Foon → Ludum Dare Explorer → Users → evilseanbot
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Dysforgiveness | jam | 1080 | 2.15 | 2.00 | 3.35 | 1.58 | 2.38 | 54 | |||||
| 2014 | 31 | Entire Game on One Screen | All At Once | compo | 17 | |||||||||||
| 2014 | 29 | Beneath the Surface | NanoMineBo | jam | 615 | 2.75 | 2.79 | 2.67 | 3.06 | 2.26 | 2.64 | 3.13 | 2.56 | 90 | ||
| 2013 | 28 | You Only Get One | List of Regrets | jam | 353 | 2.90 | 2.90 | 2.85 | 2.80 | 3.05 | 2.43 | 3.64 | 3.08 | 83 | ||
| 2013 | 26 | Minimalism | I Dream In Color | jam | 299 | 3.05 | 2.90 | 3.47 | 2.46 | 2.82 | 2.57 | 2.75 | 3.16 | 100 | ||
| 2012 | 25 | You are the Villain | The Dog Days Are Done | jam | 239 | 2.71 | 2.31 | 3.39 | 2.95 | 1.81 | 2.25 | 2.37 | 2.81 | 72 | ||
| 2012 | 24 | Evolution | Place of Origin | jam | 155 | 2.93 | 2.80 | 3.00 | 1.73 | 2.68 | 3.19 | 2.20 | 3.63 | 100 | ||
| 2012 | 23 | Tiny World | Prince of Leaves | jam | 61 | 3.46 | 3.31 | 2.37 | 3.02 | 3.65 | 3.94 | 3.36 | 3.47 | 100 | ||
| 2011 | 22 | Alone | I Hate Being Delicious | jam | 85 | 2.61 | 2.26 | 2.86 | 2.69 | 2.47 | 2.59 | 1.81 | 3.06 | 2.41 | 84 |
Very cute ending
I <3 the evil dr.
Playing the game I was a little confused, thinking I could get into other levels before I reread the intro text
More Obama in games
Awesome little mood poem of s game.
Having a touch more enviromental interaction might have been nice - I really felt like I should spend my day climbing trees - But othervise very nice little game.
During the beginning its pretty hard to see the ground. Maybe your fire/the torches should burn a little brighter?
I ate the cat :( I liked the terrible moral dilemma built in.
Nice! I especially liked the little grave yard outside.
I would have liked more warning before sleeping myself to death, like how I did on my first play through.
The 'ping' sounds were kind of annoying. Maybe make them softer?
I would have liked a little more 'experiental density' - Stuff happening in the time frame of the game. But otherwise a solid game.
Very original, and good job on the different levels which all have their own unique feel.
I felt like I wanted just a *little* more control over my flailing hobo, but otherwise great job.
I enjoyed the lantern mechanic a lot. A little more smoothness in the controls would help.
Absolutely love the title graphics.
It seems like the non-boss segments after the first level were very short.
In the forest, its hard to see the stone if its on the bottom.
The boss sequences are pretty easy to beat if you just jump to the rhythm of the blasts - Maybe it'd be more interesting if the blasts were irregular?
I love the atmosphere.
The text on the bottom is kind of hard to read while playing. Maybe text in the center?
Loved the angry cat at the beginning
Love the graphics and atmosphere.
Some path finding issues made me wish it was an option to directly control the character.
Agreed on spacebar activating the nearest paper.
There's a problem with the last note in that it makes conflicting text appear.
The last image is a little ambiguous. I am pretty sure what it is due to the story, but the image is pretty muddled.
Nice first entry :)
I loved the music.
Was a bit too easy to get lost in the left side, which is tricky to get out of.
There's a bit of a control problem in that "A" also rotates the ship (Along with D). It also might have been nice if you avoided invisible walls and used the original solar jetman's mountain barriers. Otherwise, fun game, and I liked the particle effects.
Nice game!
Reminds me of the board game space trucker!
I liked the yellow ball spit out minigame! Could have used more visual cues.
I couldn't figure out what the objective of the block pushing minigame was and found the controls abit wonky, but the idea was neat. I admittedly only glanced at the instructions, but I will assume that is true for most players.
The targetting minigame was pretty meh.
