get 100%? Screenshot from 2018-12-10 16-12-32.png
WebGL/Linux version?
@shiitman I'm wondering the same thing. What does devouring do? I couldn't make the villagers sacrifice themselves to me no matter how much I raged and devoured them. Honestly, I expected more from this game. Is there something I'm missing?
@rongo-matane Okay, that really clears things up! I'm going to give the game another go now. :thumbsup:
@rongo-matane Hmm, I've given it another go. I think I have gotten the basic techniques down, but doom always seems to catch up with me. :confused:
@rongo-matane Hmm, I know that bugfixes are allowed post-LD. Does making Doom move slower count as a bugfix? If it does, I suppose you could quickly change that. :shrug:
@gamebuilder Yes, I had that same glitch as well. I hijacked an asteroid, and then nothing really happened. Some of the ship designs reminded me of diep.io, so I was hoping the asteroids would act like smashers.
@secretpocketcat, how did you make the graphics for the ships? Vector art? Also, what techniques did you use to make the glowing effect on all the game's graphics? It made the game feel extremely polished. I really love this game, and it is the first Ludum Dare 43 game that I think deserves 5/5 on each category! :star::star::star::star::star: I'm definitely going to play more of this game more later. :wink:
@secretpocketcat Sure hope there will be a jam version of this game! :smile: Perhaps a slightly larger (or possibly infinite?) map might be nice if you ever do a post-jam version of *hiJack*. I'm definitely going to check out Unity's Unity PP stack now. :wink:
Dang, this game is ***hard.*** Extremely hard. I had an issue (or is a feature?) that not all of the... balls? display the guides showing where they will shoot their... grabby things. It made it really difficult and frustrating at times.
The graphics are absolutely stunning, however. They are phenomenal. The post-processing, graphics, and art look super polished. The level transitions were also great. (Out of curiosity, did you have all the levels in one scene?) You should probably take it down a notch with the particle effects though, they were a little too much.
Excited to see what you cook up for Ludum Dare 44! I really enjoyed your game.
WebGL?
@deadlyalive I've been using Unity since day 0, and although I haven't tried any other engines, I think Unity is a great engine and has tons of 2D and 3D functionality. However, build sizes are quite large, and web builds take a long time to build and load. The WebGL build for my game this LD was 7.8MB in size. That being said, Unity has masses of documentation, tutorials, and built-in functions that make learning the engine relatively easy. You should give it a try! Hope this helps. :slight_smile:
What is being sacrificed here? Also, why did colliding into the boss at the end kill me? I don't understand. Shouldn't have that triggered a boss battle or something?
@jfraser314 Here's my highscore: Screenshot from 2018-12-10 17-31-57.png I managed to survive 15 days. It is an interesting game and has a fantastic atmosphere. The strategy was slightly lacking, however. For me, the game was just clicking on whatever has had the most of the resource I had the least of. Perhaps there should be a way to get more followers? All in all *The Mist* is a solid entry to Ludum Dare 43. Good work!
"finnish" this compo... are you Finnish? :flag_fi: :laughing:
@manimal Good luck in the battle. :crossed_swords:
Is there a WebGL/Linux version? I'm not on Windows.
Man, I would really like to try out this game, but I'm not on Windows. Do you have a WebGL version?
@nanda Ok, thanks so much! If you were using Unity, making a WebGL build should be too hard. :wink: Good luck! :thumbsup:
Interesting concept. However, the perfectionist in me hates this game. Not only do I have to kill some characters to get to the end of the level, *I don't get them back the next level.* I like how all the different characters had their different strengths and weaknesses, and how only the leader had to survive.
However, there is an extreme conflict of art style in this game. The characters appear to pixel art, but the rest of the game isn't. Because of this, the game loses a lot of polish it would have had otherwise. If you have pixel art, stick with it.
Good work, excited to see your entry for Ludum Dare 44!
WebGL/Linux version?
@ryan-brenner Thanks so much for your response! Ya, the win screen missing is a known issue. We were really tight with time by the end of Ludum Dare 43, so we didn't get a chance to fix it. We'll fix it soon. Thanks for all your suggestions, We'll be sure to implement them post-LD!
