Resurgon Futuron by DrPetter 2011-05-03T01:43:00
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.
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 | BeeCommander | compo | |||||||||||||||||
| 2005 | 6 | Light & Darkness | AliensInTheDark win32 | compo | 2.22 | 2.50 | 2.47 | ||||||||||||||
| 2004 | 5 | Random | Title Unknown | compo | 2.62 | 2.85 | 1.85 |
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.
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.
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.
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.
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.
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.
Very solid. I liked the audio.
The game looks great and was interesting to play. Very nice for 10 hours of effort.
Really beautiful art. I wanted more.
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.
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.
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.
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.
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.
I liked the art, and the game was pretty fun to play. There were a couple of blind jumps that I found frustrating.
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 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.
I really liked the style of the character animations and of the music.
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.
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.
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.
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.
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.
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.
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.
The game physics for falling are really strange.
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.
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.
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 really enjoyed the twist in the gameplay and the integration of the theme.
Fun! Too bad about the lack of win screen.
Nice. Very stylish and fairly interesting. Slow controls were a bit frustrating.
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.
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.
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.
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.
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.
The super indirect controls make it really hard to accomplish anything. But it's lots of fun anyway.
Nice job. It gets quite tricky once the eyeball things are introduced.
This is a great demonstration of what can be done with an LD48 game. Very impressive.
Really nicely presented. The visuals, audio, and animation work really well together. Combat against the enemies is so hard though.
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.
Brilliant and bizarre. It reminded me of Towlr. I was sad that escaping didn't win. :(
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.
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.
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.
The gameplay is simple, but I like the flow of the experience you've created.
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.
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.
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.
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.
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.
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.
I got the same error as raincole under OS X 10.9.
It's a thing! I found it surprisingly interesting, considering how small it is. Nice job.
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.
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.
I like the character art. It would be interesting to see how the portal idea could be expanded.
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.
It took a while to figure out how to fight effectively. And it's hard! I can't imagine surviving 8 waves. Nice visuals!
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.
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.
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.
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
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.
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.
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!
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.
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.
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.
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.
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.
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.
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!
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.
It is the poop that makes this entry a complete package.
Nice job on the art, story and interface work! Gameplay objectives and the purpose of the traps is a bit confusing.
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.
I liked the tunes and the graphics a lot!
Nice job. As others have said, the ability to edit programs would be a big help.
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.
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.
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?
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.
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.
Nice! Cool little concept. I liked the progression of things getting worse when adding elements and better after combining them!
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.
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.
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.
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.
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.
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?
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.
Weird and funny. It's a neat concept! I found the physics of dragging the bodies around to be pretty strange.
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.
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.
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.
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?
The music is nice, and I like the bouncing characters.
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?
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.
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!
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.
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 )
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.
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.