The Escape by ippa 2011-08-24T13:21:00
Awesome stuff, I like the pixel-perfect platform physics, they were used really well, and the no-nonsense monochrome graphics makes for an interesting visual style mixed with a very tight platform challenge.
Foon → Ludum Dare Explorer → Users → Gaeel
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2011 | 22 | Alone | Solitas Exodae | compo | Mood | 4.44 | |
| 🥉 | 2011 | 22 | Alone | Solitas Exodae | compo | Audio | 4.16 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Meggaggun | compo | 357 | 3.38 | 3.64 | 2.22 | 2.52 | 3.38 | 3.36 | 2.44 | 2.84 | 47 | ||
| 2014 | 30 | Connected Worlds | Her Garden | compo | 226 | 3.56 | 3.06 | 3.44 | 3.62 | 4.31 | 3.97 | 2.13 | 4.23 | 63 | ||
| 2014 | 29 | Beneath the Surface | SHITSHITSHIT | compo | 1210 | 2.29 | 1.65 | 2.38 | 2.89 | 2.89 | 1.79 | 2.35 | 3.52 | 49 | ||
| 2013 | 26 | Minimalism | The Last Soul | compo | 124 | 3.73 | 3.27 | 2.63 | 3.45 | 4.39 | 3.98 | 1.93 | 4.27 | 62 | ||
| 2012 | 25 | You are the Villain | Crobal and friends | compo | 263 | 3.17 | 3.00 | 3.18 | 3.56 | 4.00 | 3.56 | 3.60 | 3.20 | 40 | ||
| 2012 | 24 | Evolution | WTF Aliens!? | compo | 145 | 3.42 | 3.33 | 3.53 | 1.67 | 3.77 | 3.66 | 3.22 | 3.10 | 61 | ||
| 2012 | 23 | Tiny World | Robot in the Garden | compo | 302 | 3.19 | 2.77 | 2.81 | 3.85 | 4.44 | 3.64 | 2.11 | 3.54 | 22 | ||
| 2011 | 22 | Alone | Solitas Exodae | compo | 109 | 3.26 | 2.40 | 2.45 | 4.30 | 3.85 | 4.16 | 2.22 | 4.44 | 3.69 | 56 | |
| 2011 | 21 | Escape | OMFG Aliens! | compo | 417 | 2.25 | 2.25 | 2.08 | 2.25 | 1.50 | 3.09 | 1.77 | 2.86 | 3 |
Awesome stuff, I like the pixel-perfect platform physics, they were used really well, and the no-nonsense monochrome graphics makes for an interesting visual style mixed with a very tight platform challenge.
If you have sfml development files the following command should compile it for you :
g++ mainloop.cpp mob.cpp turret.cpp -lsfml-system -lsfml-window -lsfml-graphics -lsfml-audio -o OMFGAliens
Then run ./OMFGAliens to try the game
Let me know if this doesn't work, and what error you got.
Their range is a 50 pixel (5 square) circle, calculated using good old Pythagoras' theorem.
The reason it looks like turrets sometimes have trouble hitting an alien is due to the ract that they have a lock-on time, and they randomly try to target a new enemy each frame if their current target is out of range or dead.
So while an enemy is perfectly in range, there's a time for them to find the target (1 in however many living enemies there are chance per frame), so if there are 10 living aliens and only one in range, it will take an average of 10 frames (or half a second at the enforced 20fps) to target. Then, there are another 15 frames of warm-up (3/4 of a second) before firing starts.
All in all, this means that there's a good second of lag between an enemy coming in range and the turret beginning to engage. If the enemy exits and reenters that range, the warm-up resets, and there's also the chance that he gets replaced by another target.
I realise now that targeting and warmup should have been made visible (dim red "laser pointer" from turret to target and some sort of charge up effect), the only pre-shot effect I have is the turret flashing magenta the frame before shooting (note that if the enemy gets out of range on the frame he would have been shot, then the magenta flash happens, but the turret doean't fire, I think this glitch is rare enough not be noticable.)
They disappear when their 100 ammo runs out. You have a quick visualation of remaining ammo as grey bars above each turret.
Absolutely AMAZING!
I got frustrated pretty early on, and found the game quite unoriginal, but then...