@rumor Thanks for playing our game! Landmarks did come across my mind when creating the game, but we didn't get a chance to do it. Great idea about the wayfinding arrow that points to the correct altar for the spider type you're holding! We'll definitely put that in the post-LD version! We really appreciate you play testing it!
@emcannon The magic damages the spiders. For example, the first magic slot is an ice attack, the second slot is a fire attack, and the final slot is a skull attack. You collect magic spells be eating the mushrooms spread throughout the forest. Hope this helps, and tell me if you have any other issues with the game!
@saoi-games Thank you **so** much for streaming our game! If I remember correctly, I think you streamed my game *Countdown* last Ludum Dare. To answer your question, no, spiders do not regenerate. You beat the game when every single spider has been sacrificed to an altar. However, currently, there is a glitch that the win screen doesn't appear. :confused: Thank you for your time!!
Thanks so much for your extensive review @jorgegamedev! Sorry to hear you didn't manage to get to the end, I'm still trying to figure out that bug preventing the win screen from popping up. :bug:
In the post-jam version, I'll add most of the things people recommended, especially direction queues. Icons for the spells would also be nice! :wink:
I've joined you discord server! :whale:
I agree with @baktillus - the controls need some work. In addition, it wasn't very clear to me how to close the sacrifice menu at first. You should have added a close button (or just some text that says K to close). I really like the graphics and music! I like this game.
Seems like the issue is fixed @talesofpixelia.
I really like it! I managed to get to the Do Not Enter door, but how do I go in it? I've tried bombing it, slamming it, waiting, etc but none of that works. Any ideas on this? Thanks!
Ok. I'm tired after a long day of Ludum Daring, so I'm going to go to sleep. I'll finish your game tomorrow!
@lilou-cormic @shane-hayes If my understanding of the AI is correct, they don't have any randomness, right? If this is true, that creates a big problem for the game. If a perfect run like this one @shane-hayes completed can be easily replicated, that makes a serious issue for your game. A good idea might be randomizing the size of the map, the starting and ending points, or perhaps aspects of the AI. Great game besides that, had a blast playing it! You should totally polish this one up make a full release of it.
Linux version?
Interesting game! I didn't manage to finish it, however; it was really hard. Some things to say: the parallax effect glitches out when you fall. Perhaps you should only lock it to the X position? Another thing - you've got really big pixel art, but it isn't pixel perfect. Since you are using Unity, just get 2D pixel perfect and you'll be good to go. :ok_hand:
Other than that, great game! I had a blast playing it. Can't wait to see what you submit for Ludum Dare 44! See you in a few months!
I better fix my RMB.
I really liked this game. The graphics, concept, and sound were all fantastic. However, as @swanijam said, the black sheep are a little too fast. As soon as they spawned in I couldn't keep up with the game. Good work!
Man, this game is really hard! It took me a few runs to figure out the core mechanics, but after that I pretty much had the gameplay down. I would like to warn players without mice: it is *very* difficult to only control the game with touchpad. Aiming with it is extremely slow. Another thing I would like to suggest is making the enemies not spawn so close to the player. When I got into the second zone, I was effectively instantly surrounded. You should add a distance check or something like that. Besides those issues, great game and graphics! Had fun trying it out.
Do you have a WebGL version? Thanks!
@luqey That's okay! What engine are you using? Unity?
@luqey Okay, so if you want to make a WebGL build you go **File > Build Settings**, then you select WebGL and let Unity reimport everything. Then you click on **Build And Run**. Make sure that everything else on your computer is closed when doing this, WebGL builds are pretty processor intensive. Finally, find the folder that you've built to and zip its contents (not the folder.) You can then upload that to itch.io. Hope this helps, and good luck!
Hey, you should clean up your Ludum Dare page. I'm on Linux, and I almost didn't play this game because your entry claims that it is only available for Windows. Could you please switch it from "Windows" to "Web"? Thanks!
Also, as Mr. Anonymous said, your hitboxes are messed up. The camera angle is tilted since you can see the character's body, not just his head and shoulders. Because of this, his hitbox should be only on his feet. For example, [our submission](https://ldjam.com/events/ludum-dare/43/altar-1) for Ludum Dare 43 has the same camera angle as yours, but the hitbox is only on the feet since those are the only part of the character's body that is touching the ground.