Great job on the title screen :)
J0umping feels a little weird! The boss takes a little bit longer to beat than I think it needed to be! I like throwing confetti and jumping!
I think with a bit of polish this would be a really sweet little game.
One problem I've found is that you can turn someone into a block and be pushed into a wall, particularly towards the upper left of the stage.
Love the concept pages on the journal
Very fun, simple game. I felt like it got pretty easy by the third play through though (The other times I tried too hard to defend the moon from rocks. Look at the poor little moon!)
The window opened for a second and then closed.
can't run it. :/
Game window opens for a sec then closes with no indication of why. Sorry mate.
I have no idea what's going on but I love his little arms waggling
Managed to install the game, then about five error boxes popped up about my video card when I went to run it and it would not open.
I really like the idea here, and I imagine with a little more time this could have been a nice entry. Something seems off with the collision detection, though. The bees just seem to swarm right through the boxes.
Game opened okay but the graphics wouldn't load (at least I don't think the game was supposed to be about white boxes).
Your game has everything I tried to put in mine: a giant spider.
The music really made this one. This made me feel a little guilty.
The game window opens, but I get an error message that I don't have a light manager set (then the program crashes).
Great job making a simple, enganging game.
The game seems to very suddenly get too difficult to continue at some point (After I could get about 1400pts). I'd suggest balancing the difficulty curve so there's more of a gradual doom.
I really dig the spooky fable vibe. The third planet ran dog slow for some reason.
Fantastic intro. I was a little confused about what to do at the start until I just started knifing around.
Nice first effort :)
The distributing web site has a message claiming that I've used all its free space.
Window pops open for a second then it closes.
When I tried to run the game I got an error warning about one of the library files.
I got the box that takes my name and a little bar with buttons that responded when I moused over them but nothing else displayed.
Excellent atmosphere.
I felt like the weather station was kind of confusing: I thought by holding the space bar I was getting energy back, when in actuality I had to keep pressing it.
Also, when you die you seem to get some kind of hint, but if the silhouette of the cube is above you its hard to see it.
All in all a delightful game.
A cool and ambitious game. For some reason when I run it the terrarium opens with only about a quarter of it displayed on the screen.
It looks adorable! Sad that you don't make a windows version.
Game seemed to crash after the intro text.
I really like the concept!
The controls a little awkward because throwing boxes left and right is very different.
Also, its possible to throw the box to the side of a dish-plate-thing, making you lose your process cause you can't scoop it out
Maybe it would've been better if placed boxes at your feet/picked them up from above instead of tossing them?
Nice graphics, a little too trial and error for my tastes.
I <3 this game
Few issues:
Sometimes a long piece lands, and waggles back and forth for awhile.
The text should probably be in front of the cloud when it tells me I'm awesome?
A bunch of the graphics wouldn't display (the opening scene, the ants all appeared as white boxes). Too bad, looks neat.
Controls felt a little off in the HTML5 version.
I appreciated the bizarre sound effects.
It reminds me of knytt. Enjoyed it quite abit :) Might've been nice if the character was abit larger,
The game opens but doesn't do anything but display a blank white window.
My favorite interpretation of the theme so far!
Questionably a game at all, but was definitely worth a laugh.
The game opened, but I only saw the title screen and then a message that zoomed in repeated telling me to hold space to fast forward.
Play this with a friend with neither of you knowing the keys you use!
That was pretty magical. It was definitely the most punk rock game I've played so far.
I think you would get more plays if you listed a "Web" version as available, which is available through the site: http://gamejolt.com/games/quick-play/7780/
Questions: What are the two brown things on the side of the screen? How does it relate to the theme "Tiny world"?
Fun game. Didn't see much reason to use missiles though.
Fantastic intro, but could only see a black screen and a red circle when the game started.
After the first level the window goes black and nothing happens. Groovy cut scenes, I especially like the game-over screen that I have yet to remotely understand.
A very strong entry on a lot of fronts. Could have used a game limit of some kind to give you something to shoot for. With so many entries about destroying tiny worlds it is refreshing to have one about building them.
The moody piano theme made the whole thing a lot more heroic somehow. Had some issues with lag as the kittens multiplied.
I also cannot run the game.
