Wall of Red String by PTSnoop 2021-05-14T17:37:11Z
Nice little game, but took me a really long time to figure out what I needed to do to win...Congratulations!
Foon → Ludum Dare Explorer → Users → Escapade
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Simple Harmonic Motion Game | jam | 1030 | 3.25 | 3.10 | 4.05 | 2.89 | 2.81 | 2.41 | 2.66 | ||
| 2021 | 49 | Unstable | Number Fission | compo | 79 | 3.91 | 3.81 | 4.29 | 3.93 | 3.00 | 2.86 | 2.79 | ||
| 2021 | 48 | Deeper and deeper | Bunker | jam | 1180 | 3.36 | 3.30 | 3.28 | 3.51 | 2.73 | 2.96 | 2.85 |
Nice little game, but took me a really long time to figure out what I needed to do to win...Congratulations!
Green ftw Depthscraper.PNG I had to get 23 red to continue, but alas it wasn't my day. I see a lot of potential in this becoming a mobile game, so you have my full support. It seems the key is to maintain at least one long line of a certain colour - I got 41 yellow and 87 green, which seemed to be the main factors towards my high score. This was the first try for me btw. Any luck you could tell us the formula for scoring?
I didn't know what the f*** was going on...The art was nice, the music could have been a bit darker if that was what you were intending (idk I really didn't get the meaning of the game sorry). Maybe your full game might make things easier to understand?
I got to the part with the tree and saw a bit of explanation on the lore...but maybe it could have explained things a bit better, maybe this game and this genre is just not for me, but I didn't really get the intention of the game I'm sorry.
Great game, quite fun, although like the others said could have added in a bit more elements e.g. more items, levels, etc.. It became quite clear the strategy is to prioritise the energy drinks over the gems, maybe something like running also makes you sleepier would make it more interesting, since then the game would become more like greed control (don't run to grab that gem or you will lose). Still, you had only 48 hours, great job!
@caveman54 Nice game! Some of the levels were very well made, how long did you spend on level design? It is also interesting how the pitch of the song changes at different layers.
Anyway, I think I found out the bug that was causing me not to pass level 1 just now. If you move downwards or upwards into a wall or the edge of the box, the animation does not reset, causing the player to be off-centre and thus unable to move. Clicking on the layer resets the player and thus makes him able to move again.
Hi I played your game already but just a question, I built my game using Unity as well, but for some reason I cannot make my game go fullscreen when I press the fullscreen button on the WebGL template. I noticed for your game you could do that, may I know how you did it? Thanks.
Not gonna lie, this was one of the best games I played during this LD. The music was especially nice.
Btw I completed all the levels. If anyone wants I can post a walkthrough on YouTube or something, some of my solutions were quite interesting, to the point that it may seem a bit...broken, maybe the development team will want to look into them.
@oddarock Here is the link: https://youtu.be/7rNZstMOJOk
You might want to check out my solution to Level 15, I am certain it is not what you intended.
Re-uploaded because I realised the previous video had export issues.
https://youtu.be/1kaWgTZK9g4
Nice game, impressive given you've only got 72 hours. However, I think it would be nice if you added a map somewhere in town, or you had an arrow pointing you to your next task, as I had a bit of trouble finding where I needed to go.
I'm just curious, is it possible to get a bad ending, where you get thrown down the village well? I haven't played enough to know if that is the case.
Extremely impressive game, can't really find anything to complain, you did extremely well setting the horror mood for the game, probably one of the best I played this LD.
Just curious though, this is probably the first time throughout this entire Ludum Dare I just had to download a single exe file for the game, what did you use to create it?
Neat little game, very good for a first Ludum Dare. One issue: the fix hitbox for the player can be tweaked a little, if the hole was just slightly behind me I couldn't fix it.
Nice game. Honk.
