+1💰 (the game) by thristhart 2017-04-26T05:09:00Z
Hey I enjoyed what there was to play, really simple but engaging, the below 5gold for 5secs was really hard to be fair, I can see myself playing this if you continue to add layers! great job.
Foon → Ludum Dare Explorer → Users → Firewill
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Forest Idle | jam | 2.79 | 2.62 | 2.75 | 3.25 | 3.08 | ||
| 2017 | 40 | The more you have, the worse it is | 👥 | Darkest Cavern [We didn't make it] | jam | |||||||
| 2017 | 39 | Running out of Power | 👥 | Tetris Climber | jam | 3.00 | ||||||
| 2017 | 38 | A Small World | 👥 | Tiny Tony | jam | 248 | 3.59 | 3.11 | 3.48 | 4.28 | 4.30 | 3.80 |
Hey I enjoyed what there was to play, really simple but engaging, the below 5gold for 5secs was really hard to be fair, I can see myself playing this if you continue to add layers! great job.
I enjoyed toying around, I think I found all the endings :nerd:
I tried really hard for the anime ending, but it's either not there or I missed a trigger. Oh also cool art!
I really enjoyed this game, its a good puzzle, graphics were pretty good and music fits, tough it does get a bit repetitive.
Gameplay is pretty fun, and pretty fast I knew which airports were close together and which werent and which colors I should take together, I built a buffer airport to hub between runs, it ws gettign pretty interesting, I do note that +2 capacity in your UFO is miles better than +5 airport capacity, at least while it is relevant.
I think I played around with somethign which Im not surei f it is intended or not, when unloading into an airport with say +3 and airport at 8/10 the number goes to 11/10 and I wouldnt lose, I assumed this worked this way every time, but then suddenly one trip I lost, it seems an extra passenger was generator after I landed and that triggered the loss. Not sure how the original concept was supposed to work, but that was my only grievance, the game is deceptively fun, I tought I was going to get bored but it has hidden layers of depth, very good entry! now I'll go for another run and try to beat @shodanon
I liked it, the main character sprite is cute, and the plant like enemies are also cute in their own way.
controls felt tight and shooting is solid, movement felt good, especially rolling.
Spiders got stuck constantly (thankfully) which as far as AI isn't brilliant but it made clearing rooms fairly tactical especially on the later levels when there are so many bullets flying around. I enjoyed rolling and dealing with plants in a cross pattern, I hoped there would be a boss at floor 10 but I know doing all this is already a lot, and to your credit I didn't notice it was being procedurally generated until level 5/6.
For the current level of difficulty the no health pickup was a good fit, tough I lost 60 health points in the first 3 levels being careless, so I could do with a refill every 5 levels or so. More enemy variety would certainly help.
Ultimately I feel this is really solid, I got to level 15 with 20 health, and decided to quit since clearing rooms while being careful takes a lot of time. if you do end up doing a post-jam version be sure to let me know!
[Edit: Oh also on the later levels, an arrow pointing to an enemy, because if you dont sweep methodically it can become a nightmare to find that last plant, same with trapdoor]
Really liked this one, some awesome character designs, I really liked the yellow dress gazelle! Environments were well put together too, especially the city, great work, and you had so many different sprites for citizens. The music fit perfectly, and the story was charming.
Puzzles were ok, in the city it felt cool to be able to go on top of building, and around, Caverns havent got a lot to offer, the sky stage I liked, tough collision boxes were a bit unclear.
The fireflies were a nice addition, tough I wonder why you made them so slow.
I liked the final cutscene it was a nice reward for finishing the game!
Currently your sserver is offline, but it sounds really cool, and really impressive that you managed to get this up on a weekend, will check back tomorrow!
I like Toys, the idea of being inside a Jar is really unique, and I loved it being so relaxing, and the small crab scuttling along the edge was cute.
The controls felt good, the music was nice and enhanced the atmosphere, mechanics are really simple but thats ok, what I would have liked is some way to see the fishes, maybe a small pond where you can place your caught fishes, or some kind of world event.