I enjoyed the music a lot.
This had a really strong mood AND massive explosions. That's something for everybody.
I really wanted to do more in such an interesting atmosphere. Also, sometimes the explosions made it hard to see what was going on, it'd be cool if the character's silhouette could be seen through explosions.
This waa a really well designed game. Needle swords were a great choice. ;)
3d metroidvania, quite ambitious for 48 hours!
I appreciated the unusual colors and lack of brown.
I started out using the arrow keys, but jumping with the space bar + arrow keys hurt my hand after awhile. I think you'd be best off including an arrow-key friendly jump button or disabling them altogether in order to not start players on the wrong foot (or wrong hand)
Nice!
I really wanted to have more enemies. Since bashing is the only real activity, its nice to have more things at the end of the stick.
Also it seemed like the arrows were really weak. Mebbe it would've been better if they were limited in quantity but stronger?
Have .Net 4.0 and XNA 4.0 installed and still can't run it.
I thought the slug animation was satisfyingly icky.
The game wont open on my machine. I tried downloading the latest .Net framework to no avail.
Awesome concept :)
Some of the error messages were off. When you don't have enough ivory to build a mine, it'll say "Must build on tooth" even if you're trying to build on tooth.
I enjoyed the intro a lot.
I thought the difficulty spiked really hard at the big red square.
What is the big red square? Is it his self-doubt? Pancreas?
The music has this nice wacky foreboding feel.
yay biology
I get the title screen, but the game crashes when I click the "play" button.
5 stars, fun + variety + cute bunnies.
Its normally black for a few seconds before the title screen goes on. Is it lasting longer than that for you?
Couldn't seem to breathe fire :/
Tried running in Firefox to no avail.
Looks great! Ran too slowly on my machine to play, though.
It had a bit of Xenogears Syndrome :) One giant wall of text at the end.
I think there were a few too many different types of actions - mebbe take out the grabby action and the "hand" action and make those context sensitive?
This was a great, well-rounded entry. I especially appreciated the ending.
Very clever concept, top points for an interesting twist on the theme that doesn't involve bigfoot mating (Not saying anything against bigfoot dating simulators).
Reminded me of that episode of star trek with abe lincoln fighting genghis khan, but sadly, khanless/lincolness. It does however have cute nude protagonist.
Some interesting ideas, but the interface definitely needed some work.
Really fun, espicially liked the unicorn mechanic. I think the main problem is the difficulty spike on level 4: what was originally "Click on eggs to pass the level" becomes this rather tricky thing with a new mechanic. I think changing one of the preceding levels to use the unicorn power and hint at level 4's solution would've done the game a lot of favors.
Couldn't figure out how to keep the little buggers alive.
Quite fun
There were a couple of issues with dying, like you kept some inertia and could walk yourself over a cliff again after respawning.
Man, this game should be called "Sean doesn't know how what to do with the little tree looking thing"
This was really cool, but I wish that the game made the whole genetic algorithm thing more explicit - Maybe with little messages like "Small little dots going extinct from your expertise! Messed up little pointy thing dominating because you're so bad at this!"
I liked the look of the character a lot.
A fun and satisfying simple simulation. Feels like it moves too quickly to feel like you have much impact.
There's currently a "This website is offline" error.
I also bred the gravity-defying goat. It was fun, but for me it pretty much became flail and hope the numbers go up.
Now that's some polish there! Great job!
I highly appreciated the music.
Neato!
Overall, I'd really like the game to be harder, even though some people thought it was too hard... mebbe you should add optional goals like hitting evasive enemies? Difficulty levels?
There's a bug where if one of your add-on guy dies, his bullets will be frozen.... OR IS IT A FEAUTRE?
wat
The chaos of the initial confrontation is exhilarating, through it drags a bit, and I'm not sure there's an end-game. I must applaud you for making a protagonist that is proud of their latino heritage, despite the likely hurdles in getting this kind of biotech job.
Just played once, so maybe there's more pay-off after a few tries, but the end-screen seems like a bit of a let-down after the frantic energy of the rest of the game.
Great job
There's a section after you go through the green key, where SOMETIMES there's a group of dudes jumping up and down in a narrow corridor, and sometimes they're stuck downstairs, and not really doing anything.
