Alien Iowa Simulator 2015 by 16Skittles 2015-08-24T03:32:00
libgcc_s_dw2-1.dll is missing. So can't run.
Foon → Ludum Dare Explorer → Users → Unentokku
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Alchemist Slave | compo | 494 | 2.93 | 2.47 | 3.31 | 3.62 | 3.17 | 3.05 | 40 | ||
| 2015 | 33 | You are the Monster | Monster Living in A Cave Terrorizes Nearby Village! | compo | 669 | 2.91 | 2.56 | 3.09 | 3.74 | 1.98 | 2.54 | 2.70 | 69 |
libgcc_s_dw2-1.dll is missing. So can't run.
You heal by eating in your cave but it's not very well explained and hmm I think I might have made a scripting error somewhere if a rock can do 15 damage but it's also possible that the fact that message log doesn't mention everything can be confusing. I really should remake most of the turn resolving logic since it makes it hard to make sure it explains all of the actions properly.
I think I fixed the NaN's during submission hour so do tell if they still appear.
jodizzle: The abilities have a list of options for each of the 6 slots. Also eating does heal you for around 20% and just defeating a enemy 5%.
And more RPG type elements are planned, mainly some sort of leveling up and changing your abilities.
In the middle of redoing end turn logic so that message log can easily just tell you what happened in a good order and so that I can make some of the identical actions do different things without having to spend ton of time on it.
HThomson: Good point about health bar, made a post-compo version already just so I can add that(and reduce health of enemies).
Halleflux: Did it stop in the battle screen or did it switch to black one? Latter I could probably prevent from happening easily.
Finally got end turn logic remake working! It's much more readable now. Also added 2 new enemies. Next I'll probably remake the healing/cave mechanic and add leveling up to it. After that I'll see if I can make enemies more intelligent(there are only 120 options each turn so shouldn't be too hard).
Does distance matter? Do I get more sadness if portal is next monster generator?
I played earlier version and I think that might have caused a problem mainly that I instantly attract an army and infamy seems to be at max.
kind of fun, I wish there was a small delay for detection so that you could kill 2 guys next to each other even if the last one is looking at you.
Windows version does not launch for me.
Combat is fun! But I also ran into the problem of not being able to select the "Eat their Souls!".
My best colony so far http://i.imgur.com/Pv7HF9T.png?1
I'm not sure why I died(maybe power plant too far from water extractors?)
Took me a while to figure stuff out. Showing a number in population bar probably would have helped a lot with learning. Also took me a while to realize that there are more than 4 buildings.
Really hard. Falling through diagonal platforms sucked.
Not a fan of mashing buttons, just holding the key down or doing it automatically would have been much better.
Nice but the super slow move speed and lack of fullscreen(afaik, alt+enter doesn't do it) make me sad.
Took a while to understand that icons are for the room they are in and that the wall or side they are on doesn't matter.
Interesting game but not that fun for me, random map might've made it slightly more interesting.
It's interesting but not very fun finding a non blocked path to humans I see is very hard. Game about relying on sound not having sounds is little weird though understandable for 48 hour game.
Not sure if using a trackball made the game easier or not but it was interesting to play anyway.
Only major problem with it that I have with it is that there seem to be invisible walls at the "edges" instead of just making it loop so that I could see how fast I can go. Moving only when jumping is a little weird but it's pretty fun for infinite runner game with a finite area.
Maybe you should darken or move to background the tentacles once they've done the attack to make it clear when they finish dealing damage. Currently it's little annoying when a ship moves behind the space that still has tentacle retracting. Other than that it's a fun game, ran out of stuff to level up.
Music(?) ruined the mood.
I got 3665 score.
Some sounds would really liven up the game.
Physics are a little quirky but not too bad.
Also maybe increasing the amount of health you have but reducing the healing you get from kills a lot might be good since either I am at full healh or half dead most of the time.
Fun but does it get any harder/faster with time? After burning around 50 bunnies I started to feel a little bored.
For some reason this is my favorite game so far. It reminding me of novels about reincarnating as a slime might have to do with it. I think I played it a bit too carefully since only thing that even did noticeable damage to me was the Murderous Adventurer.
Cave going nowhere interesting, not being able to enter the sea with some mutation, child event not having more possible results, sky having only some weak bird instead of a occasional dragon or access to a new area and town not having a castle are my main "complaints" about it.
Something to reduce effectiveness of just spamming might be nice.
Nice, one thing I thought might make it cooler is if it kept track of and occasionally told the exact number of citizen of certain types like how many mice, prisoners or slimes do I have?
Pretty fun, I didn't realize I needed to do the last part you do and having taken a some time trying to find a camera before realizing what it wanted was just a card so I was already low on time and died and wondered if I won or if there was more to do before going through it all again.
The number of ingredients is rather high to make it very unlikely none of the ingredients affect some stat. I was planning have less ingredients and use a seed for generating the ingredients and then use only seeds that I've confirmed as good but I didn't get to doing that before time ran out.
It was fun until I got a permanently black screen(at score 10 after getting a guy wanting to go to F2947(I accidentally got there before) also I'm using Opera if that matters), it still tells me the floor I'm in and I get power outages and a "Phew." after them but everything is still black. If I didn't see the moment it happened wrong then I think the camera moved in the wrong direction if that even is a thing that could happen.
Power outages when there are just 0-2 enemies are just annoying while with more enemies they are a nice way to clean them up.
Making it less finicky to shoot while going down would have been nice.
delete not working while typing was annoying other than that awesome.
Music was nice but did get a bit repetitive by the end.
Despite when to use them being the only interesting decision in the game the cauldrons were kind of confusing, the fire seems to do nothing other than look pretty.
I thought it was bugged at first before I realized that you can't move people around however you want and people just randomly fail to make potions with it possibly having something to do with how full the pot is.
Fun, one small issue though is that it's kind of easy to misunderstand how destroying blocks works. The first time I destroyed a block was by flipping to it from the opposite side which at early level sizes does work but later when the level got bigger and I tried to do the same and died I was like "I totally flipped right on top of that block, why did I die?" since I though it did the destroy blocks part after flipping (and maybe before it too).
Making the starting of a flip effect clearly more prominent than the end of it might make it more clear which way it works.