Another improvement you could make is slowing down the player when they go into the lava and giving some kind of auditory/visual feedback for that happening. Same with picking up the coin.
My final suggestion is replacing **Health: 5** with :heart::heart::heart::heart::heart: or a simple health bar. A simple numeral doesn't give the player much of an idea of how much health they have, which is made worse when you consider the fact that there is no sound effect for taking damage.
However, don't let these things discourage you from making games for Ludum Dare! I understand that this is your first jam, and in Ludum Dare 42 I was in the same position. If you can, try to set aside at least 6 hours a day during the jam. It is really difficult to get a satisfying end product otherwise unless you are an absolute wizard.
Good luck on future projects, can't wait to see your entry for Ludum Dare 44!
@sillyman987 The mentions don't work if you put them all together. I never got the notification.
Do you have a Linux/WebGL version?
@eddie-li Really? You are not modifying the game, you are just making it more accessible.
@mertios Yeah, sure you can. As long as you don't change the game itself in any visible way.
I really liked this game. It felt super polished, even without the character animation. However, I wish you could use arrow keys to control, or W to jump. It felt really awkward to have to press space to jump. Good concept and execution.
I really like this game. I think this concept would work better in 3D, however. I feel like 2 directions isn't enough to move in. Perhaps adding higher up platforms with houses might be nice. Good work!
Do you have a Linux/WebGL version? I'm not on windows :(
Great game, I loved the art, concept, and theme usage! However, I had issues beating level 3. Any advice anyone?
Nice, I really liked it! I think you should stay in the spirit for slightly longer, though. It was really hard to get to the next... host? Great atmosphere and graphics!
Unfortunately, I can't give it a go since I'm on Linux. Any chance for a web version?
Web version? I'm on Linux.
@fishergoodwin Man, that is harsh. I took it for granted - Unity has that out of the box! As for your game, I really like your pixel art!
@fishergoodwin Yup, everything Unity offers you can do for free. Paying just removes the watermark. :slight_smile:
Really enjoyed the game! I just needed one more oat crunch. I'm curious to see how you made the voxelated destructable environment. Lots of individual voxels? The gameplay was fun but simple, and the old ladies were annoying as intended :smile: However, the scoreboard seems a bit glitched out. The first time I ran through the game, I got a score of 5000. The second time I got more of the items on the list, but I got a score of 0 and no option to submit to the scoreboard. Other than than that, I really enjoyed this game! Excited to see what you do next time.
@5n1p3r-4r73m1s Also, in the description it says that the game is made in Unity, and it has the Unity splash screen.
I really enjoyed _Ollo's Life_! The pixel art, concept, and execution were fantastic. However, I didn't manage to figure out the puzzle. I'll give it another try in the future!
@fluffy-kaeloky I'm also curious on what was used to make _Ollo's Life_. I've been wanting to try making Game Boy games for a while, but I'm not sure how to get started - Unity is all I'm used to.
Interesting game. However, I agree with @memel06 - the game is a little too slow. Increasing the speed of the player would help a great deal. Also, there should be a timeout for the friends' trails. They really start to clutter up the play area after a while. I definitely encourage you to work on this post jam!
Good job! I especially like the graphics! Another small detail I liked was the flipping of the gun sprite when the mouse crossed the player. That's something I often forget. Soundtrack was nice as well!
Wow... this is amazing. Perfect concept, perfect execution. As @dxk2294 said, it is an interesting but strong take on the theme. This game really breaks the stereotype of typing games being boring! My only critique is on the pixel art: the black outlines bothered me. Try to get some colors that match the fill color of an object while still being dark, such as deep red outlines instead of black on the apples or dark brown outlines instead of black on the character's hair. Keep up the great work, really excited to see what you do next Ludum Dare!
Good game. However, there are some issues. Most notably, the platforms are buggy (player doesn't move always with platform) and the jump controls aren't very smooth. (Holding space longer makes you fly for a short period...?) Area transitions are disorienting, smooth transitions would be better. Also, are the graphics 3D or 2D? I couldn't really tell. Overall, a good game, but needs some more polish. I'm excited to see what the post-jam version will be like!
