Snowbert by spacedoubt 2014-12-29T11:27:00
It's a thing! I found it surprisingly interesting, considering how small it is. Nice job.
Foon → Ludum Dare Explorer → Users → erik
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥉 | 2008 | 13 | Roads | Roads to Nowhere | compo | Innovation | 4.00 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Fo | Tw | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Bugroom | jam | 301 | 3.55 | 3.82 | 3.36 | 3.00 | 2.34 | 2.81 | 71 | ||||||||||
| 2014 | 31 | Entire Game on One Screen | SwitchCubes | compo | 529 | 3.22 | 2.98 | 3.76 | 3.88 | 3.12 | 2.58 | 71 | ||||||||||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Square Vs. Blobs | compo | 154 | 2.86 | 3.36 | 2.23 | 2.95 | 2.32 | 2.32 | 1.92 | 3.07 | 16 | ||||||||
| 2009 | 15 | Caverns | Caves And Bombs | compo | 53 | 3.19 | 3.36 | 3.13 | 3.55 | 2.34 | 2.31 | 2.24 | 1.64 | 31 | ||||||||
| 2009 | 14 | Advancing Wall of Doom | The Growth | compo | 46 | 3.29 | 3.05 | 3.58 | 3.05 | 2.05 | 1.00 | 2.82 | 2.20 | 2.56 | 2.36 | |||||||
| 2008 | 13 | Roads | Roads to Nowhere | compo | 6 | 3.91 | 3.86 | 4.00 | 4.27 | 2.68 | 2.39 | 1.67 | 3.45 | 2.90 | 3.24 | 3.89 | 2.75 | |||||
| 2008 | 11 | Minimalist | dots | compo | 18 | 3.57 | 3.57 | 2.76 | 4.40 | 2.33 | 2.86 | 2.00 | 2.97 | 2.48 | 2.43 | 3.48 | ||||||
| 2006 | 8 | Swarms | Bee Commander | compo | ||||||||||||||||||
| 2005 | 6 | Light & Darkness | Title Unknown | compo | 2.22 | 2.50 | 2.47 | |||||||||||||||
| 2004 | 5 | Random | eaters | compo | 2.62 | 2.85 | 1.85 |
erik leaves an average of 35.6 feedback comments each event.
It's a thing! I found it surprisingly interesting, considering how small it is. Nice job.
The art is nice. A fullscreen or higher res option would have helped. I liked all of the little touches around the ship, but gameplay isn't complete enough to really show them off.
The lighting really is quite nice. Add some sound effects, a bit of polish on the gameplay, and some goals, and you could have something pretty fun to play.
OS X build isn't working for me on 10.9 unfortunately.
_ReadFile : /Users/erik/Library/Application Support/com.backterria.rockrocket/game.ios : No such file or directory
This is a very cool experience, and you did a wonderful job with creating mood through the visuals, audio, and narrative. My only complaint is that the time limit means that you need to play over and over again to make any progress and achieve a good ending. I actually wonder if I found all of the endings, or if there are still more options that could be uncovered.
It was interesting enough to get me to play a few rounds. I found using the mouse to aim to be quite frustrating though. The bow never seemed to move the way I wanted it to. Perhaps it works better on a touchscreen.
Shadow of the Colossus in 2d! Great idea, and beautiful art. As everyone else has already said, the controls are very frustrating. Lack of air control is probably the biggest problem.
I enjoyed this. It's very metroid. I was sad that I didn't get to fight anything with all those missiles after fighting the two earlier bosses.
Really nicely done. Great concept. I'd love to see what your level editor approach was for this.
Some criticisms:
Jump controls felt off. Landing precisely on narrow platforms is hard. It's frustrating to overshoot so easily.
It feels quite linear. It's interesting from an exploration point of view. But the player doesn't really get to make choices, so the current mechanic is limited in terms of adventure or puzzle solving. On the other hand, in the race and chase segments things get interesting; the platforming becomes a challenge, and the lack of player choice stops being a problem.