Anyways nice entry, I'd like to see where you could take this with a bit more interactivity.
Cool concept! first time playing I was a bit lost, but the second one I made a lot of progress, I liked the exotic looking resources and the game certainly looks unique.
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At the end I built a ton of duckguns and wasn't threatened ever again. It seems that the UI got a bit broken since I have a 16:10 resolution, which made the resources very cryptyc. If there was an end I didn't get to it, I played for around 10ish minutes and quit, also while the thick lines look good it makes running around a bit disconcerting.
Still extremely impressive you managed to do this all for the compo!
I went through I think... 3 days? Nothing really changed so I gave up. If there was further content you should probably hint at it so I know my effort is not in vain, I tought the sitting sprite was pretty charming :P and the games presentation is very clean which I like, looks like you didn't have much time so I can see why, still props for participating even with so little time.
OK here comes a long one, first of all, this game has quite a lot of content, props on doing all of this for the compo, second this game is very cute, third I think music even if it's not yours is not allowed for compo entries, so you mgiht have to take that off.
Ill start with the negatives, because there are a lot of things you can improve, first and foremost, sadistic level design, I will try to go over every level:
•Basketball: Fine for a first level, but completely out of character as every other level is very difficult.
•Flour: This level starts alright, jumps are a bit too precise for me liking, then we get to the first problem, platforms that dont carry you they just slide under you, this is very inconsistent, and if you fall you will have to start again because you dont have checkpoints. Then we get to some tiny falling platforms, without any indicator they will do so, also since the yare small one is led to believe that will be enough of a challenge but they also fall... once you know this you have to repeat all the level and get past this, then: a leap of faith... given that if you fall you have to repeat the whole level I jump and there is solid ground underneath, good. After this mostly smooth sailing.
•Clothes: This was one of the better levels, it's mostly good platforming and you establish that small clouds fall fairly quickly, only complaint is that you have some sections with moving platforms right after falling ones, and if you dont time the cycles your platform will fall before the other one arrives.
•Cat: This one was ok, not much to complain about, mostly pleasant, and I liked the theming!
•Ribbon: This had some cool idea, showing you the end goal first was cool, and the maze like design was sorta cool, also I liked this ones looks, tough the cobwebs produce something called a moire pattern which is pretty anoying, so you should do something about it. Also I came upon a dead end with no way to get out of, having to die to restart.
Having said all that I will reiterate, I think the theming is super cute, and levels themselves aren't half bad, you're just too focused on making a challenging level and not a fun one partially you succeeded, I had fun once I got into the mindset of challenging games like boshy and super meat boy, but to go for that kind of game you probably want smaller levels, and very consistent and clear rules, well not if youre doing a boshy like, but doing one for a Jam is preeeeetty weird.
Anyways cool game I actually enjoyed the challenge, and looking for the ways you were trying to screw me over :P
I always liked this type of aesthetic I think it worked pretty well here, sound was serviceable, the game was pretty fun, I did a couple of runs, ended with a bit over 100 which I guess isn't that great.
I found the timer to be a non-issue, and the purple ball wasn't too difficult to avoid, so I'd definitely introduce something else to make the gameplay more difficult, at the moment it feels a bit much like an endurance test rather than skill.
Anyways it's a nice game, and I think everything you have in works, you just need to add more!
Reaaally cute character, and I loved the design on the enemys too. I'm also as ucker for this type of game, tough a big part of that is based on enemy variety, I'd have loved to see many more bizarre creatures, even if they weren't fully animated.
Anyways, the game looks amazing, and the music is spot on. Controls feel a bit too floaty for my taste, but nothing major. huge props!
Great entry, before I get to the meat of the game which are the puzzles I'll briefly comment on everything else.
• Theme, it's ok, I can see how it fits, but I'd say it's a bit loose, tough we can *almost* all agree the theme wasn't very evocative.
• Environment was I think the weakest factor, it didn't mesh too much with the dwarf looking for gold theme, that said it's very clean and doesn't distract at all from the puzzles which would've been a much bigger offense.
