Peak Myths by fashionbatman 2019-05-01T23:55:52Z
By far my best look yet (cause that's what it's all about):
Capture.JPG
This game is simple, meta, thought provoking, and hilarious. You did a fine job entertaining me. Very well done.
Foon → Ludum Dare Explorer → Users → FanManPro
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | Let's make really bad life decisions... | compo | 252 | 3.34 | 3.03 | 4.01 | 3.69 | 3.29 | 3.08 | 3.02 |
By far my best look yet (cause that's what it's all about):
Capture.JPG
This game is simple, meta, thought provoking, and hilarious. You did a fine job entertaining me. Very well done.
Nice one! Reminds me of "The Ur-Quan Masters" and I'd play that any day.
Ah nice. I also love Go and its really awesome that more people are pushing for it in gamedev. I'd switch from C++/C# any day! Well done to you, glad I'm not alone :P
One more thing, you should make it easier to `go install` your game so that it also downloads and installs your engine. Capture.JPG
couldn't get it to play when I ran the executable you built. (that is why I tried building)
Capture2.JPG
Nah this time I got: `# runtime/cgo exec: "i686-w64-mingw32-gcc": executable file not found in %PATH%`
Pretty sure I need to install MinGW but the clunky one for x64 Windows systems. But don't worry about it, I remember having similar troubles with cgo back in my Go engine dev days. I used the exact same command: https://github.com/autovelop/playthos/blob/master/platforms/windows/windows.go#L13
Anyway, I managed to get it working with just `go run main.go`. Very impressive. I liked the procedural world. And 3D! I haven't had to courage to try that with Go yet. :stuck_out_tongue_closed_eyes:
P.S. my project is pretty much abandoned so feel free to fork and rip it apart. RIP 2 years of my life for github 35 stars. :smiley:
Relaxing, beautiful, and fun. You nailed it. :clap:
That was really cool. Loved the random levels however the economy was spot on. Didn't play long enough to tell whether it was all balanced but it was enough to know it is something I'd play for hours if it was taken beyond a 48 hour game jam :sweat_smile: Keep it up, I'd like to play more.
Amazing looking game. Especially the background battle field parallax effect. Very well done to the team.
Lol, pig got fed bacon and then slaughtered. Its brutal.
Neat little game though. Nice art and music.
Neat little game. Became quite a spam and moving into one direction at the end but I liked the level progression. With some objectives it'll be awesome. Nicely done.
Thanks @zanyg I'll see if I can get that sorted.
Ok folks, fixed a few bugs and made it a much easier to control the player. Shouldn't be to difficult anymore. Thanks for those who struggled through the tough controls :laughing: @zanyg @furtive-pygmy @notb
@kevin-liu Aha, I suspected that might happen after a few things I did for the movement fixes. I'll up the physics updates to prevent that from happening but I'll also throw in a Restart button just in case. Thanks for letting me know.
Latest version with a fix for the physics bug @kevin-liu mentioned as well as a restart button uploaded on itch.io and source code on Github.
@fashionbatman really glad you liked it. :smile:
@raymoclaus thanks for playing. For a while I couldn't wrap my head around why the controls are as you say "funky". After playing it again today I finally realize that when the coin is rolling, the player doesn't inherit its velocity (even though when I made it a child game object of the coin... lesson learned). Which is also the result of the player sliding over the faces inside the coin and also what makes it seem like the player isn't always moving.
So my theory at the moment is: Player is always moving relative to the world and not relative to the vehicle (coin) it is inside of, therefore creating the illusion of what I assume you refer to as funky controls.
The jumping and getting stuck is a whole different can-of-worms but I do know what you mean.
Ah thanks so much for playing @syrapt0r. Really helps a lot actually seeing others people play my game and the immediately feedback I can get from it.
Few minor things than could be done with the player physics and the camera movement (locking the y-axis) but other than that its a solid game. Oh and also some of the UI disappeared in the last level `¯\_(ツ)_/¯`
Really great job on creating the assets (includes sound). They are amazing. Kudos :)
Couldn't get past the first level. I think it was because I couldn't interact with whatever was behind the force field after I unlocked it. I also went to the secret spot under the boat and I purchased something but nothing changed. Last thing was that it seemed the sprites were doing some z-fighting. Other than those minor bugs, it's a solid platformer and I'd like to see it all tidied up into a playable game. :smile:
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Neat little game. Got a bit too difficult too early but once I figured it out it was pretty fun. Nice one.
Not sure if it is related but the windows version doesn't work and therefore I couldn't see much of the enemies approaching on the HTML5 version. I got the hang of it eventually. Nice one!
I love these puzzle games! You did a great job overall and I can't wait to see more levels please. :laughing:
Nice music. Game was quite hard though. Couldn't ever get exploding bullets and every time I play there is only one blue gem (the healing one). Just needs some gameplay balancing and levels then its a pretty fun game. Also, well done on using C++. I know its not always easy to use for game jams.
Awesome! Tells a nice little story and love the art.
Fun game. Found it a little bit annoying when I was close to a wall and tried to jump across but instead it just stuck me against the wall. Other than that, lots of fun, nice concept, and good potential.
Cool game. Was a bit confused in the beginning with what each bar does (I thought the red bar was also full but its actually empty). Loved the gameplay and would love to see more. Game has solid mechanics. The cards are brilliant but sometimes they really unfair. But if you add some persistence between fights so you can play it as a rouguelike then that's fine (i'd personally like that). Also feel like I was missing some sort of an AOE spell. Anyway, thanks for the fun.
Cool game. Movement buttons could use some work when they overlap but the rest is solid. Nice one!