Hi, nice little game, but I can tell that you don't have a lot of experience. It's ok! Experience takes time to build up. I also don't have a ton of experience myself, but here are some tips you can consider: - Start by trying to recreate games that have already been created. For me I tried to recreate classic games like Asteroids and Breakout, and by doing that I managed to learn how to use things like tilemaps, colliders, instantiate and much more. - Learn to use the Scripting API. You can find it in Unity by going to Help>Scripting Reference, and while some people say it is incomplete I think for beginners it is good enough to get you acquainted with the most basic stuff. - If you are really stuck, say you want to create text but don't even know where to start (and btw the new Scripting API strangely enough doesn't have a page for text), then you can go look online for tutorials, the good thing about Unity is that it has a super large community so there are lots of tutorials online for you to find. I personally recommend Brackeys, he appears to be the most famous Unity tutorial maker and I find his tutorials extremely helpful for me.
Hope these tips will help. For me I also had a lot of free time to do my own programming and watch tutorials, but if you don't have that luxury it is fine, just make whatever progress you can make. One final note, there is no need to export your Unity game to a rar file, just a normal zip file will do, here's a video on how to do that from, guess who, Brackeys: https://www.youtube.com/watch?v=7nxKAtxGSn8
Fun game, nice pixel art, very polished, although it felt a bit short. Also, I feel like the attack should have a timer or something, I shouldn't be able to just kill everyone and not take damage by spamming the space bar.
Thanks everyone for the feedback.
@simonbw I don't play FPS games so I didn't know about their control system, will definitely keep in mind for future games. I also realised the wire puzzle was problematic, but couldn't figure out how to resolve it. Also, this was my first game jam so I didn't really think about polishing my game that much, which meant my expectations for things like audio were really really low, especially since I had never used audio in Unity before. My focus was more on finishing the floor ideas I had in mind.
@rewzu Thanks for spotting the bug, I will fix it. Also if you download the Windows/Mac version the game would quit if you entered the last elevator, but in the web version it would cause an error (see the first comment), so I simply removed it since rules said I couldn't add any new features.
Thanks for the feedback.
@oddarock I finally got around to shortening the biometric scanner time since a lot of people mentioned it. Other than that, I would definitely modify the controls and add some sound effects but unfortunately the rules said no new features. Given it is my first jam I also didn't have polishing the game at the top of my mind.
@ping78 Sorry for that, I don't play FPS games so I guess I should just keep that in mind for future games.
@sandra-jasionowska Nice, I hope you liked what was behind the QR code :smirk: . Anyway, the wires wasn't intended to be like that, but I couldn't figure out how to fix it so I had to leave it at that. Thanks for playing! As for the black wall, the solution is simpler than you think, so keep trying!
Very very nice and novel concept, would definitely love to see more levels added, and perhaps more story as well. Art style was nice, but issue is from the camera perspective it can be a bit hard to see where the tiles are, so that could be improved. Also the input takes a bit of time to respond, so it is very hard to move just one square. Overall very nice game.
Nice game, I think you could make it a bit harder, say, introduce more uncertainty into the gold and relic mining such that there are just some times where the mining really doesn't bear fruit and you end up losing money, which would be more similar to real life. I think that would make it more interesting. Making it harder also makes the player think more about strategy.
Nice music and nice mood, interesting game with a lot of potential, but I found a few bugs/things you could fix. - Camera can see through wall - In the tutorial room, if I walked left towards the wall next to the ladder, I was somehow able to climb the wall, certainly not what you intended - The colliders for triggering the words and being able to pick up/place the objects can be expanded or adjusted, I found myself trying to move around a lot to try to trigger the words and pick up/place the object. - The lighting was too dark for me, even with the flashlight. I understand the vibe you are going for, but there were times I was in near total darkness and I didn't know where was what for quite a while. I think some more ambient lighting may do the trick without ruining the vibe.
Unfortunately I didn't get very far, got stuck at the second door even after putting both wires, pushing the barrel into the robot also didn't work :(. Great work though.
Never mind I figured it out, turns out there was a third console for you to place the last wire. I got through all the way to the room with 3 robots, before I somehow glitched and fell through the map, getting to see the Unity skybox in all its glory... (That happened when I was trying to squeeze through a gap between the wall and a large barrel)
Really underrated game, extremely impressive given you had only 48 hours. I especially like how the screen gets more static as you collect more boxes, and the short statements that act as compelling storytelling as well as transitions between levels. Mood was perfect. It didn't really have a clear ending but I guess that was your intention wasn't it?