• Sound, was serviceable (I don't know squat about sound past playing sound clips or merging them together), some sound effects were a bit jarring, mostly just due to their volume, as a whole they work and provide some dimension. Some music or environmental sound would've helped to set the mood a bit better.
• Animations were cute, I liked that the dwarf takes thing methodically, and they're pretty decent for being a rush job, despite liking them I think they are a bit too slow, when the harder levels roll around I found myself groaning as I had to restart and redo a sequence of a couple dozen actions. I liked the little dust clouds, nice detail.
• Puzzles are what I think is most important and they're VERY well put together, the tutorial while being basic perfectly conveys the mechanics and controls, something a lot of entries fail to implement or do so poorly. I'll go over most levels after the tutorial: [Continued]
â—‹ Deep Gorge: I like this level, tough you are told dwarves can't push more than one rock, in similar games this means rocks alongside each other and not on top, so this level cleared that out, nice use of gold to guide the player, despite being very simple it still holds some challenge which sets the tone for the rest of the levels.
â—‹ Subterrania: This one I found harder than I tought, but wasn't too hard I'd say it was a good progression on difficulty, The gold bars next to the blocks felt a bit unnecessary, given that you have to take an extra action to pick it up, but I like that it revolves around proper sequencing and I tought it was well designed.
â—‹ Golden Cornucopia: Again some gold pickups which I think are wholly unneeded, but they're a minor grievance, this one had a really cool moment when you realize you can put block on top of elevators, and I think the level layout hints at that possibility very effectively so kudos on that. Now once I had that figured out I tought the rest was easy, it wasn't. I feel the difficulty spiked a bit here, there were a couple different ways I tought for getting a block to jump to the last gold bar, and a lot of them required a restart when they failed, which meant repeating a pretty lengthy sequence. The puzzle itself was pretty cool, but I think I'd have enjoyed it more had I had either no animations or an undo function.
â—‹ Dark Riches: This time I feel the gold pieces are mostly fine, the one stuck between the elevators might be a bit pointless given we are in level 4 and we have toyed around with them quite a lot, but the other two feel rewarding and perform their function mostly as storytelling. This time the end state is pretty apparent, which I like! much easir to think about where were going, it felt pretty good to solve this one, and even in a puzzle theres something inherently awesome in jumping from an elevator to another, the sequencing is pretty nuanced, but it's also not that hard because you don't have that many available moves. I think this is the one I enjoyed the most.
I think your level design was great, something that certainly lacks, mostly I guess due to the time constraints, and since you need to get to "do" stuff many go past that (we know we did), and as I suck at level design I was really impressed with your levels.
I might have been a bit too critical of certain aspects, I know this is compo, and it's really impressive you managed to do this all in such a short amount of time.
Awesome game!, do get a nice thumbnail, once, if we ever, get them, as I feel that's critical to getting more visibility and I think your game deserves it.
(I didn't realise I had written so much, not sure why we have a 2048 character limit, also wish the site didn't keep scrolling me up.)
Holy, on startup the collision sound escalated until my windows were vibrating, not very cool >.<
I really couldn't get the game to recognize my solution, which I assume is correct
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I tried for a bit but eventually gave up, still I like your artstyle, its actually really cool and I liked being able to look around, go up to the window etc, I think your solution lookup needs to be a bit more forgiving, I'm sure you can get a lot of these things ironed out next time!
Excellent, excellent! great graphics cute and serviceable, good music and sounds, and the puzzle is quite challenging while being very understandable, its simple to understand and its got a lot of depth once you played a few times. One of the best designed games I have come across, shame we haven't got thumbnails yet, I'm sure youll get a lot more plays once we do!
I played around a bit, I think its a really cool toy, and I see some already added a bit of role playing around the blue squares. I always like this kind of small virtual world, tough it's a bit sad to know that these games are so short lived. Huge props for doing all this solo!
Really impressive you managed to all this, graphics and audio, and you have a story too, Ill have to agree with @Turncoda the story and dialogue have my interest, clicking the tap hasnt, mostly because its very simple, and when dialogue is involved I prefer to be able to be relaxed and listen, not have to rush because someone might get grumpy.