Good luck with your efforts to build on this.
The gameplay is simple, but I like the flow of the experience you've created.
This is a pretty solid little shooter. A couple of areas to improve: The bullets being fired were hard to see, and the results of shooting felt insubstantial. It's also hard to tell what the upgrades and collectibles are doing.
You've built a really cool system. I found it hard to get into it though. And once I did, it seemed like it was really easy for any bot that uses heal to stalemate really quickly. It also seems like the energy requirement on weapon b is way too high for it to ever be useful.
Very nice. Players seem pretty unstoppable when they stick together. Also, maybe a bug; I won a game, and when I played a second time, none of the collectable items seemed to be available anywhere.
The super indirect controls make it really hard to accomplish anything. But it's lots of fun anyway.
Nicely done. I'm impressed that you have included a level editor. I think the logic puzzles could get pretty complex with you setup, and that might be interesting.
Really nicely presented. The visuals, audio, and animation work really well together. Combat against the enemies is so hard though.
As others have said, it was a bit confusing as to what was happening, and the gameplay is pretty limited. Maybe you could make the fuel generators only work when the player makes the green guy circle the planet? And the green guy could have a bigger effect on the player.
Another issue is that it's hard to figure out what to download, and how to download the file from github.
I liked the characters, and running around the planet with them.
I like the character art. It would be interesting to see how the portal idea could be expanded.
Brilliant and bizarre. It reminded me of Towlr. I was sad that escaping didn't win. :(
I wasn't expecting the warping mechanic, even with all of the portal references. The puzzles are interesting. They get hard pretty quick though, and some of the solutions felt a bit like cheats.
Wow, this is very pretty. Were the graphics assets created over the weekend? Too bad I couldn't fullscreen, or make the window bigger to see everything better. Gameplay was a bit hard to understand what was happening, and using the mouse it seemed that clicking on the windows was inconsistent.
Nice job. It gets quite tricky once the eyeball things are introduced.
It took a while to figure out how to fight effectively. And it's hard! I can't imagine surviving 8 waves. Nice visuals!
Very nicely done across the board. Made me think of Fez a tiny bit. It would be nice if the player wasn't delayed so much when the cube was rotating. The weight / sliding mechanic was a nice touch that I wasn't expecting, and I would have liked to see more puzzles taking advantage of it.
This concept could make for a really interesting strategy game. Very cool. Mouse sensitivity was crazy high for me on OS X in the web player for some reason.
This is a great demonstration of what can be done with an LD48 game. Very impressive.
I got the same error as raincole under OS X 10.9.
I! Won! The Game! You obviously had a lot of fun with the audio. Lack of wall slide, and slow movement speed made gameplay a bit frustrating. I liked the visual style.
Pretty cool. I liked the lighting / visibility. It's hard. I have trouble living long enough to even get the first upgrade, and beyond exploiting the zombies by getting them stuck on corners, I'm not sure what to do.
Snowman! I played through to the end. Nice work. I liked the models, and I thought the faces were particularly neat, and added some nice variation to the puzzles. Smooth movement instead of tile move would be nice.
Solid entry with some nice polish. The Perspective makes it hard to read the height of the platforms. An animated character would be nice, though that's hard to pull off in 3d.
Crazy hard and unforgiving. And the wait at the start for the action to begin gets a bit frustrating after the 5th time. But there are some stylistic touches that are really nice.
I liked the character animation. Nice job on the audio as well. I found the movement a bit unresponsive, and I always struggle with ninja rope games, so I didn't make it very far.
Clever take on the theme. The mechanic is neat, though hard to take advantage of. With some more work, you could probably put in some clever puzzles.
Really beautifully animated. That you have to open the umbrella while on the upward portion of your jump to maximize your distance was a bit weird and unintuitive.