Nice game, although I found it very hard. Here are some tips for those who have yet to play (I hope the developer doesn't mind): - For the first minigame, run around in a big circle along the edge - For the second minigame, just focus on the right hand side and move your character up or down as necessary, so you only need to focus on 3 lights instead of 6 (I think the game is designed such that you never have 3 lights come together on the same side) - For the last minigame, for the clocks one first move your character to the bottom to maximise your reaction time, then, straddle the middle of 2 lanes and just focus on those 2, when a clock/car comes on one side just move your character to the left/right side a bit (this applies to both the clock and car games). For the cars one occasionally you will have to squeeze through very narrow gaps but still if you get lucky, which I did, there will be a time where the 2 lanes you pick don't have any narrow gaps and you can pass quite easily.
Is it just me or is the reaction time for this game extremely short? Anyway nice game, I could only get to 100 though.
Nice game! I especially liked the quote at the start of the game.
Some feedback I have: - It would be better if you could clearly distinguish between the different groups (plants, herbivores, carnivores), say by assigning a certain colour(s) to each type of organism, or putting a letter on each one of them. Because after a while you will forget which colour is which group. - The game doesn't feel that challenging. By right what is supposed to happen is that if you do not manage the animals carefully the whole ecosystem will die out, but what happens really is that the choice to add a certain animal comes fairly frequently, which means if I lack, say, herbivores, when the choice comes to add an animal I can just add a herbivore, or add more plants if the choice for a herbivore isn't there. So because this choice comes so frequently, it's very easy to prevent this game from reaching the tipping point where the whole ecosystem collapses and you lose the game. An idea would be to use some sort of currency, where a thriving ecosystem gives you currency which you can use to add organisms of any type you want, and if the ecosystem is failing it becomes harder and harder to save it unless you make very wise choices.
It took me some time to understand what I was supposed to do, that gazz=good, electricity=bad, and generators=good. But otherwise interesting game, seems effed up that I can just cut off the power entirely, let half the goober population die off, and still win reelection. I also had fun resigning multiple governors in a row.
Nice game, very polished! The puzzles were maybe a bit too hard, I managed to solve all of them but took me a long time.
Honestly I think you should feel proud that you managed to finish a game at all, no matter how bad you think it is, there were a lot of others that didn't manage to finish their game and had to drop out. Whatever complaints you had about your own game, you only had 48 hours.
Btw happy birthday to your brother! My 20th birthday is coming up soon as well, so guess we were born very close to each other.
Now time for me to get that "boing" sound out of my head.
Nice game! Just my personal opinion, but maybe A and D/arrow keys might have been a better control scheme, at least for me.
Nice game! Personally for me one big improvement would be to invert the controls e.g. let the up button do what the down button does now, and vice versa. Then it would be much more intuitive for me.
But otherwise I had fun. Good job!
Sorry is it okay if you explain the controls? I can't seem to wrap my head around them.
AMAZING graphics and sound design, I love the Monument Valley-esque vibe the game gives off.
Like the others said, if you made a few harder levels that would be great. I suggest you could do that post-jam, and release it as a puzzle game, similar to Monument Valley.
It's a great game, very polished, super good music but I still don't get how the ball is supposed to be affected by the music... :|
I can't seem to access your game...
LD49 Not Working.png
@jryzkns Thanks, it worked for me. The graphics, sound design, and narrative were great! I think I can vaguely tell what I guess you were trying to portray. I also liked the inclusion of the left-ctrl option.
My main issue with the game seems to be that I have no idea how to get the bar below to fill up, for me it was a lot of blind trial and error before I somehow manage to get the bar to fill. On the third "level" I got it close to the halfway mark twice, but it never seemed to cross it somehow.
@beasrabbit I tried it on my own mobile phone, and while it was functional there were a few things I will need to fix.
Do you think I should release an Android version of the game in its current form as well for the jam? Since porting can happen after the initial 48 hours. (Although features like a local highscore will have to wait until after the jam because of LD rules)
@m-a-t Good job :smiley: Glad you had fun!
@blind-archer @freeworld Glad you guys liked it!
@beasrabbit I tried an Android build, but it needed some substantial fixes such that I think it is better to just create it post-jam, which I will most likely do. This is the first jam which I managed to create a game with real post-jam potential.
@duck-reaction Thanks for your feedback! In fact having a separate high score for creating many, but not infinite iterations is already an idea I have in mind for a future mobile release.
