Appy 1000mg by deepnight 2011-05-03T01:42:00
This is beautiful mate
Foon → Ludum Dare Explorer → Users → Felipe Budinich
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 24 | Evolution | Kibitzer | jam | ||||||||||||
| 2011 | 22 | Alone | Phares | jam | 79 | 2.65 | 1.65 | 2.74 | 2.11 | 4.25 | 3.65 | 2.00 | 2.65 | 3.00 | 28 | |
| 2011 | 21 | Escape | Escaparazzi | compo | 130 | 3.24 | 3.15 | 3.10 | 3.80 | 2.60 | 3.23 | 3.30 | 2.36 | 14 | ||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Branding Iron | jam |
This is beautiful mate
This is quite an innovative game, my only beef with it is that the walls are too thin, so i kept click outside the swf, thus pausing the game.
Sweet, really adictive. The only way I think it could be made more casual friendly, would be to reset the game to the last instance of "dude running away from flying saucer", instead of the very first one.
I managed to finish it :-D (I loved the outro tune).
The graphics were really clever, tho I would have worked on the color palette choice a little more.
What really impressed me was the sound design, it's known that HTML5 audio support is crappy at best, yet you made it so i tought i was playing a flash game. Simple but simply amazing.
This was beautiful. The best way to escape indeed.
PS: "is this distracting when i do this mid jump?" MOTHER FUUUUUUUU.... *crash*
PS2: If you have played the game but haven't finished. do it. it's worth it.
Gameplay wise this game is genius, the boss design was also stunningly good. You sir are a master designer, that kind of gameplay polish requires either: intensive playtesting, or extensive design experience.
*vows*
Nice game mate, even if i'm not a adventure game fan, i'm a sucker for meta stuff (you know, stuff like this: http://www.mpls.tv/2011/08/18/ive-never-meta-pizza-i-didnt-like/)
The gameplay itself i did not like, but the ART man the ART was AWESOME
I wish i could give you a community +6 rating mate :-)
About the game: Good concept, you only need to polish the art assets, and maybe get some level designers to help you (it's somewhat bizarre that Mathias thinks it's too hard, and others think that it's too easy, myself being on the second camp)
This is the kind of game that can oly come out of Ludum Dare. I applaud you.
couldn't download either :-/
I think you should polish the "placeholder artstyle" extract some laughs from it, expand the content a little and you've got something pretty cool. Currently it's funny yet a little too short
Thanks for the kind comments :-)
I planed on expanding the entry with more info, but since the LD webiste was having issues i thought that maybe it wasn't a good idea to overload the server with requests :-p
About the cars running over the paparazzi: I tought about that, but the function needed to remove one of them from the array, then moving the remaining ones one spot was too complicated for time i had remaining.
I'll add the softwares I used now ;-)
Anyway yeah. I'll polish this a little more, and paparazzi WILL be killed by cars hehe :-D
Thanks for the feedback guys and gals, i'm taking note for the post compo version ;-) (I think the solution to the moneiz problem is to make paparazzi drop it when they are ran over by cars :-D)
@speciesUnknown:
Download the source, go to the assets folder, search for the *.aria file. From there I exported to midi, and then I used GXSCC to make a WAV, then I used Audacity to make the MP3.
I even made some mistakes (it does not sound exactly like the original song), and as far as I know, Flight of the Bumbleebee does not loop :-p
http://soundcloud.com/fbudinichd/evilot-turkey-town
http://soundcloud.com/fbudinichd/03-the-end-wet-bread
I used a song I knew because:
a) Theres no time to compose something really good. I'm a better performer than composer.
b) I'm not yet familiar with the software, I learnt to play piano, on an actual piano.
@Dogbomb you are the bomb! I loved your review, congrats too you too! (If you ever come to Santiago de Chile, the beer is on me).
Play the post compo version, I already added the dead paps mechanic ;-)
@siebharinn:
The trick is to play it slow then change the tempo :-p (Tho I must agree that being able to read musical notation is sooo helpful)
You should try the post compo version, I made te graphics even more retro, and added the "run over the papz" mechanic.
I already finished the save system, now i've got to put that data to use with achievements and highscores, should be done today. After that I'll post my post mortem.
@Wademcgillis
If you happen to pass by, test the post compo version. Your idea was *the* killer feature.
+9000 innovation!! (tho the sound design was murdering my senses)
hehehe :-D
By the way you could fix the "gotta click the swf to play" thing, you could add a little intro screen. Mine was this:
override public function create():void {
introSprite = new FlxSprite(40, 0, INTRO);
this.add(introSprite);
trace('click to play');
}
override public function update():void {
if (FlxG.mouse.justReleased())
{
FlxG.state = new Game();
}
}
the sprite says that you need to click to play. problem solved ;-)
The sound design was good :-)
My only grief with the game, is that I got killed by ghosts too many times while walking near de edge of the camera field of view. It would be better if the camera was centered on the player.
Really polished, the audio got a little too repetitive for my taste (not the music, the music was good, but the accute sound everytime you moved got a little annoying).
Loved the sinewave. Sinewaves make think of happy things (dunno why).
What i liked the most was the mortal combat style music :-)
DOOOOD another entry that needed only audio to be a 5 star for me!
I'll wait for the windows port, but for the time being i gave you community rating.
This only needs audio and a few more levels, really fun concept (and art direction is top notch)
Not really a big fun of 3d platforming, but graphics were nice (tho I guess it would have looked better without textures, it felt like they repeated too much). My biggest gripe with it is the really low mouse sensitivity tho.
Great presentation and Scoping (multiple levels congrats!), keep it up! I hope we see more from you on the next LD!