I like the twist on the escort mission idea. Nice job. I died a couple of times on the final two boss things, which was frustrating. I didn't seem to get much of the story either, as when I got to the house, I briefly got an image of inside the house, then the game exited. From the other comments, it sounds like you put some interesting story features into this, but I wasn't able to find them.
Neat little game. With some balancing and some polish, I think it would be a lot of fun. I think further upgrades for your plane would be great. It took me a bit to figure out what was happening when I pushed z.
You might want to mention the dash command somewhere in the game, as I didn't see it at the bottom of the web page at first. The dash is pretty cool. Taking damage from the a high fall and the lack of checkpoint are a bit frustrating though. More content would go a long way in this game.
The jump mechanic is interesting, though a bit frustrating at times. A and D and the arrow keys didn't seem to work for me. I also got some pretty bad lag with the particle effects when I died.
Really solid. Very well done. The interface would be slightly nicer if the line showing where you are aiming was above the tiles instead of underneath. Perhaps highlighting the tile you will hit in real time would be good. Also, making the portals more forgiving when you are moving at high speeds would probably make things easier without compromising the challenge of the puzzles.
Neat little game. The gameplay is kind of similar to what I was going for. With multiple weapons and some nice pixel art, I think you did a better job than I did. I really like your take on the theme. Getting rid of the instant death would be nice.
I liked the graphics. I found the last level a bit frustrating, especially because I didn't get to keep the hearts I collected in the previous level.
Unfortunately under windows xp I get: .NET framework initialization error, Unable to find a version of the runtime to run this application. I have .NET installed as far as I can tell, so I'm not sure what the source of the problem is.
This is a nice little game. More variety would be good, and the movement and attacks could use a little polish. Perhaps designed dungeons would have been better than the procedural ones? I really like that you included a boss fight, and I enjoyed the twist on the theme. Is there any sort of win state? Nothing happened for me after I killed the boss.
The game physics for falling are really strange.
The audio and visuals are actually kind of cool.
I liked the audio, and I thought the walk animation was pretty funny. The gameplay needs more work before to make it fun to play.
Fun! Too bad about the lack of win screen.
Great job. No one ever wanted to buy the armor from me, only the weapons. Perhaps this is a bug? Or maybe I missed something.
This is a very neat little game. Lots of fun. I think that it could be a little better with a faster jump. Also, sometimes there isn't enough space between the spike pits to survive.
Very solid. I liked the audio.
Very nice. Is there an ending beyond the achievements? I unlocked all the upgrades through persistence, but I never got very high up. Fun, but very challenging.
At first I tried to play with the keyboard, and that doesn't work very well at all. It's much more fun with the mouse.
That was fun. I liked throwing the cats, and the giant chain of cats at the end was great. Also, this is the first "take this cat" themed game I've encountered. It would be nice if the enemies moved more randomly and were less aggressive. Also, you might want to consider finding a way to upload this as a Java applet or Java Web Start program or something like that. Not a lot of people are going to know what to do with a Jar file inside a rar, and you will get less ratings and reviews because of this.
Really solid, well done. I liked the puzzles and the game mechanics. I really wanted to get to the mysterious guy in the lower hallway, but I couldn't find a way to do it. Too bad about the end.
I don't think anyone has ever done anything quite like this for a ld48 before. I thought it was fun, and the writing was amusing.
Really beautiful art. I wanted more.
I really enjoyed the twist in the gameplay and the integration of the theme.
Nice. Very stylish and fairly interesting. Slow controls were a bit frustrating.
Wow! Great job. I couldn't believe it when my character started kicking people on the ground. Very clever, and very well done. This actually reminded me of Commies a little, which is kind of neat. I found I had some lag in the afternoon sections, particularly on the last day.
Very cool graphics. It's fun to fly around, but because it can be hard to understand your position, dying can be a bit frustrating.
As always, an interesting and fun game. If you have a run of bad luck at the start, the beginning of the game can be frustratingly slow.