I died day 2 because I picked some keys? not sure what happened, did I steal his keys? wasn't sure, I didnt pay that much attention but picking up keys didnt feel like a death flag to me >.<
As I said graphical style is GREAT, gives a very sordid bar image, I agree again the styles don't mesh too well, but Ill take that over no portraits any day, music was amazing, one of the most professional sounding games with original music, having to restart the game from scratch is a bit hard tough and makes replaying a chore for the first day especially.
Dialogue was okay, I like to see a story, and it looks pretty exiting, but some lines are a bit out of character, the initial hey buddy is a prime culprit.
If you do iron it out and turn it into a mystery/adventure game youre on! Great work.
Ah this is really hard, I was hellbent on beating your high-score but after a dozen tries the maximum I got was 65.1, so it seems you'll remain king. Its deceptively fun, I didnt think I'd enjoy it as much as I did, tough at the end it becomes a tad too fast paced, also it seems Zinglebums dont shoot when you dont look at them, which I don't disagree with but I didn't think theyd work that way, I could get almost as far using only a single Zinglebum.
Overall I think the music fits, and graphics while super simple are very clear, also I might be a noob but setting up SFML was close to arcane magic to me so props for using it!
Hey, pretty cool game, it worked fine for me, I had fun solving the two levels, tough I have never been one for optimizing solutions, so I'd have liked to play more levels, also Im not sure how shark equate into all of this but I made bridges which didn't cross their paths.
All in all pretty good game, I enjoy these type of puzzles, shame you couldnt make more levels.
ok I beat it... my keyboard doesnt support more than 2 letter keypresses simultaneously, but by offsetting my presses by about 1 frame I made it... I want everyone to know that it was VERY hard.
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[Redacted for spoilers]
I tought the game was actually quite good, starts a bit too slow, and probably ramps the difficulty a bit too fast. The music loop seemed a bit unfitting at the start, but then it properly sets the mood as somewhat creepy, I couldn't help but to replace the man atop the stone with the mask kid from zelda:MM.
graphics were ok I like the mystery man sprite, tough you have some variable pixel size going on, which usually doesnt look very good.
Gameplay was fun and challenging, I enjoyed beating it! also same as jushiip I quit the game and couldnt read the last line I wonder what it said... but no way Im going back >.<
Fun game, the voice acting was a welcome surprise!
Cool game, bug free, graphics were serviceable, sound added a bit of depth, tough they were a bit obnoxious because they are played so much. graphics were ok-ish. The game has a very interesting concept, tough its mostly luck wether you survive, balance wise it seems ok, I made it to the end, tough I dont know how screwed I could have been.
I think this would benefit fromsome added interactivity, most of the time I withheld my people for the longest amount of time I could, and when placing them I just spread them so didn't die all at the same time. Also as someone above me said, it runs a bit sluggishly, tough since its not high octane gameplay I wasn't bothered too much by it.
I still cant quite understand how to control it, it seems right arrow accelerates and left decelerates, but I can't quite turn how I want, not sure, but I coulfn't go anywhere but up, and then I got promptly eaten by another bigger creature.
On the other hand I liked the aesthetic, especially the ice level, I liked the ice accumulating and moving felt very ethereal, even if I couldnt avoid it >.<
The music was also nice, classic sci-fi with a bit of an upbeat tone, reminded me a bit of portal's ost, with the slow progressing scales.
I'd say you either need to tutorialize, redo or explain the movement, but I may be a dummy and missed something or not understood, after all I spent like 5 minutes on the world select screen mashing keys :P
I gave it another try, this time I could move, once you get used to it it feels pretty nice, very kinetic, alternating between up down and pressing right in between, I'dsay most games going for something similar use up as their propulsion and left right for rotation, so I guess that was throwing me off.
Once I got moving I noticed one thing, your background needs a few more elements so I can feel better my movement, right now its very empty, and I can barely notice my speed by tiny irregularities in the ground, as long as there are no pickups anywhere.