@shadowmyst @enya454 @kanishka-dev Thanks for the positive feedback guys!
@enya454 I will certainly consider that for a future mobile port. Thanks!
@bakenshake @roelosaurus Thanks guys!
@cslupius @namnam Thanks for playing!
@mango-malarkey Thanks! While I was playtesting my game I realised that for certain configurations of numbers, if you keep adding to the same circle, the configuration will always return to itself, except for one large number which accumululates all the numbers you added. So theoretically you could get an infinite score, because you could keep playing without ever entering an infinite loop. Hence the rule where you cannot add to the same circle twice in a row.
Iirc the configuration I got was Y - 0 - 1 - 3 - X(0) - 3 - 1 - 0. If you add +1 twice or +2 to circle X, after splitting the +2 will end up in Y, while the other 7 circles return to what they were initially, so you could keep adding to X while Y accumulates everything you added, making you able to reach a super high score with Y. If I could guess, there are most likely other configurations like this that I don't know about.
Anyway with the current rules implemented, one strategy you could try could be to alternate between diametrically opposite circles. I tried it, and while it is not foolproof - I still managed to enter an infinite loop with it - it could probably get you pretty far.
Inspiration-wise, I think my original idea was about fusing protons and neutrons to get stable nuclides, but somehow I didn't really like the idea (I think because that meant hard-coding a bunch of numbers into the game, and players keep having to look up a list to see what their possible options are.). So I explored other ideas that made use of fusion and fission, until eventually I ended up with this game (I think my guide was to create a system of fusion and fission such that there is a simple mathematical formula to tell whether something is stable or not, so players can tell at one glance instead of having to look up a list.). I wrote a simple C++ program to see how it was and liked it, so I went with it. As far as I know no other game has implemented this idea, although for all I know there could be an obscure mobile game out there that already has this idea implemented.
@mathiouza Thanks! I only realised on hindsight that it was probably not a good idea to impose the 49 upper limit on iterations, it was only after some playtesting that I realised that it was probably possible to create cycles of more than 49 iterations. And I am sure that seeing a cycle end after, say, 100 iterations, will create the sense of satisfaction you are looking for. I will certainly remove the limit if I create a post-jam version.
@leokrechmer Thanks for playing my game on stream! I appreciate it!
@not-as-artistic Thanks! It's fine, there are other games to play and rate anyway.
@kukurammus Thanks! I realised only after the submission period that I forgot to decompress the sprites and set filter to point, so the sprites may look a bit pixelated. As for sound design, I definitely will improve that in a post-jam version.
@erikengineengineer Thanks for playing my game on stream!
@gimbalock Thanks! I only made a grand total of 2 circle sprites, in MS Paint. So you can imagine how I feel when I see others saying they spent a few hours on art :stuck_out_tongue:.
@ronanrory Thanks for playing! This is the first time I've heard feedback like yours, but I appreciate honest feedback so it's fine. I think the whole point of the game is indeed to strategise - as you play you discover more about this system of numbers and understand better how to avoid infinite loops, but since you said you are not that kind of player I can see why the fun element might have flown over your head. That's fine.
Very nice game, gonna come back to this after the rating period is over to see which game you pirated...:D
Unless this game wins the Compo, in which case...
On a side note, that pirated copy seems very expensive, most likely more expensive than actually buying the game lmao
Hey dude here are the winning entries so you don't have to pirate them :smiley: They're available for free!
https://ldjam.com/events/ludum-dare/49/quantum-madness
https://ldjam.com/events/ludum-dare/49/unstable-wip
Nice game! Can't really find anything bad to say about it. I find it impressive you actually have your own website to host the game.
But on a side note you can probably try tweaking your website a bit, for me I had to zoom out to 80% in order to see the instructions at the side.
I feel like moving left and right is a bit too restrictive, especially on Level 3 where the blocks are basically the same size as your racket, making it hard to move them when you are stuck at the bottom. Maybe adding up and down movement would make it better...?
Other than that, I had fun :).
Gorgeous-looking game. Only problem is that it is a bit hard to figure out how the grey tiles where you can place blocks are decided. On WebGL the ESC button also makes you go out of fullscreen mode instead of actually retracting your pieces.