Super cool visuals. The slow reaction time of the character was a bit frustrating, but it added to the tension of the game. Well done.
That was unexpected. I like the visual style. The web link is typically a link to play the game in the browser, but your web link is broken.
I liked the art, and the game was pretty fun to play. There were a couple of blind jumps that I found frustrating.
The game looks great and was interesting to play. Very nice for 10 hours of effort.
I really liked the style of the character animations and of the music.
Lots of neat ideas, with many interesting things going on. It just didn't quite feel fun though. Maybe if it was easier to get around the level, and the player attacks were more powerful?
Neat idea, and I like the car animations. The refueling wasn't obvious. I did like the strategy elements.
Very games-as-art. It's neat. I want to find the end, but don't seem to have enough patience for that much driving.
Very much an art game. Does well in terms of mood and style. I found I spent a lot of time running around trying to find something more than randomness, but I never found it. I guess that is an art game about dreaming for you.
Well... it's basically frogger, and direct remakes of classics never really score well in LD48s. I died a couple of times when there were no cars near me.
It's pretty cool that it will run in a web browser, on a desktop and on a cell phone. I've finally seen evidence of java delivering on its cross platform promise.
Neat game. I would have liked to have a goal for building the city to a point where I win, instead of just trying to keep everything from falling apart.
I was going to complain about how when a game makes it difficult to control the character, I find things more frustrating than fun. But then I tried the bug fixed version and found things to be much more playable. Still a bit frustrating with slow to respond controls and an awkward camera angle though.
On the other hand, you created some very nice visuals. Making a full 3d game in 48 hours is hard, and it looks like your project was more ambitious than most.
Well, you definitely get the Towlr points.
Lots of nice touches and polish, but for some reason I didn't find the puzzles very fun. Not sure why. The pace of the car traveling was a bit slow. I certainly liked the ending.
Too bad the rag doll didn't make it in. That would have made this hilarious.
I find games frustrating when the challenge is caused by the difficulty in controlling the character. In your game this is balanced out by not having to completely restart the level every time you encounter an enemy. Trying to strategize around the behaviors of the enemies is also made things a bit more interesting.
The men you have saved flying to the top of the screen was a really nice touch. Lots of polish made this a good game overall.
I liked the style of the visuals.
Very nice puzzle game. Level 6 took some time to figure out. More polish would make this really nice, but I guess there are limits to what you can put in when working with 4k.
Very nice visuals and design. Unfortunately performance was a problem on my machine. I also had the problem with the help screen not going away properly.
That's very neat. Lots of nice touches. I'm impressed with the 3d + physics in flash.
The visuals have some nice touches. It didn't seem like a puzzle to me though. Just create one long road to the top, throw away any road with a curve, and click as fast as you can to get as many cars out as you can. My second attempt got me 22400 points. I like the puzzle idea, but I'm not sure how you would tweak the game play to really take advantage of it.
Wouldn't run for me.
This is probably the most creative LD48 game entry I've ever seen. It's mind blowing. Well done.
Pretty nice. It definitely triggers some rampage nostalgia. I'd love to play a more finished version. One touch that might have been nice is if you copied the crushed cars to the background and kept them around instead of having them disappear. It took me a little while to figure out that there is a difference between crushing a car by walking into it vs jumping on it. Also, nice animations.
It took me a little while to figure out that you had to circle the trees or the mountains, but once I understood that, it was a good game. Nice job.
Not much I can add to the other feedback. Great intro, the controls need some work to improve the game play. Making a full 3d game in 48 hours is hard.
Nice job.
It would be good if there was a way to surrender. Once I got stuck where my player was dead, and the remaining men were stuck and couldn't find each other to end the fight.
I found it a tricky to get used to changing directions using the direction I want to go. I think turning left and right would have been easier. I like the roadblock idea. With some more work, it could make for a pretty neat game.