Also now I can comment on some of the other elements you got going on, thematically I love the fact that you have to swim at the edge of the water it feels very fitting, tough I feel this level need a bit more stuff to do, other than swimming along hoping for some algae and the occassional swoop down to get a careless organism.
The ice level on the other hand has more elements which make my movement feel more responsive, also has more pickups, which is fun, and allow for more exploration, I liked that after swimming a bit I came across bigger clusters of algae.
With both levels I got to 50 combined score, after a few tries, especially the water level which seems to be very RNG dependant, I did not unlock any other world, so I guess it's very difficult >.<
Actually now I feel that this is very well put together, but I fear controls might turn some people off, as they have somewhat of a learning curve, and level mechanics might be a bit obscure.
I enjoyed the game, it was fun and short, so it didn't overstay it's welcome, graphics were cool, I especially like the cats design, thumbs up to whoever did that, that said I did encounter a few bugs or glitches.
As for glitches just the fact that I can win by clawing the same pizza box is kind of a bummer, but not too serious, who can resist going all out. I also experienced the no jump bug, not sure what triggered it, not that detrimental.
But the one that takes the cake is being propelled by Schrodingers arms, landing on top of the game screen and walking on the letterboxing.
Credits music and name weren't very tonally consistent with the rest of the game I have to say, which I felt was more slapstick.
All in all cool entry, its a bit rough, but its short enough that it doesnt bother me much.
tons of fun, it had some cool moments, some easy ones and some nigh impossible ones, music was very nice so kudos to @cheeslo for composing something so quickly, graphics are serviceable, the muted tones are a nice departure from most rythm games, tough some animation on colors might have spruced the playscape a bit.
The track (hard) was pretty challengign at first, then when I got used to it it felt pretty good, there were a recurring part that was a bit too much for me when squares come from all 4 directions and sometimes at the same beat. But overall it was enjoyable, tough once I missed a beat it was a bit hard to get on track because of the shaking.
And good work setting a leaderboard a definite plus! also props for taking proper care of the webpage and caring about performance.
I dig the idea, exploring different planets is really cool, I wont go to great lengths about camera or controls since most comments already adressed that, camera can feel fine once you know where to position it, Im going to put this in Z up since you use unreal, your up down feel fine rotating in X, but left right should rotate in Z not Y imo, it'd make it much more controllable.
You implemented some stuff which was fun like the ropes, and the first survey was quite fun, descending and looking at the stuff, I think this kind of game thrives when you have cool stuff to check out, so it was a tough entry for a jam.
I got everything but 2 blocks, which Im assuming are the same ones @Huvaakoodia mentioned, I flew around for a while but couldnt see anything, so I'd say they needed to be better highlighted or theres a planet I missed, because 2 blocks couldnt have been in the asteroids I think.
Graphics were very good, you nailed the lighting, and planet textures are great, I'd add a pinch of ambient light, because the dark side of the galaxy can become a bit too disorienting.
Overall I think its a great entry, if you do a post jam versionI'd focus on as everyone said camera/controls, and adding interesting stuff to discover while exploring.
Cool game, I'm not sure why but I find the purple headed molemen extremely cute, first level I got them all to safety, but past that it got reeeally hard, most of them died, after that I rushed without saving the molemen, so I beat it, I guess I half beat it.
For feedback I'd say there are simply too many moles, it gets overwhelming, in later levels I could see myself having trouble wrangling just a single mole. Also their death screams where a tad annoying so I guess we got that in common :stuck_out_tongue:
Really enjoyed the atmosphere and some of the stories, the complaint handling got a bit repetitive, and the fact that I had to get things done quickly didn't mesh too well with my desire to explore what could be explored. Love the aesthetic and feel, hope your full game is successful!
I can't run this game :L I don't have adobe AIR and when I enter their site to download it redirects me to their creative cloud membership page, if you can you should include air with the game.