Sorry folks, I'm not going to spoil it for you guys YOU HAVE TO PLAY THIS!!!
Amazing level design, great audio!
Looks interesting, waiting for Windows or Linux port
An interesting concept to say the least. Although I do feel that there's too much going on for what amounts to a relatively simple game.
Huge props for trying something TOTALLY different to anything I've seen in this LD (or in gaming in general actually) and I feel that if the game was less time-based, I would have enjoyed it a lot more. Unfortunately this feels like playing chess while dancing the macerena.
If you decide to build on this game, may I suggest making it turn-based, it's awkward to be puzzling for resources while keeping an eye on the battle to the right.
Nice concept, plays well.
But if you don't want to bother looking for a path, you can "cheat", just alternate "esc" and the direction you want to go really fast, and you'll get there really quick.
I liked the twist when you finish running away, not going to spoil it here, but I literally laughed out loud.
Got stuck on the cloud level, kept getting to places where there was NO good path, couldn't play anything after that level.
I'm afraid I can't download the game to try it out, I recommend you check the link to make sure it works...
I disagree about adding text, I like this icon-based gameplay, I can really see this expanded into a nice absurd lo-fi steampunk story about flying fortresses.
Very interesting entry, I have trouble considering it a game and more an interactive video. I felt this fit the theme very well, and the aesthetics really help sell the fear and distress, conveying a heavy mood that only makes you feel like you want to escape.
I really regret the lack of a more interactive experience that would move it closer to a game, I think this could be done by making exploration possible in multiple directions, and perhaps even removing the time limit and allowing the player some interaction with the world of some kind (crows that fly away when you get near?).
All in all, while lacking in the interactivity department, a memorable experience, and interesting enough for me to press the try again button a couple times.
(The audio was top notch too)
I'm not sure whether to 4/5 the audio for NyanCat goodness or N/A it.
I'm afraid I'm going to N/A because you didn't make Nyan Cat during the compo, but it definately fits the mood of the game (BTW 5/5 humor)
It SHOULD work, and it does work on SOME Win7 machines. I see no reason why it wouldn't work, nor any errors.
Outstanding piece of work, good style, fun character animations.
Could do with some SFX, but the drone soundtrack was a great atmosphere catalyst.
An interesting idea, shame that it takes so long for each move.
Definitely one the funniest I've played. Short and sweet, it doesn't overstay it's welcome and gave me a good chuckle. The elderly lady had it coming ^-^
Erm, unless there's a serious glitch on my end, YOU sir have a twisted sense of humor. I waited for people to be home to give this one a try...
This one made me laugh out loud, a great fun, inside-joke, social commentary (what?), blood fest!
AHA!!! I KNOW WHAT IS GOING ON!!!
That's pretty much what my reaction was when I figured it out.
Outstanding game, loved it!
Works really well, would have been nice to see another game mechanic than push blocks, especially since the one item in hand thing could lead to some interesting gameplay.
All in all though, a fun little retro arpg puzzler with some nice graphics and a fun little story.
How do you run this game? I don't know what a .pde is, and I'm afraid you may have forgotten to updload and include the graphics. Please supply instructions on launching your game
After figuring out how to right click and show all, I tried the game.
The jumping mechanic is horrible, but that's OK, the best strategy is to sit at the bottom and wait for stuff to come along. 250 is a very high goal though, so I probably won't finish this one.
Fun platformer with a nice twist.
A litte too hard too soon, not a fan of the fireballs, but the fun mechanic keeps you hooked long enough to get through the more difficult levels.
Does not run on Linux as advertised.
It throws the following errors :
Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1681)
at java.lang.Runtime.loadLibrary0(Runtime.java:840)
at java.lang.System.loadLibrary(System.java:1047)
at org.lwjgl.Sys$1.run(Sys.java:73)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:95)
at org.lwjgl.Sys.<clinit>(Sys.java:112)
at org.lwjgl.opengl.Display.<clinit>(Display.java:135)
at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
at noprogram.noprogram.main(noprogram.java:59)
A decent puzzle game, with nice mechanics
Loved the sound, Excellent touch to an already fun and quirky puzzle game!
Amazing style, and best use of the theme so far...