I can't get the windows build to do anything other than show a 0 and a coin in the top left corner of a black window.
Edit: I tried the OS X build on my 10.4 Intel imac, and it wouldn't launch, putting the following in the console output:
/Users/erik/Desktop/DoctorTease.app/Contents/Resources/Main.rb:1:in `require': No such file to load -- rubygems (LoadError)
from /Users/erik/Desktop/DoctorTease.app/Contents/Resources/Main.rb:1
I'm just not having any luck running your game.
Loved the concept, the splatters and the speech bubbles.
Didn't like the controls, the narrow hard to navigate roads and getting stuck on the buildings.
This is pretty close to having everything it needs to being a full game. I love the visuals, and I'm impressed with what you've created in 48 hours.
It's a nice idea, and it's quite polished, but it's hard to play. Things move too slow, and managing routes is too complex. I liked the music.
I liked your pixel art. I found that going back and forth to the truck for asphalt a bit tedious. Maybe if the character could move faster it would have been more fun?
Ouch. Brutally hard.
Nice graphics and sound though.
Wow. Really nicely done. You took a very simple concept and made something really nice with it. I really like some of the visuals you created with your level design. Good job. When I first started playing I had my volume turned a little high and I was seriously shocked the first time I went off the road a little. No blur problems for me.
The control scheme is odd, and the gameplay needs some work. I liked the audio.
I really liked the collision detection and response. Crashing through traffic was great. The visuals worked quite well with this. The controls worked well at low speeds, but got really out of hand at high speeds. Maybe it would help to scale the steering sensitivity down as the speed goes up.
The perspective was... odd. I'm not sure if I liked it or not.
Pushing other cars around was fun, and the trailer was a nice touch, but beyond that the goals weren't quite enough to hold my interest.
On level 5 the level wouldn't end no matter how many times I drove over the red target.
Really weird collision detection was a problem for me.
Good idea including the xna installer. The units flying around shooting like crazy was kind of neat. Too bad you weren't able to get any real game play or tie in to the theme built. It seems that creating an RTS quickly is very hard to do.
Neat particles, bad stereotypes.
A very neat tech demo.
Making any sort of RTS game in tough, so well done for creating something playable.
On two of the computers in my house it doesn't show the main character sprite for some reason. I liked the visual style.
It would be more amusing if the errors were on screen long enough to read... but then that would kill the gameplay.
Minimalist controls. Very nice. A bit frustrating at times, but quite fun.
Neat to see an entry made in scheme. As everyone else has said, it needs more levels to really make it interesting.
Perfect use of theme. Very clever. Perhaps I'm missing something, but it seems to get very hard. Which is too bad, because I'd love to see how it ends.
Pretty crazy. I thought that there was a time limit, until I read the other comments.
Cool idea and mechanics. I didn't feel challenged though.
Not much of a game, but it has a super cool style.
This is a cool game mechanic that I have never seen before. It's a reasonably polished and complete game as well. Staircase building was a bit tedious on some of the levels.
Nice game, especially in the details, but I didn't get very far. I don't seem to be able to get enough speed/height to pass level two. The next time I played, the game skipped level two, and I didn't seem to be able to get enough speed/heigh to solve level three.
LD37 — One room (46)
You're the Boss by trenchgames 2017-01-01T21:13:00
Nice take on playing as the boss!
Totally didn't expect an action to be on the right mouse button on a web game. Healing was pretty hard to figure out as well. Also, it probably would have been better to either keep all the controls on the keyboard, or make the mouse control which direction the character faces. It doesn't feel right as it is. Difficulty is super high too, I didn't make it past Link.
It _sounds_ like the music and effects are direct rips, which is a copyright violation and against the rules. Not really a big deal for a jam entry but you probably shouldn't do that.
I really liked the art, and the drawings of boss and the classic hero characters are great.
Battlefield One Room by Potato & Taco 2017-01-01T21:02:00
It would be more fair to your reviewers if your description gave some idea of what to expect. Is there more going on here than there seems to be? Or is it just a very simple prototype?