Game looks cute and simple wish I could give it a go :(
I did try downloading this new version, but it prompts me to the same dialgo box that says: "Installing Warpy's World" the bar finishes, claims verifying download, and then closes, nothing happens, I have run both installers a handful of times too.
I think Air is now locked inside Adobe's Creative Cloud, so there should be a way to export an app that doesnt require it.
Not sure, I'd love to hear someone elses experience, because I dont know if this is just me or the installer.
Really solid game, controls felt pretty tight, graphics are functional and help the mood, music was a bit stressful for my liking but still solid. I thought weaving through the changing patterns felt pretty good and created some very tense moments.
When it comes to collecting coins they provide a good incentive to go out of your way and plan risky jumps, coins on the lower levels are much riskier to get, and can become nigh impossible when platforms are scarce, so it's natural to do a sweep bottom to top, this I feel is a negative, as it goes against what I feel are the coolest moments which comes from improvising.
On that same note I feel that there should be a few extra coins over the level requirement so you can focus more on freeform movement and not so much on sweeping the whole level, either that or switching to a more arcade-y sytem.
Overall I think you hit a really cool mechanic, and executed it very well, game is super readable, physics feel tight, hit no bugs and mechanics are readily apparent.
Okay, I gave it a go, first criticism right off the bat is, it's too slow!
I like this type of game a lot so I did wait around a lot, I understand what the fantasy is, and I think its awesome, managing this colony in this unknown planet, having to go by some very basic info and manage resources, that's very very cool, but frankly at this moment its not delivering, speed to me is glacial slow, I think I understand why you did it this way, but it's just... boring.
I don't think any of my guides was killed by a creature, and just one or two got stuck *I think* but I had no way to note that, so that other guides didnt go and get stuck there too. I really had no way of knowing how effective navigation and senses change how a guide behaves, and even at 2 speed it was sooo slow.
I think I would, change Caution, Light Power and Crystals into a single drop down, up the speed quite a lot, and then go either of two ways
• Make the game more like minesweeper:
Get a bigger grid and base your decisions around information you can infer from how guides behave, turning the game into a puzzle game.
• Make the game more of a simulation:
You probably need to add more features, liek you planned, research, base building or something close to it, etc
I really like the idea, and it's one of the best uses of the theme I have seen, really creative, and very atmospheric, maybe add some text adventure elements, just uploading a version with... x10 speed would go a long way to make me revisit this.
Technically this is very well put together, you did a great job on that front, graphics are simple and don't lend themselves to misunderstandings, also the starting cutscene is quite funny, and you have a TUTORIAL! colour me impressed, and for compo too.
The game itself wasn't exactly my cup of tea, it's not very active, but its not exaclty a puzzle either. I guess the most fitting genre would be some sort of simulation, but you see, I was never into most of that stuff (save RCT).
As I said everything is implemented very well, super impressive, the trajectory colour was a really good idea that I haven't seen before. the gravity bending the trajectory is also well implemented, as is the planet growing, I feel like you got a lot of cool systems, but the core game lacks purpose, the way to get the best score seems to be, to wait around for asteroids of the right size, which isn't very rewarding to me.
Again this sounds overly negative, which wasn't my intention, I suuuck at game design, thankfully you can't see my previous games, but they'd be honored to be called playable, I just think you have a lot of skill at making systems and should devote more time to the designing part, maybe shift the focus more to toy than game if what you fancy is building simulations, I love toys :grin:
I enjoyed this a lot, first time through I failed because of water management but the second tiem through it was a breeze, 90% plant health, so I can see why it was hard to balance. I also had a minute wondering what to do after digging the hole, but it wasn't too bad.
Controls felt really tight! teh attack was spot on, and juggling a lot of caterpillars felt really good, in this small format I really liked it, tough if you were to expand it it'd probably become too stressful for me, multitasking is not my forte.
I was surprised you implemented a boss fight, tough it was pretty basic, it was a nice reward, also the final cutscene was quite funny so props for that.
Really cool entry!