Can't seem to pick up a key in one of the rooms. The textures and music were nicely foreboding.
I liked the style quite a bit.
Around the 1050 points, it feels crazy difficult and untenable. Maybe a little smoother difficulty curve around there would be good.
Neat little game. I think sound would have added a lot.
Horse games alliance!
Interesting and with a good pace
I also got stuck at "Come In!" though. Sad face.
That's a cute robot, but this takes too long to get going.
Sounds super-cool, but the application freezes right after the tutorial.
That was fun.
I was somewhat dissapointed that my little dudes would clump together all the time, decreasing the thrill of having my own band of havok wrecking monkeys/soldiers.
I think it'd be better if the time to walk from end to end was either shorter or more eventful.
Fun, but I wish it was a little more forgiving.
I am 12 and what is this
hah
I really really enjoyed it. It had an immediacy and payoff/girlboner-to-effort ratio that a lot of IF doesn't
This was amazing:
Translucent clit sights
Nerve trigger
Twin clitoral refraction beams
Pulsing stroke reload (lateral labia mechanism)
It was funny that I was thinking of pretty much all of the listed inspirations while I was reading it (except for Scanner)
The next LD theme should be girlboner.
I love the concept of this game, I'd really like to see a less buggy version.
There's a bug where if you press Z at the start to take over the rat, the screen focuses on a corner of wall and you're stuck there.
As a fan of both the sliding and piping puzzles that are this game's ancestors I had a nice nostalgic time. The hint of a story was enough to keep me coming back.
Interesting to see such an ambitious scope.
Couldn't quite figure out how to use the crafting menu. Also, the intro seemed kind of slow and unresponsive. Maybe it'd be better as just one screen?
Pretty neat. It was somewhat frustrating to get stuck, as how many evolution opportunities you have left is rather opaque.
Froze on the the first screen.
Rocks fall, everyone dies.
MOAR BIGFOOT DATING SIMS
The behavior of the love shacks seem kind of weird. Sometimes I would throw one bigfoot in there and I'd pass the level. Was that was I supposed to do? I'm confused and the bigfoots are staring at me.
Take that ya little purple teletubbies
It kind of became same kind of dadaist experiment at the end but what the hey dinoaurs.
Solid game with a neat look. Gave up after the third dead-end on the second level, though, which seemed a little needlessly frustrating.
This gets all my points. One of my favorites from any Ludum Dare.
This wins the award for confusing but somewhat unsettling social outlook.
Also would've liked it if temperature and pressure were more explicit.
One of the most fun try to master I've played yet. The evolving isn't very pronounced, but that doesn't kill the experience. Good job!
I liked this game a lot. I did feel like the "Make little spinners" puzzles were a few too many, and that the generator puzzles were somewhat hard to grasp without a lot of fiddling around.
Nice little idea.
There's a control issue in that mating requires the use of the left shift key, but the game doesn't specify that the right shift doesn't work, so I bumbled around for abit.
The atmosphere was very charming.
I wish that the concepts were introduced gradually in gameplay, instead of in a big for awhile I was worried that I was going to be steamshovel harry'd.
http://www.e4.com/game/steamshovel-harry/play.e4
I thought the atmosphere was cute.
The main thing missing I think was a strong sense of pacing.
Interesting look!
Sometimes I would get stuck behind a couple of red bacteria and that'd kill me pretty quickly.
Got to the section with the desert shrews before I gave up. Would have liked to have seen more, but it's just too darn tough!
Why won't someone think of the raptors!
Unfortunately, ran agonizingly slow on my machine (15 fps)
Who can say to radioactive bunnies?
I found the controls abit unforgiving, especially when things would happen like worms killing me through the little diagonal openings.
Stopped about four levels in. The concept was neat and it was cool to look at, but there wasn't enough changing to keep me engaged.
Very fun. Excellent work.
That was a fun little diversion, if a little light on the context.
When I try to use the web version, I get a "Failed to download data file" error.
Controls felt pretty nice. The sound of the rocket is somewhat unpleasant.
Zipping around is a lot of fun. Would I be off-base in suggesting an influence from Solar Jetman?