Pit of the Slime King by Siridakis 2017-01-01T20:54:00
Pretty fun! Good job getting a boss in. Food pickups and endless mode were also nice touches. Holding down the button to shoot would have been nice, and the shots and deaths and stuff felt like they could have really benefited from particle effects.
Robot Disco by wwwhizz 2017-01-01T20:48:00
I liked the tunes and the graphics a lot!
Furry Heist by Datamosh 2017-01-01T20:09:00
The is the best twin-stick style shooter I've played this jam. Lots of great stuff here with the graphics, the laser mechanics, and the little touches like destructible plants. I don't think I understand the furry thing. I'm assuming you're joking around? As others have said, holding down the shoot button would be nice. The exploding fire extinguishers are neat, but it is hard to use them strategically, I always blow them up by accident. Difficulty is pretty high, it would have been cool to have weapon and health drops from the cops.
Magic Mop-Up by maybe-later-team 2017-01-01T19:58:00
Nice job on the art, story and interface work! Gameplay objectives and the purpose of the traps is a bit confusing.
Mice life by alex-ac 2017-01-01T19:48:00
Loading time between the home and the big room was a bit frustrating. I like the way the mouse wobbles when you walk!
My room is too fucking small by phi 2017-01-01T19:44:00
Nice! Cool little concept. I liked the progression of things getting worse when adding elements and better after combining them!
Super Boss Room by seurimas 2017-01-01T19:38:00
As others have said, twin stick or mouse aim would help this. Also it would be great if the camera would start scrolling before you got to the edge of the screen. Some polish would make this really solid.
One Roomba by 1y1e 2016-12-31T01:56:00
The concept turned out to be more interesting than I first expected. Perhaps if there was a power constraint and recharge mechanic, it would be even better. I could see it presenting some interesting opportunities for optimization and trying to find the most efficient solution, ala TIS-100. As other have noted, typing is a bit redundant, and a set of clickable buttons might have been nicer.
Roombat by JD557 2016-12-31T01:47:00
Yours is the first Roomba game I've played where the rooombas are the enemies. It's a nice twist on a shooter, but the lack of direct threat to the player maybe takes away some of the tension. Perhaps having other things to complete in the room would have helped? I wanted to use the computer for something.
Budget Mortuary by comatomatoes 2016-12-29T22:11:00
Weird and funny. It's a neat concept! I found the physics of dragging the bodies around to be pretty strange.
Coffee Battle by wischutz 2016-12-29T21:59:00
Nice character design, and the coffee animation made me happy. Super short duration for messages on the ground was frustrating. Maybe leave them around for a while, but have a penalty if you don't deliver them?
Pocalypse by Tjakka5 2016-12-29T21:45:00
Really nice visuals. I think I would have liked it better if the camera didn't spin, and you were aiming with the mouse instead, more like a twin stick shooter. One touch death was harsh, and I think it felt even more so because of the application exit.
Banira Shio by etherealWhisper 2016-12-29T21:33:00
Super cool! Quite challenging. It would have been nice to have some sort of indication of how close you have to fly to drop off a letter.
Spellbound by ijzm 2016-12-28T22:16:00
I had a few problems with the controls, where the animations wouldn't match the movement. The slow fire rate on the fireball was a bit frustrating as well, as was finding the last torch. You've got some nice stuff here with the visuals, audio, and concept though. Good job on making a pretty complete experience.
It Only Gets More Cluttered by mortus 2016-12-28T22:00:00
Really nice concept, well executed. Good job! I played through to the end. With the mid to later levels, the complexity starts making it hard to solve the puzzles mentally, and I started brute force looking for solutions. If you do develop the concept further, I think that interface work to help the player visualize the possible solutions along with some really well thought out level design could make this quite interesting.