I promise Ill have a proper go at this tomorrow but I just had to stop by and tell you that I didn't know about the planets suite and that it's wonderful and I really appreciate this game for introducing it to me because its so bombastic and fun. I also really dig the palette, which I think is ega? I remember a talk from moriarty about loom and palettes and he talked a bit about the nutcracker suite so your game and music reminded me of that connection.
I promise Ill give this a proper go tomorrow!
Oh and also shoutouts to @cassio-eduardo who linked your game for @pixlark to play on his stream!
After properly playing this, (took me a bit longer) I can say this is one of the most feature complete game I have seen, it has so much stuff, and is so much fun, one of the first things I found was this big planet with a bajillion guns, after taking its core I was a round ball of death, I just moved with the map view obliterating everything I came across, I collected most of the flags and all the flamingoes, tough I died because I traveled outside of the known area by clicking in the minimap, then I heard a big boom, and a few seconds later I game overed. I may do another run later and properly win.
Amazing stuff, it was a lot of fun, the music is great and I feel gives the pirate a bit of an arrogant and comical characterisation which I love, building the planet allows for plenty of configurations which can be efficient wacky or good looking. The factions all feel distinct from each other, with their signature guns and tiles. Gunplay while not the focus is serviceable. sound effects can get a bit jarring, but proper mxing can fix that.
Graphics I feel are pretty great, you got a lot of character out of few pixels and the palette is pretty good looking.
I just can't believe how many features you guys managed to implement in such short amount of time kudos to both of you!
Just beat this, it was a fun game, when it comes to constructing obscure puzzles I'm quite good at it, so I must say I enjoyed your puzzle, once I solved it everything clicked into place, and I can see what you were going for, but many things were just not apparent enough.
I can see you had to downscale, all too familiar :P I REALLY enjoyed the rooms design, even if its very simple I think it has some African/Arabian vibes, and handling statuettes felt very old school. If you like making these kind of games I suggest either using a framework or polishing this one to use next time, so you can spend more time designing and less coding basic features.
Nice little game, I took it on myself to try and beat you :grin:
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Trying to discover the most efficint way to get to 20 prayer churches was fun, tough at the end frantically clicking all the world got a bit tedious. I loved the concept, and the aliens talking were funny.
I think the idea is REALLY cool, and mechanics are solid, camera choice I feel makes this harder than it should, and I feel youre missing a final mechanic that makes you feel like a badass that can dodge a thousand arrow, or plan ahead and shoot an arrow the other way to hit and enemy, maybe added points per distance traveled, tough you'd have to negate lucky shots somehow.
Anyways I really feel like this's got potential, it worked bug free for me, and felt tight, but needs more emphasis on trickshots or dodging to fulfil a cool fantasy.
The voice line at the beggining alone makes this worth a play :)
as for gameplay theres not much to see, but the baby feels very responsive, which in itself is a very big plus. I think without adding any new gameplay I'd have made the player hit the doctor 3ish times, or maybe in quick succession, anwyays its not like he takes a hundred hits. Music was serviceable, fits the mood. This game stands on it's concept most of all and I think that's fine, I'd say my time was well spent.
Seriously its very impressive that you used your own engine, the game is obviously quite rough, but some of the art like the sky was pretty sweet, also the story progressed so quickly it was kind of funny. Hope next ludum your engine's come along!
I liked this game I guess puzzle a lot, I feel the first step towards escaping is sufficiently evident, and the others come naturally after that. Not much else to comment, graphics were well put together, tough pushing for a more stylized aesthetic might have been a good idea imo.
The football section got quite a laugh out of me to be frank, so good job on that, and I always like uplifting little vignettes so all in all you get A+
Very nice style, I liked the old man's design, very unique. The game itself wasnt bad, tough the physics felt very floaty, and collision zones werent all that clear, same as samurai I got stuck in the last level, I died after touching the mushroom which kind of locked me in place, not sure.
Ill reiterate, really nice style, I'd have liked to see more creatures or dialogue, since that was my favourite part, platforming needs to be made tighter, but technically everything works fine.
Great little puzzle game, music is really cute as is the character. The first puzzle was pretty cool once I figured out the mechanics which were very fun to figure out. The second puzzle was solid, but I think splitting the recipe in two was a bit confusing, tough it might have been my fault.