While i think that you deserve +9K community and +9K art, I don't feel that the game is *that* good overall, as many people have expressed (if you factor in Sound, Innovation, Theme and Humor).
This entry made me think that we really really need a *Tech* category, because in my book, you also have +9K there.
Tho I must admit that the livestream was AWESOME, and I actually left it there running as background music, and I was thoroughly entertained while having lunch.
Fun game, loved the little dudes noises
Who the fuck localizes APIs?
I had the same issue, but we were working on the very basics of a game. In one computer it worked fine, and the other computer showed a green screen, and we were absolutely confused as what was happening. The debugger showed no error, etc.
Then we noticed the localization, and that in one PC the camera had the correct distance, and the other was completely zoomed into a Quad.
It was fun and very polished, tho it may be a little too hard at times.
I gave you only community rating as I have no device to test your game on :-p
I laughed so hard that my head hurts >_<
I liked your game, and actually i would go counter to the advice of "adding more mechanics". I would reduce them to the most barebones thing possible, make *that* fun, and then consider if adding another layer of complexity onto the mix does really help you.
But that's just my opinion, the only thing that I know for fact is that you need to playtest a lot, show the game to people so you can get their feedback.
;-)
I loved the flashlight gobo, usually when people implement a flashlight, it's only a cone of light, this one felt like a flashlight.
This is a really good entry, lacking only better sound design and music to be a 5 star for me.
Sadly, no way to test, will try if go to a friends house (he has a mac, i dont :-p)
@Jacic: Strange, Orange should rhyme with Stonehenge /pun
I think the game delivers, i'm not terribly fond of it (that's just my personal taste about games, not something you could or *should* fix), but everything was very well executed. Especially the Music, it's a catchy melody. The sound fx could have been better (that's why I gave you a 3 in Audio, and not a 4).
let us know when there's a windows version ;-)
Still can't play in windows, I only get a white square on the upper right corner.
Link to the log:
http://dl.dropbox.com/u/1043484/games/LD21/stdout.txt
I really really like the art, specially the darkness
Works great, had to play a couple of times to beat it, do far it's the only game that has made me feel "of fuck RUN!" on a emotional way. (I think it's the speed bump that guards get when they see you)
OSOM entry for your first LD!
Congratulations! Damn I need a mini troll to help me :-p
+1 To this
"You added color to some things, which was cool, but it seemed pretty random as to what had color and I felt like there needed to be more (or less). I'd have expected what was colored to fit into a category. Like, just the HUD has color or HUD stuff and items you can pick up are colored, background and animals are not (or something). "
Nice art and sound, tho i feel that the controls are unresponsive and the level design too punishing (I did not finish the game, because after every jump I fell right into or in front of an enemy)
The game was certainly innovative, but you should have restricted the amount of gameplay elements you throw at us at the same time.
The most fun and innovative element was the plaform/head, I think you should focus on that element, and design the levels around it.
The cannons and darkness are too much to handle at the same time.
Once i got the hang of it, it was pretty fun :-) The pushable blocks should move on a tile-based way tho, that would eliminate the problem with collisions
You made a very common first timer mistake, art is not the prority. And yes, the movement does not feel like a car at all, but it feels slipery, maybe you could adapt that movement physics to a Zamboni Race Game :-D (Ice resurfacer: http://en.wikipedia.org/wiki/Ice_resurfacer).
Ok, I soooooo need to get a Smartphone for next LD :-p
I'm not really a fan of adventure games (I think i've said that very same line a few hundred times by now).
But your sound design is awesome, especially the stereo effects, and the art is top notch, congratulations!
Usually i beat block pushing games in a heartbeat (Lolo trained me well), but the "sneaking" mechanics added a lot of depth to the gameplay, congratulations :-)
I thought this was very amusing, tho it only fits the theme tangentially
It's pretty polished, tho i did not like the controls they were too unintuitive (even if I knew about using the shift key for braking).
Nice game! good thing you posted the postmortem otherwise I would have missed out!
Cool, kinda can't test it at the moment due to the 64bit limitation. Unless there's no installer, if that's the case i'll be able to test it at uni later today :-D
This has lots of potential, it's a little gameplay gem. Besides all the points that have been already stated, I would like to add:
Please add a button button to pick up, picking up my towers instead of the dudes was kind of annoying. But otherwise a really nice entry :-)
Nice concept and graphics, problem is that the phsyics do not feel right.
I know that everything rotates from the center of the screen, but still I think that there should be some cue that lets the player know how the physics are being handled.
Finish it! the growing thing seemed interesting
haha I loved the art, tho it the gameplay needs to be a little more deep, i managed to "outrun the music" after a few attemps.
I liked it, tho I missed some ambient sound, this game was asking for spacey wooooshes and computer noises on the background.
Really liked the pixelated color aberration and vignette
Best game I've tried so far, congrats!
Thanks for the feedback!
I'm aware that I dropped the ball on gameplay, currently I'm writting a post mortem where I'll review those points and options I have for the post-compo version.
Ok, posted the postmortem:
http://www.ludumdare.com/compo/2011/12/21/phares-postmortem/
Sorry @Tom 7, I have not worked on the post compo version at all, pretty swamped with work at the moment :-p
Way too hard for me, but the concept is completely awesome! loved it :-D
You could have made the ninja jump a little less, currently it's too easy.
Congrats on the jump-through platforms, most people do not realize the difficulties that arise when coding that behaviour.
Yes I'm gonna definately try to do something with this idea, I just spent too much time struggling with a mechanism to count laps around the planet.
Also, this is going to need a button with 2X 4X and 8X speed :)
(and new music, this time I had to settle with autotracker, because I had too little time).
I think of this as my new Escaparazzi, something original that I'll be able to polish and take it somewhere.