Defend One Room by Fib 2016-12-27T22:21:00
That was pretty fun! After a few playthroughs I found I was consistently dying at wave 7 or 8, and it's not obvious to me what I should be doing to get better results. It starts to feel a bit frustrating when new waves don't give additional towers.
Pico Factory by caranha 2016-12-27T07:44:00
Super awesome that you made a Pico8 game! And super impressive that it is one of the best I've played so far.
The four minute limit is an interesting balance. I thought I would hate it, but it does keep the games short which I think helps keep things fun. I ended up replaying a lot trying to get really good builds, instead of optimizing a single build over a long time. It makes it hard to experiment with the more complex combiners though.
(Also, I overflowed the final score chart in version 1.3! http://imgur.com/a/lS7rz )
4/4 Room by Remicy 2016-12-27T02:16:00
Cool game! I think the original works a lot better than the post-compo version. Needing keys to open chests makes it really easy to stall out and stop making progress.
Legacy by rojo 2016-12-26T20:46:00
Really nice job!
*Minor Spoiler below for anyone who hasn't played yet*
I thought everything was super hard until I figured out that I could stand on the last button to permanently solve each puzzle. Things got a lot easier after that.
BBS. Room One by Alexander Kondyrev 2016-12-19T07:37:00
Nice twist on the metroidvanian concept. I got 2/3, but I have no idea how to even try to get the top right piece.
I think the main issue that people are having with the feel of the character comes from the low acceleration and high top speed.
Nice work!
Purrfect Seating by johnbrynte 2016-12-19T05:35:00
The music is nice, and I like the bouncing characters.
VacuumBot by Dvorgaz 2016-12-19T04:29:00
Love the sweep effect! Really nice job on the visuals. It's a super interesting way to present a level. Not having an indication of where to find that last bit of dust was frustrating, but I got it eventually. I wonder what else you could build with this approach.
Cat and Robot by Vadim Ivshin 2016-12-19T04:23:00
Nice job. As others have said, the ability to edit programs would be a big help.
Robovac Simulator 2k16 by markten 2016-12-19T04:16:00
It is the poop that makes this entry a complete package.
StompKid's Nightmare Land by ChrisAntem 2016-12-18T09:35:00
Neat concept, with really nice art at sound. I think the difficulty seems pretty high. Everything would be a lot more fun and solid if gameplay could be polished a little in terms of time, movement, and difficulty.
SpaceBeaver by OWC 2016-12-17T07:37:00
One of the best I've played so far, particularly in terms of polish and art. Is it winable? The thing I think it needs the most is some sense of progress and change.
Nuclear Arms 3: Atomic Reckoning by Logicon 2016-12-17T07:23:00
Cool, there is a lot here for a jam game! I would have liked it if it were easier to attack the aliens. Really nice visuals!
Roomba's Revenge by MessinaBrothers 2016-12-17T07:10:00
You've got some really nice touches in here. I would be cool to see a recharge mechanic along with some different sorts of challenges.
DiningRoomZ by winipcfg 2016-12-17T06:55:00
Can you actually escape? It looks like there are exits, but you can't go through them.
The player movement and shooting felt pretty good, which made this reasonably fun! The shooting sound got annoying quickly, and it would have been nice if there was some way to tell the stronger zombies from the weaker ones. Maybe if they were scaled up?
Pest Control by DoubtfulGames 2016-12-17T06:47:00
This was pretty fun! I liked the art a lot, as well as the variety of enemies. Screenshake didn't feel right, and I was a bit frustrated with the alternate weapons, none of them felt as effective as the original.
Telepathy Dungeon by NUEBO MUNDO 2016-12-16T20:52:00
Really nice job on the art style, and the variety of mechanics. The eraser monster was particularly a neat surprise. I felt a bit like I was brute forcing the puzzles instead of really thinking about what I needed to do.