Clearly some promise. As of now, it's mostly watching the robots fail to do stuff, but I think this could be fun with some tweaking.
There are some great assets here. I wasn't all about searching through keyboard buttons to find the later functions, so my experience sorta tailed off.
I thought the presentation was super slick, but I felt the gameplay to be a bit hard to grasp.
That had a pleasantly weird atmosphere.
Somewhat unsettling :) I think a lot of the changes in the post-compo version were pretty spot on, I think it just needs either abit more complex interaction or more of a goal / goals .
I like the atmosphere a lot.
Waaaaaait why am I in a car? Oh well. I liked the main character.
A solid attempt, but the platforming bugs are a pretty big issue.
Oh spikes, why are you not equal opportunity mashers.
I agree with the comments of geekygenius and kibertoad.
Interesting entry, but some of the mechanics are a little muddy. So my Erectuses lose health when they breed? I think I accidentally bred my tribe out of existence, but it's hard to tell.
A decently executed game. It seems pretty hard to succeed if the stats aren't in your favor, though.
I liked the style a lot. I couldn't get past the first part with those damn green squares and the TMNT 1 jump, though.
An interesting and challenging entry. I also found the weakness chain a little hard to exploit at the pace the game moves.
Neat little game. Brings back pleasant memories of Faceball 2000.
I would highly recommend hosting your files on DropBox or another free web hosting service. Downloading a web player off of mediafire kind of cuts down the accessibility advantages of web players :)
I enjoyed the surreal concept.
I felt I should be doing something besides wrestling monkeys in a loop into the ocean, but I'm not sure what. I lasted until 6700 AD until they found out the president is made of paper.
Kudos to using an interesting medium. The upgrades besides the first couple hearing ones seem a little unrewarding.
That sounded and felt a lot like being popped popcorn.
I think a minimap would have been useful for finding where the little fellers are. The difficulty of not finding enough things to eat was usually much greater than the possibility of being eaten yourself. Maybe balance those a little bit more?
I like the concept. I'd like to play a similar game that is a bit more organic: Grabbing licenses, finding sweet price points, jumping on trends at the right time and whatnot.
There's something I like about the little guys eyes.
I think its hard to make running around doing short range attacks fun, but it is easier to make being a peculiar person scurrying around your cave fun. Maybe more complex cave scurrying?
Thanks a lot everybody :)
Juaxix: Green screen? It ends on a black screen after a thank you message on every machine I've tried it. If you got the thank you message than that's that :)
Desi: Not sure what you meant by seaming problems? If you're talking about the lines on the horses body parts, they're supposed to be there, he's made of paper!
Switchbreak: You can get on top of the Plateau. Think about imagining that the building blocking the way isn't there.
To people asking about how it fits the theme - To me it speaks very powerfully about something that I think about evolution. About how our instincts and bodies are in many ways mismatched in time. But if you need how it relates to the theme explained to you, that means that there was it wasn't really communicated to you in the game, so I deserve your low rating in Theme. Hopefully next game we'll really successfully vulcan mind-meld? :)
Oh and Mac users will probably have better luck on the download version, I did.
As soon as he grew little legs and started swaggering I was like, this is getting pretty high remarks.
The section before the bigger flashlight + the first red slime part were quite frustrating though.
Could have used another couple levels to really explore the concept, but this is definitely one of the most original entries this contest!
I appreciated that the game is trying to be slightly different than most retro-platformers.
I would have still liked more checkpoints... or checkpoints at all? Didn't make it that far.
OH NO THE ENDING SCREEN IS RIGHT.
It mightn't been nice if the enemies had an animated reaction to being pelted.
That's a hard lesson. Well, the game is functional and is definitely a game, that's more than can be said of some entries.
Very nice writing. Its cool to see more interactive fiction stuff. I just wish there was a little more interactivity towards the beginning and end, but I can understand how that would be difficult to tell the same story.
Congrats on passing the Bechdel test. I think there's only a handfull of games that do.
I really pegged the mustachioed guys as the kinder, gentler species. How wrong I was.
Everythings kinda wonky, but its got a certain charm. I felt like the bullets should go for longer though.
The evil princess is an awesome character. I kept going "mwahahaha" between levels.