But seriously though. This game is amazing. The UI looks clean and very polished (the kind of UI I want to go for in my game(s)), the visuals simple but pleasing, and the minimalistic music really gets you in the mood. I really see the potential for this game to win Ludum Dare.
Very innovative game, I managed to get the top high score in the default mode (3821).
Graphics are simple and fit the game very well, I don't think I could have come up with a better design. I felt the audio, though simple, certainly had its place in the game and it didn't feel like the game would be better off without it.
I discovered a strategy which allowed me to get the top score, which I would describe as the "dying breath" strategy, but the way it works, I'm not even sure whether it should be there, or if you perhaps intended for it to be there. Basically, how it works is on your last turn, you place a big blob of one colour into a leak to complete it fully, but also generate a ton of errors that subtract turns. For some reason, after doing that the turns that are supposed to be subtracted because of the errors don't get subtracted, but the turns that are supposed to be added from completing the leak get added, so I go back up to 3 or 4 turns and essentially just resurrected myself from the dead. Not only that, I also just cleared a big blob that was clogging up the play area and now my playing field is much more favourable. I will attach a video of it later if I can. I managed to do the above strategy twice, which allowed me to push my score by quite a few hundred before finally losing. But it almost feels like cheating, because of the turns that don't get subtracted. Perhaps you could look into this and decide whether you want to keep this "hack" or not.
Here is the video of the strategy:
https://youtu.be/CJn6y9174DY
@jimbly It worked mostly fine, although there was a constant offset when I dragged the blobs, and I sometimes placed the blobs slightly off, so they ended up in the wrong spot which was a bit frustrating, but I'd blame that on my phone screen being small. Could be something to consider if you make this into a mobile game.
I love the menu.
Fun little game, everything was quite polished, the visual and audio feedback was spot on. I liked blasting villagers in one line with the cannon. Main issue is that the hitbox felt a bit low. I also felt the music didn't really fit the gameplay, the calming music seemed out of place with all the shooting and action.
Nice and interesting game, very nice graphics. My main gripe is the lack of a tutorial and no indicator for what each of the powers do, other than the icons, I had to take a few tries to figure out what was going on. Although if I had to guess, that was due to lack of time, which is normal. Still quite a fun and novel game nonetheless. Good job!
Absolutely underrated game right here, easily my favourite this jam. I loved the subtle storytelling through the text on the shrine, and the humour sprinkled around, especially the Desert Queen vs Robot town one. I also like how the music changes from area to area, and how the ending theme uses the same melody as the starting one. The ending hits home with the theme really well. My only gripe is that you can only move using arrow keys, which is fine by itself but you have to press E to interact as well, which means you have to use both hands which is a bit cumbersome and is an issue for, say, people with only one hand.
Also why do the characters look like they came straight out of Monument Valley? I actually thought for a moment that one of you might have been from ustwo games.
Very nice and polished game! It's quite amazing how you all managed to pull this off in 72 hours, the graphics and audio are amazing. If there is anything I could suggest, it would be a small tutorial when you enter the map that tells you where things are - it took me a few tries to figure out where everything is and what to do even though I read all the instructions beforehand (although with a game this complex that would understandably take a lot of time). The humour is also on point.
Nice game! I really liked the old-school vibe you were going for, the graphics, audio and gameplay in general really sell it well. I found out that pressing the Alt key triggers an error though.
Fun little game. The audio was great but the menu music was a bit harsh sounding. Visuals look nice but the font is a bit hard to read. A way to restart the game would be nice. Still had fun though.
Interesting game, quite simple but still fun. You could consider adding a bit of background music during the fight, that would certainly add a lot of atmosphere to the game (though if you didn't due to time constraints that's fine).
@webox Thanks a lot! I should probably mention that I had this idea for the longest time, long even before I got into game dev, but I somehow never really got around to turning it into a fully-fledged game until now, when LD50 gave me the perfect opportunity. I do intend to eventually release it for mobile though.
@x000000 Thanks!
@polymathld Thanks!
@tombuston Yeah I am aware of what you are talking about. I discovered this when I was playtesting myself, but I couldn't think of a way to work around it before the deadline. I will certainly keep it in mind when I develop the idea further.