RemoteRanch by Tym17 2016-12-16T20:45:00
Interesting concept. I managed to hit the life form with the food a few times and got some extra points for it, but I was too frustrated to keep trying to feed it to see if there was any sort of ending.
Room of Fear by Alexandr Lisnic 2016-12-16T20:30:00
Nice job! I like the style a lot. I think I would have liked mouse aim better. Also, things move a bit fast considering how much you can see on the screen. Good job including a final boss as well.
Don't Eat My Babies by pkenney 2016-12-16T06:27:00
Nice job with creating something interesting out of a very simple set of rules. It could almost be a board game. I agree that the attack on roll is a good change. I think it's a little unsatisfying that the only end seems to be an inevitable loss.
Resources in a Room by 5Cents 2016-12-16T05:47:00
The gather resources -> upgrade tools -> gather resources loop is neat, but I think it would need something more to make for really compelling gameplay. As others have noted, you have to be really careful not to build tools twice in a row and end up empty handed.
Love Bar by lpl1994 2016-12-16T05:26:00
I win! That was super weird, but pretty well done. Being grabbed by the guys, and the inconsistent ability to punch people felt a little glitchy. Also finding the second room was hard. Things got really weird when the dudes starting coming through the walls.
Welcome Home by sportsquid 2016-12-16T05:20:00
I'm not sure what's going on here. But I won I guess? Was I supposed to have loads of money from the very start?
OneRoom Farmer by badabooom63 2016-12-16T01:22:00
Nice job! I like the visual style and the music. Mechanics are neat, and it was satisfying to build things up. Once you figure out a good enough crop layout the challenge sort of goes away, so maybe more complexity would be needed to keep it interesting for longer.
Vac-Room by thunderklaus 2016-12-15T21:59:00
Neat idea. My best run was 71 moves. I think you could have a really neat puzzle game if you added some constraints, like furniture you had to get around, and maybe a move limit. Or maybe somehow make it so the player always has to get to a charging station before their power runs out. Keyboard controls would have been nice to have.
Red Panda Express by Palmish 2016-12-15T21:05:00
Neat to see DrPetter's name in a Ludum Dare again! Art looks super nice.
Solid collisions on the boxes instead of slowing down the character would have been nice. And I found using the bombs to actually attack the enemies is quite hard. Is there any sort of end state? I couldn't figure out what was happening with the opening and closing doors.
Roomies by NicMagnier 2016-12-15T20:53:00
Really nice! A bit slow at the beginning, and the effects of some of the furniture like the shelves was unclear. I think I would have liked the option to speed things up a bit. Good work.
Big Platform by tppr2046 2016-12-15T10:13:00
The game looks great, but I guess that comes down to the "Super Platformer Asset" package. (Which is totally legit for the Jam of course.)
The jump sound got a bit annoying over time. I think it is a bit too long. And I think it is often firing multiple times at jump time.
It's interesting and cool that you've got secrets and this weird system to explore, but I found the gameplay a little to difficult, a little too slow paced, and a little to passive. So I wasn't motivated to try to figure the whole thing out. Still super neat that you took that approach though.
Ants in the Kitchen by theCrancher 2016-12-15T09:30:00
You should make that a Windows link, "Web" means playable in a web browser. Also, use zip, rar is kind of a pain for a lot of people.
Right click to shoot instead of left click is weird. And having the camera track both the mouse and the player is crazy and disorienting, I think you would have been much better off with just tracking the player.
I panicked a bit when I ran out of shotgun ammo, until I realized I could switch back to the main gun. The machine gun was fun for the .5 seconds it lasted. The basic gun would have felt better with a higher rate of fire, and it would have been nice to be able to hold down the shoot button.
I liked the visuals a lot!
DangerRoom by hermetic 2016-12-13T07:37:00
Definitely getting a Geometry Wars vibe. Using the keyboard and mouse, the motion feels fast and too direct. More momentum would probably feel better. And a larger cursor for the mouse to aim with would help. I betting it feels better with a controller.