I get an error box "DenOfTheBeast is not a valid Win32 application"
As simple as it was, I found it oddly satisfying.
It took a long while at "initializing" for me.
"I've drunk your waste for lightyears." is my new band
The goals for the different players didn't seem clear enough.
Writing was excellent, as was the audio. A little bit more skipping through text without interactive elements than I would've liked, but it did hold my interest through the end.
As the game takes a while to load, would have been nice if it gave an indication of how long it will take.
I got a 404 error.
Didn't work for me. I'm assuming it needs webgl enabled?
There's something I loved about the flat faced luigi on top of the cage.
Might have been nice to include some challenge, without breaking the overwhelming/unfair aspect to the game. Maybe a time limit? You're competing with other divisions of bunny murderers?
I didn't understand what the objective was, but hey other stealth games niiiiccceeee. Also good job in the comic, but the text is hard to read sometimes. Maybe use an outline next time?
Its neat to see another game with the extra dimensionial mechanic.
It might've been nice if you were able to preview the other dimension before transporting to it, it would enable more experimentation without sudden spike death.
A little more context or variety would have been nice, but great game overall.
I don't think physics works like that BUT I'M MAKING A MILLION POINTS I DON'T CARE
The level design/puzzles aren't great, but otherwise this is a very nice showcase of a fun, novel core mechanic.
Five stars! Put the needle down on me!
Very charming personality to the game. The turtleped part seemed too unforgiving.
I like the atmoshphere! I felt like the enemy dudes should have been introduced earlier, they're more interesting oppisition than cannons that fire at your general direction.
Might have been nice to put the monster info on the bottom of the screen, or somethin'.
Had a poor frame rate, but my computer's pretty old.
The writing is really excellent!
I felt like the boys feet should move a bit more when he's walking.
That's too bad.
What browser were you using?
Actually, the art was done by my brother, so I'm pretty sure they're "The best graphics" :) Unless you're talking about the yellow squares of doom. That was all me and highly questionable.
It was definitely a nice touch watching replays when lots of little dudes would explode in blood.
I thought the pacing was somewhat off: It took a long time not being challenging enough to becoming extremely challenging in the spikey backwards S shaped room
Extremely elegant design.
Interesting concept! Overall it felt a bit too slow.
I love the presentation, Sound effects oddly reminded me of Killer 7.
Another evel would have been nice!
One of my favorites out of the 80 so far I've rated.
I appreciated that the game had as many levels as it did. However, I felt after the first difficult grab-the-(candle?) level, things didn't get more difficult or introduce anything really novel so I lost interest... I think my sense of pacing is heavily effected by it being part of a contest where I'm rating 80 games in a couple of days, so you may want to take that with a grain of salt that if you're developing for an environment outside of Ludum Dare.
Good job supporting the concept behind the game!
I think the part that could use the most improvement is that the first stage requires a lot of waiting for platforms to move into position.
Very fun to play.
I was kind of wishing I could see a replay to find out what I was doing wrong sometimes.
Laggy om my computer (cheap, new laptop)
Ran too slow on my machine (Very cheap but new Acer laptop)
Neat to have such a far out idea. Its pretty fun once you figure it out.
There's a couple of problems with the web version: 1. The explaination screen is cut off at the ends. 2. Right clicking pulls up a context menu for Unity.
I noticed that the pieces left counter doesn't reset when you restart. I assume that's unintentional.
Fun little game! Took me a second to understand the menus.
Ran too slow on my machine (cheap new laptop)
Very lovely mood! I thought it was a bit too easy if you kept to the hilly outskirts.
If you download the HTML file and open it locally, you can play the game.
I'd recommend hosting it somewhere else besides Google Docs so it can be opened in a browser, though.
When I try to play online, I just get a loading message.
Very fun to just float around.
I like the central idea a lot! I agree that it would be better if the holes in the grid were a bigger challenge than the enemies.
I think it would've been good if the waves were announced more clearly, to increase the sense of accomplishment.
I felt like there was a pretty big difficulty increase in Wave 3. It went from feeling overly easy for a long time to killing me 4 times in a short span. Could probably use some tightening up there.
I thought that having the guider give you a direction at first made things somewhat confusing when it stopped giving you directions. Maybe it would've been better without the direction helper?