@charlesschar That's a nice idea! I will definitely consider it. The main reason I didn't implement something like that in the current game though was because I thought it would be extremely hard to be able to control the ball to be at an exact point at a certain distance into the game unless you were going straight e.g. make sure the ball is at the high point of the wave at this certain x-coordinate. I will certainly look into it now that I have the time.
@hajpappan Thanks!
@unbreathable I actually wanted to add stuff like flipped maps and randomised tile generation to the level generation, but couldn't because of time. Nice to see you still liked the level design.
@boaromayox Thanks! If I develop it into a final game I will most likely include a piece or 2 about the movement in it.
@doctor-zeus Thanks! Graphics is not normally my strong point so it's nice to see you appreciated it. (With that being said spending a lot of time on art was probably one of the reasons I overshot the Compo deadline.) Your idea about the music is interesting though, I will definitely keep it in mind. As always, due to time I could only add a few sound effects.
@str8griz Thanks!
@lohii Yeah I understand what you are talking about. I discovered that when I was playtesting myself, but maybe because I already had an idea of the type of game I wanted I just went with it. If you have any suggestions about what kind of game could utilise the mechanic better feel free to let me know.
@charred-axolotl Yeah sorry about that, the level design was really rushed so I didn't have time to really think it through and playtest. If I do a post-jam version I will certainly modify the maps and add some random tile generation.
@yogurtthehorse @trev3lyan Thanks, glad to see both of you enjoyed it.
@dustyroom Thanks! I thought people would be able to figure it out by themselves, but I guess maybe not, I will keep it in mind. Try moving the line closer to the ball, but don't overshoot.
@elysiagriffin Thanks so much for playing my game on stream! I will try out your game now, really hope I can participate in the next LD too!
@i1415 @fredrik-rosell @marianoa213 Thanks!
@evan-minto That's incidentally also an idea I am considering now, being able to control the horizontal movement of the wave, although that may take away from the simplicity of the controls. But thanks for your feedback! I will spend some time after the jam thinking about how to utilise the idea better.
The ball was extremely hard to control at first, but after a while I got the hang of it. I found out that clicking around 3 times per hit was the best strategy, at least for me. After I hit the score of about 10000 the ball became a bit harder to control, though the visual feedback was nice. I think you made the right decision to create a very small game and focus on polishing it. Good job!
This game is awesome in graphics, audio, just about everything. Difficulty was just right, and I like how the objectives are listed out nicely at the bottom. Although for me, the dialogue didn't exactly feel "human" enough, but that's just my personal opinion, and it's a jam game after all. For a full version, I suggest you could improve it and flesh out the characters more so they feel more complex and relatable. (e.g. at the start, the protagonist clearly got annoyed when the bear started asking him for help. I suggest that either you could dial down the annoyance level a little bit, or you could make it more subtle and less "in-your-face", and maybe subtly hint at where the annoyance is coming from i.e. his hatred of highnobles, or the prophecy that the druid told him about etc.) But that's really the only criticism I have. I would really look forward to a full version!
Nice entry! My best time was 2:54.
Extremely good job for your first entry, you should be proud of it. Your partner also did a great job with the music and sound design. (or is it you that made the sound effects? I'm not sure, but the sound effects were sooo good as well.)
Since you participated mainly as a learning experience, perhaps here are a few things you could consider: - A health bar for the Mama (so we know how much health she has and if she is close to dying) - A fade-away animation for the crystals, so we know if the crystal is going to disappear and we should just wait for the next crystal - A way to know when the obstacles' colliders "activate" and actually damage you e.g. for the branches, the colliders "activate" some time after the branches actually appear, so we can't tell the exact moment they activate and hence for how long we can walk through them before we get damaged. What I could suggest is that the colliders activate once the branches fully appear out of the ground, but the entrance animation is slowed down so we are given time to anticipate their positions and plan our path accordingly.
But then again these are just small things to take note of, your game is still great regardless.
Didn't expect this game to be this fun, really liked the voice acting. I actually feel like I have a connection to the dog. The graphics were amazing and adorable. Only issue could be that the menu is a bit quiet and too static - if the menu didn't have music, maybe a bit of animations like the keyboard buttons or the words animating would make the menu feel a bit more "alive".