Anyways I think you did a great job, it was a fun game, hope to see you next ludum!
I also liked the visual and I can tell there's a lot of cool stuff going on behind the scenes, but I simply couldn't grasp what to do to progress, sometimes I got a lucky yellow orb, then suddenly like 100 DNA out of nowhere, then when I spent it all on an all-rounder I ended the batch and I was back at 10ish DNA points.
It might be that progression is slower than I expected it to, but it was the fact that I didn't know wether I was progressing or not that made me give up.
I liked the design of the little amoebas, tough I felt a little sad that they all died so fast :frowning:
Atmosphere was great, music was superb and really fit, monster design was both cute and terrifying, you can tell you guys know what to do with audiovisual mediums, even the gameplay I feel fits perfectly, tough its very unpolished its a great fit for the theme.
As for grievances I guess the hard attack wasnt registering properly some times, also I couldn't finish the game, I guess I had to kill all humans but some must have escaped somewhere.
Anyways great entry, atmospheric as hell which I love.
I love text adventures, so mad props for even attempting to do one in a game jam, I got to the end and became a ruthless ruler :P
I liked the flavor text that displays in some scenes, very whimsical.
I'd have liked for some ways to interact with other stuff in scenes, exploring the world is one of my favorite things to do in text adventures. Also the unknown one was so. far. away, I typed "go east" like 40 times in a row, not sure if I missed any other command, if I did they werent obvious. Also on the topic of repeating, usually up arrow would repeat the last command, which would help in this case.
Anyways, I really liked the presentation, and some scenes were very evocative, others were funny, I'd recommend shrinking the world size or adding other interest to the journey, still I repeat mad props for doing a text adventure they hold a special place for me.
First off that's one cute panda, I really like the general feel of the game, feels cozy. At firtI wasn't sure what to do, but after I got the hang of it it was a breeze. Panda controls fine, and I was able to keep my friends well fed. I explored the whole map, but there isn't much point to pick fruit in the edges of the screen. quit after I got 125+ as it seems like there isn't any danger of me losing. Nice entry, and I hope I get to use that cool slashing animation and that I get to pet the lil' rabbit in the future!
Hey! thanks for the compliments and feedback:
@theceases : Yeah it is you losing, the first wave was supposed to be beatable without player input but it slipped past us, you are absolutely right about the visual feedback, just one of the things that kinda slipped past as lower priority.
@beavergames : I get what you mean but we felt it'd an easy genre to work with, (which it kinda wasn't). there have also been some pretty sweet games in the idle genre, like "A Dark Room" and "Candy Box", not that we came close to those but I wouldn't write the genre off entirely. I do partly agree with the autoclicker part, but it does give the player something to do in the earlygame where not much is happening, and it becomes useless at about the 1min mark.
Thanks for sharing your experience, rest easy knowing that I've had enough of clickers for at least the next 5 ludums :stuck_out_tongue:
Really liked the graphics + sound, as others have said it sets the mood quite nicely. I didn't see any friends for quite a while so I'm not sure if they didn't ever spawn or if I was supposed to wait a while longer or do something else.
I Eradicated Gorid19 with only 1 dead! I'm still not sure how I get the info on the one that I'm not testing myself, (not that I complain, I'd be dead otherwise), I did click on travel restrictions without enough points and I think I got locked out of the option to do it at all.
Really good on you on placing a tutorial ingame!
I then went on to defeat Egola with only 8 dead. Seems like testing is key to defeat Gorid19, while restricting travel early is key to Egola.
Pretty fun game, and very optmistic too :wink:
The art looks very cute and the idea is adorable, sorry the game couldn't be made :<
Heeey, I made it! turtle.png My first time around I wasn't sure what was happening, but the second one I got the hang of it. It was actually pretty fun to control the turtle, the team management looks fun but it doesn't get much use (that I could make sense of), only needing to move them around if the conductor gets eaten. Cool game! I really like the aesthetic you chose.