I would put in another vote as too difficult to distinguish colors :)
I liked the graphics a lot and thought the concept showed a lot of promise.
I also found the interface rather confusing - Its weird to me that the green gear is both "Pull up menu of stuff" and "go" - It seemed like you were going for a very aesthetically pleasing menu over a functional one.
This is a really great concept.
I would of appreciated the ability to blow up flash intros.
Neat! I did something similar with my game from 2 LDs ago, "Place of Origin". I did this thing where you could peek into the other world while holding the change dimension button. Maybe that would work here?
Good job on the path finding.
Nice fractal viewer!
Somewhat dissappointing it get pixelated when you scroll down far enough.
The game took a couple of twists and turns through development. For most of Friday, it was going to be more of a metroidvania game, with the colors unlocking stuff through out the entire game (I kind of want to play that game!) and a rap soundtrack. Later on we discarded the rap idea.
I think the core idea of the game was very attached to the theme, which was "What if you could only have things of a certain color and everything else was gone?". I think there's a lot of things in the game that go beyond that core idea, such as flying pickle dogs, which I think are pretty awesome, but it doesn't really surprise me that some people won't see the theme in it, its definitely not as straight forward as most other entries.
stgn: Thank you very much for the detailed and constructive feedback.
I didn't do much playtestng with Firefox in general. I've got a relatively slow computer, and there's a lot of newish html5 games that I couldn't run in firefox so I gave up on making it run on FF on my machine. Its worth thinking about, though.
You're correct about the skeleton boots level. I must've changed the level at the last minute, and never caught it because I just always instinctively placed a light there.
I loved this game a lot.
My only caveat is that I thought the next goal is a little too unclear after you grab the first star, but other than that I thought the game was absolutely fantastic.
Good job on the narrative! Creeping around the corners was kind of frustrating sometimes because of getting pulled into the door at the end.
Very fascinating mechanic with the boring holes in things. Unfortunately it was too slow on my computer.
I really loved the graphic style.
I really hope you put more stuff going on or make a similar game.
Too slow on my computer.
The game froze on the screen to the right of the first crossroads (there's a large building in the center). Could not reproduce; game was too hard. :)
That was the most amazing experience of my generation. I really hope you include an oculus rift version.
Its like you took my life and put it on the screen!
I love your games, but I thought you were the one that told Johnathon Blow to not put guns in briad?
I loved the graphics!
I think this was the laggiest platformer I ever played! But the increasing ineffiency of software pretty much guarantees that all game levels in the future will be made of one flash movie.
This is fantastic
Nobody likes you screecher! I enjoyed it quite a bit, had to try out all of the powers.
All I saw was "Your block for the next hour is" and "Time left until next world reset" without any blocks in view.
I love the little finger puppet people! I keep trying to figure out if people were shaking with guilt or if that was a bug. Maybe take that out for more clarity?
The voice over bit adds this wonderful absurd mood to the game.
I loved the little world of the game, got chills at the end.
Great job! Reminded me of the rogue squadron games. I will never hit that space station!
Nice, polished little game! I felt like restarting was a bit overly punitive, maybe if it restarted either every level or every 2 levels?
Really great use of the limitations in the graphics.
The coin balancing bit was a very good touch.
I thought the theme was interesting because one of the bugs left in my game was the ease to die at sea alone.
I liked the red wireframe look a lot. It kind of made me think of some alternate world where there was a diverse set of life expierience sims on the virtual boy
the qwop of handshake sims
Engaging enough to play all the way through, and I haven't done that with too many entries yet.
I loved the graphics / mood. I just wish there was more to do there.
Too slow it on my low-power new laptop.
I loved the art style a lot. Did you consider adding mouse look controls?
I thought the game felt pretty good.
I wish that running out of time was more announced, like with a sound effect, screen or something.
One of my favorites. The trick with the audio when you go inside a wall is very clever.
I'm a big fan of games from the period, and I think you did a great job here.
Cut scene/voice over segments seem to take me out of the experience somewhat. Maybe if you had some kind of special camera work during those segments or gave the player more control over them?
If you did a similar homage to Silent Hill I would be super pumped.
the gameplay is solid enough, but you need to work on the graphics. Explosion wallabee didn't seem to fit in with the rest of the characters.