Shame there was no sound, that would have really added to an otherwise excellent game
I couldn't find the other ending, but I had fun
I like the characters, very J-RPG, not my usual, but they're nice to look at. The sounds work well and add to the atmosphere. Took me a while to find the GO button and to understand what I was supposed to be doing though.
I'm with Taslem on this.
I'd love to have a web playable, it's really painful to see a web developer make us DL, unzip and then open a browser
Fun!
Shame about the scenery, the game would be near perfect for a 5 minute time-killer with a nice background.
I love the stupid-happy idea of bouncing around through the air raining down confetti like an angel of death on LSD ^-^
Fun game, even thought the resize on my windows caused some issues.
Fun idea, well executed.
Would work great as a smartphone game, you should think of trying that out...
A competent roguelike, funny character names, and difficult as hell ^_^
Fun little idea. I wish it were possible to explore the planets a little more, but a great idea, and cute characters too.
Hey guys, thanks for the comments!
I'm glad you enjoyed the game, I'm a little dissapointed I couldn't get more gameplay in, but it feels great to know people enjoyed it!
To be honest, I was hoping to add a few more gamemodes, such as some kind of puzzle mechanic with computers and maybe some kind of critter to play with, but I only started on actual gameplay about 12 hours before the contest end.
About the movement speed, I know it's a little slow, but that's intentional, I wanted there it to take a certain amount of time to travel through the world. It DOES feel a little sluggish though, I agree.
Nice atmosphere, I like the sound a lot, and the tileset is quite nice, especially given the low res.
I feel the controls aren't tight enough for some of the platforming though, and I got quite frustrated at the levels where I had to keep resetting. Other than that, an enjoyable experience.
Cute idea, I like the other company names, and I was hoping the goal of "hippy crap" was to go bankrupt before the other companies.
Erm, am I missing something? I got to the bit under the first area (past the white laser) but that's as far as I can get. There's the thing at the bottom and the greyed squares which I'm sure do SOMETHING, but I can't figure which key to press
Interesting, but a little frustrating when I started to run out of trees to get gems from...
The ennemy spawns are REALLY frustrating, I lost life quite often as I entered rooms
The visuals are REALLY good, nice style, well executed, love the neo-retro.
Gameplay is fun, weapons are satisfying to use.
Difficulty is a little too high, ship movement is a little too slidy for the number of obstacles to avoid.
Hmm, the love2D version works for me, (no errors) if you get "an error" can you tell me what the error says, otherwise I can't fix it.
As for the crash after a few minutes of play, I'm looking into it. I suspect an infinite loop, but I can't seem to figure WHAT is looping and WHY
OK, Things should be fixed now. There was a bug with a sound retriggering thingy, mostly on windows.
If you get a crash now, please let me know, and thank you for your patience.
hnjslater: Try it with Love 0.8
X-Out, the game gets harder and harder, throwing more enemies that move faster, you will eventually lose, the goal is to get the highest score before you lose.
gnx: I know about the sample, I used the pulse wave sound effect pitched up as a placeholder and didn't think to change it later.
BTW, the Sync meter is REALLY pessimistic, if I set it to what it SHOULD show, the variations are about 3 to 4 pixels, so you're actually doing much better than you think. Half way is already good.
infernet89: It's a rythm game, there's no rythm in a held down key.
Try tapping your movement keys in sync with the beat, that's the fastest you can and will ever need to go.
Yeah, you lose a hitpoint when an alien manages to escape the screen
What the flock? Indeed...
Having trouble running this game, when I click on the link I only get a dark blue screen, and when I download and launch with Flash 10, I get a loading bar, music, and the same dark blue screen.
I'm adding this to my check-back list, I'll come back soon to see if you have a solution to this problem and I'll play it then.
I'm giving you a big 5 in Innovation, because I like the idea, and it reminds me of SimAnts, which has a similar feel. And I think this game could make for something great.
Now obviously, this game is far from feature complete, it would have been nice for there to be at least one more thing to do, like another swarm of ants or even just one big tough bug to kill, and some kind of victory condition based on doing it.
A few suggestions for a future version:
- Make the upgrade controls mouse driven (keyboard shortcuts are cool, but with a game this simple, why not just have an small array of buttons at the bottom)
- Make it so upgrades are free, but ants with lots of upgrades cost more to build.