Good game and graphics. However, there seem to be balance issues. It seems to me like the boss should still be defeatable without any upgrades, but that isn't possible. The boss seems to vary in strength a great deal depending on which upgrades you choose. For example, speed + fire rate + damage kills the boss very quickly but 100% HP doesn't help at all. I really liked the pixel art!
Updated controls in response to @justcamh and @josefnpat's feedback. Now, thrusting forward can be achieved with either the forward button or left and right at the same time. Also under the hood, the animations for the player have been updated to be more modular and efficient. No other changes.
Updated and tweaked some minor details. First, the text on the in-game "Menu" button has been changed to "Back to Menu," in response to @schmavery's feedback. Second, coin rotation has been randomized. To do this, the rotation has been moved from an animation to a dedicated "Rotate" script. Finally, the ship's pivot has been moved from the bottom to the center. This makes the arrows center properly and reduces jitter at high rotation velocities. No other changes.
Fun game. However, it isn't very "juicy." Some particle effect, thruster animations, explosions, and background would make the game much more enjoyable and polished. Other than that, a great prototype! Perhaps some obstacles along the way that the player has to avoid would be nice too.
Good game and concept, but needs some more polish. For example, dying when you are out of blood, or at least restarting the level. If you make a post jam version, perhaps you could have some bonuses/prey that refill a portion of your blood. Nice work!
Any plans for a web/Linux version?
I really like this game! An early concept I had during the jam was about cryptocurrencies, but the game itself failed. So far, _Root Maker_ is the only other Ludum Dare game that has to do with financial stuff that I've noticed. Great work!
Any plans for a web/Linux version?
Really simple but fun game. Only problem now is, I've broken every bone in my body and now owe $100k! :rofl: Really like the concept. Good job!
Really nice game! The graphics are excellent, and I'm happy to hear that there will a post jam version. I'm excited to find out what that third enemy type is! Some sound would be nice, though. Excited to see what you make next Ludum Dare!
Good concept, but the execution is rather poor. The music is jarring, and the drawing mechanic breaks at times. Sometimes all of the lines I drew would jump to the top right of the screen for no reason. With some better graphics and improved drawing, it would be great! Can't wait to see what you do next jam.
Great game! I managed to find all of the items except the hat. Fantastic game design that is well complemented by the art and characters. Can't wait to see what you do next jam!
I was scared all the way through playing this game - the visuals, music, and gameplay go together really well. You should definitely flesh it out some more after Ludum Dare! It has lots of potential
This game is incredibly difficult, I could even make it to the gym. The concept, sound effects and art were incredibly well done. However, I noticed a glitch where if you walk up to two adjacent lockers and enter them you could be in both of them at the same time. :thinking: Well done!
Although short, the game's story is very good. With more content and polish (scene transitions, etc.), it would be fantastic! Had a blast playing.
The mood of the game and the music fit well together really well. However, Placing the platforms isn't that clear. After clicking on the boxes the platform didn't always appear immediately, and sometimes didn't appear at all...or perhaps I didn't understand properly how the platform placement worked. Other than that, great job!
The game froze after a few seconds, but the music kept playing. Has anybody else had that bug? I'm running on Opera GX.
The game didn't really work, I couldn't place anything.
This game is incredibly relaxing and well polished, and probably the best game I've played so far in this Ludum Dare. I think an infinite world would be really cool, then the player could zoom out and see how much they've grown. In addition to that, the ability to save your game would be nice as well, so that way you could continue on your previous work. Great job, the soundtrack really went well with the gameplay!
The polish on this is absolutely insane. Everything was perfect - the animation, font choice, color choice, scene transitions - everything. Even options for more obscure non-standard layouts! There might be some way to access the user's current keyboard layout through code though, but I'm not sure. I'm blown away with how original the game idea is. The only suggestion I have is that you should somehow label the members of the crowd with their corresponding letters of the keyboard, it gets extremely confusing with more than two people active. When seeing the colors, my first thought was - "RGB keyboard!" It would probably be difficult to pull off, but getting the colors to sync with an RGB backlit keyboard would be awesome. Great job. Please do something with this past Ludum Dare, the game deserves it! Regards, -Elnu
I really enjoyed this game! The banner image you posted was so cute, that's what made it stick out to me - your art style is really polished and refined. The gameplay was decent, but could be a bit more challenging. In a post-Ludum Dare version of the game it would be nice to have different types of gnomes. For example, you could have gnomes that are larger and slower, but have more health and grab more ducklings. I don't play on gamepads very much, but when trying to play on my Xbox controller it would be really nice to have clicking the right stick be mapped to fire as well. Only being able to shoot with the A button means that you can't aim and shoot at the same time, since you'd have to move your thumb off the right stick. I hope you make a post-Ludum Dare version of this game, it's really fun! Regards, -Elnu
The art style, concept, and music were very well done. It seemed like there wasn't a proper ending yet though, or if there was I missed it. The only graphical issue that I noticed was that there was some tearing between the tiles in the tilemap - I know from experience that that is a really annoying thing to fix, especially during a jam. Gamepad support would also be nice.