I wished that it was easier control wise to quickly switch between different systems.
Its cool to see a TCG entry! I think its a biiitt of a stretch to call it a 'game made for LD' though.
Clashing art styles unite!
Nicely ambitious. The controls are kind of awkward, left me wishing for something playable with only the mouse.
Couldn't get it to run. Its odd because I've played other RPGMaker games on this computer.
I greatly appreciate how trippy it is.
Do you think you want to try to develop on it further?
Its really cool to see some online multiplayer games in LD.
I think you could be on to something if you could develop a more polished interface.
I really love the tone, and the mechanics are neat. Lemmings like makers unnnnittttteeeee
I thought that stopping the first tack in the second level is rather difficult in a twitchy way which doesn't fit the curve of the rest of the game.
Interesting mechanic, but too unresponsive and unforgiving
I liked the character design a lot, as well as the blood spatters when you let enemies through. I was wishing for an auto-fire, though.
There should have been a way for the sharks to win. Maybe escape from the arena?
Good exceution on a novel concept. Ran into a bug where I went off the right side of the screen and got infinite points. Shooting health resulting in a reward offends my cruel gauntlet-like sensibilities.
Great execution on the idea. It also put me a good mood for some reason.
I think it would've been good to have less buttons. (Up for using doors, inventory button that combined the journal and the acid taking, etc)
I really liked the art style along with other people.
I would wish that the game was a bit more forgiving.
The concept and execution are totally fantastic.
I thought the part with the spikes and the hearts was a little too demanding.
Overall though, fantastic job.
Yeah, I think that I should have either gone for more matching assets or more dramatically mismatched assets, as opposed to the awkward we're not sure if this is intentional space. Had to make do with the unexpected departure of an artist. Still its pretty cute to watch 'em squirm around.
theholychicken: Yeah, there's a couple of no win scenarios as is. Another one is two of the (bad stuff) appearing on opposite sides of the screen. I was fiddling with the physics up until the deadline so there wasn't really a great time to adjust what impossible situations are.
ALobker: Thats fair, I wouldn't describe myself as a great spirte artist, especially under time constraints.
CrackedP0T: If I have time this weekend I'll throw a post comp o version up with Linux support.
Found it a bit too easy to just hide somewhere in the upper portion of the screen.
Absolutely amazing presentation
zulubo: Maybe! I don't know if its really worth the time for how basic this application turned out to be. I'll probably try better at making mac versions of my future, more developed games.
I like the art style. I'm assuming that it taking along time after selecting join a server is because the server is down.
Its really nice to see more message games in Ludum Dare.
I think that the atmosphere created from the graphics and sound effects is really effective at evoking the creepiness of the situation.
I don't think the game design quite fits the message... catcallers don't crash their cars very often. Nonetheless, I'm really happy you tackled a difficult subject.
I liked the mood and the unique play style, but it was pretty tedious on the later levels when the green guy would take his sweet time to get to the delicious red guys.
I love the style you're doing for the game. I really hope you continue working on it.
I would've liked it if it was controllable completely by XBOX controller.
Always great to see the weird entries.
I liked that it emulated a rarely emulated type of game, and the cheery pro-selfie atmosphere.
I love the quirky atmosphere in this game, vaguely reminds me of the Mother series.
Tried it on a DK2. The turning by tilting was an interesting technique. I forgot about it halfway though, so maybe more encouragement of it earlier on to make sure it sticks?
You did a great job in creating the feel.
The weeabo song added a lot. I'm assuming you didn't have the rights to it though? I kinda wished it played through the game.
I thought the platforming was a bit overly finicky. Otherwise the concept and execution are amusing.
Really nice implementation of the genre. It really slowed down my laptop around wave 12.
The presentation was extremely charming. The game was a bit difficult + unclear, though.
The concept and presentation were really good. The game play suffered due to the fact that there's so much red in the early game there's little compelling reason to switch for most players, even though some might be able to switch around quickly to absorb attacks.
I don't have someone to play with at the moment, but I think you did a good job on the forklift physics. On the negative side, driving around, I got stuck in a wall at some point.
Looks neat, hope you put up a download link soon.