The management system feels not really that properly implemented. For example, when you die you simply restart the level with maximum health, energy, and sanity. I think doing a game reset on death would be more appropriate. Also, I didn't notice sanity going down at all. Did that not get implemented? If not, I'd be really excited to see how that works in a post-Ludum Dare version when you have more time to nail down the mechanics and polish the game. In addition, the 5 stamina boosts seem to be too cheap, since there is never a risk of running out of stamina. I feel like the management system would pair really well with procedural levels if you decide to go down that route.
The level design of the game was really nice. The only area that I think could be improved is the false ground that you fall into with the enemy inside. It doesn't really pose much of a threat, and the 5 stamina boost is unnecessary - one could just double jump over the trap. Not to mention the fact that the boost gives away the fact that there is danger. The whole thing would have been way cooler if the enemy in the trap did more damage as well, even if you feel in the chance of dying would be pretty small.
I really hope you'll be able to polish and finish this game post-Ludum Dare! Excited to see what you come up with. Regards, -Elnu
Really solid entry. I think this would be great as a mobile game. It is designed really well - there is only a single mechanic and works well on a vertically oriented screen. There are some things that can be improved though - the UI is really unpolished. For example, in the help menu the text at the bottom of the screen "Keep those streets safe Malcolm" is needlessly stretched vertically, which looks even worse because the pixel font. My opinion is on the conservative end of the spectrum regarding whether how strict you should be with pixel art, but ensuring that all graphics are at the same pixels per unit and aren't stretched goes a long way when giving a polished look. Please polish this game past Ludum Dare! It has a lot of potential. Regards, -Elnu
@zeppelingames @zechw @tony-artz Thanks for all the feedback! We really appreciate it. That bug is now fixed in both the Windows and WebGL versions of the game. However, the solution was really inelegant and it caused a bunch of errors. Luckily they don't appear to break the game :sweat_smile: should have a proper solution done tomorrow. Regards, -Elnu
@adamcyounis Thanks so much for the feedback! The game could have been a bit more clear about what its mechanics are. The wrong food doesn't make the alien lose health, it just doesn't get accepted. The bar on the top shows how much time you have until the alien loses a heart from hunger. Is there a recap of your playtesting stream anywhere, by the way? I had to go to sleep before I got a chance to watch you play our game. Regards, -Elnu
There are currently two known bugs that I'm currently trying to fix. The first one is that the scores are broken after the first game, and the second is that sometimes the pickups fly off screen. Please do not post your score if it is not on the first playthrough.
Bugs are now fixed
@eli-delventhal Thanks for playing! A bunch of people mentioned the issue with the flying fruit, and it is definitely not intended. The only issue is that I haven't been able to replicate the issue, either on the Windows or WebGL builds.
Also, leaderboards are now working in the HTML5 version in edition to the Windows version! I've stopped using Dreamlo for various reasons and I'm now using my own server.
I've got mixed feelings. On one hand, the art and music are really well done, and you've packed a lot of character into slime girl considering PICO-8's limitations. I honestly have never seen a character in a PICO-8 game be even close to her level of personally, and the dialog system was really well done. That being said, the gameplay could be improved. The walk speed is at a snail's pace, and the run speed should should be the walking speed. Also, aligning the attack is really difficult as @supergamersgames has mentioned. Please make a post-Ludum Dare version of Whiny Slime though that has more polished gameplay! The game concept and character designs are very well done, it is a very memorable entry. Regards, -Elnu
Wrong icon for macOS!