- Have it so we can make more than one kind of ant, saved as "presets"
- Communicate with the player more, maybe have the ants scuttle around when they don't have orders yet, it's hard to see that the ants are under the flag.
- Allow selection of multiple ants.
- Work on the pathfinding AI, make ants use pre-existing tunnels to get where they're going
I hope you make a more feature complete version of this, I have a feeling that something good can be made with this simple mechanic.
First playthrough: WTF? This is too hard, how do I...
Second playthrough: Tutorial... Wait, oh... COOL
BLAM BLAM BLAM SPAM!
Interesting, wasn't expecting a card game to crop up. What's more, this is quite an interesting card game, although it's hard to figure out what to do at first.
You should make a pdf file or something with the rules and printable cards, I'd like to see this played with other players.
Mate, you forgot to add download links...
Go to http://www.ludumdare.com/compo/ludum-dare-24/?action=edit and add at least one link so people can try you game. Also maybe add a brief description so people can have an idea of the rules before they start...
I couldn't get your game to run. I installed both redistributables, but when I try to launch your game, it doesn't do anything, I get a quick spike in CPU usage, but nothing appears on screen.
What?
Yeah, I didn't test the applet version, it's my first game in Java, I'm struggling to get it to work outside of Eclipse
Game suffers from being WAY too hard, but it's an awesome idea!
Won't run on my machine, no error just a silent quit, even from command line...
Has an othello vibe, would have been nice to have some little soldiers or something to give a bit of story to what's happening
I have no idea what the second puzzle is about, I will come back and rate this later, because all this has managed to do is make me angry that : either there aren't enough clues as to how to open the gate, or that I'm so blindingly stupid that I'm going to feel really bad when I figure it out.
I feel like there's something wrong here. Difficult is good, but I have no feedback whatsoever, I even went through as many combinations as I could just ticking them off. There's supposed to be a visual clue, if you're talking about eh jumbled mess of wires, then either they're all connected, or i'm some are going over others, and I need to spend ages tracing the lines.
Good concept, great visuals, but the puzzle makes me angry. I will come back later and hope someone spoiled the puzzle in the comments so I can finish the game
"Hmm, what should I do about this "minimalism" theme? ooh, I know, minimal thought process for a compelling enemy! ZOMBIES!"
Love it, I don't know why it is, but give me zombies and a gun any day of the week !
Love the gameboy-ish style, nice palette, unfortunately, while the concept is fun, since the enemies spawn from the four doors, you can win just by standing in the middle and just sniping them as they appear.
Also in your screenshot, you appear to be firing a machine-gun, how do I get that?
Hey thanks for all the compliments guys! I had a lot of fun making this one, hanging out with 30 odd other devs in Montpellier, France! And I'm glad how this all came together, I'll be posting a Post-Mortem soon, both about the development of the game and the organisation of the real-world gathering.
wonderwhy-er: The creator of "Another World", Eric Chahi hangs out at our media lab for our bi-weekly game dev conference, maybe I should show him this XD
free_napalm: I don't remember the soundtrack from that movie, but I remember it being very strange, maybe I'll watch it again sometime.
Thanks again for the praise, it means a lot!
mildmojo: that's unfortunately a bug in the official 0.8 release of Löve that has never been fixed for some reason, I'm using a custom version that fixes this, I can't remember where I got it though.
Excellent one-button game, would work great as a mobile game.
Severely lacking in the unts-unts-unts department though.
Try playing the infinite mode with something like this playing in the background : http://www.youtube.com/watch?v=eMhFA5izRgQ
SHAKE THE FUCK OUT OF THE BAG!
Your cubes scare me, I'm going to bed now, not that I'll find sleep, ever again...
Props for dropping a .bat as a game XD
It won't run on Unix systems, you'll need to learn and use .sh which is the unix equivalent
I don't know how to run a .CB file, could you supply links to the software I need or compile this as a binary?
I think the idea of making Conway's Game of Life is a neat idea, unfortunately, since this sim has a rather chaotic way of functioning, to make it worthwhile, a REALLY good UI needs to be implemented.
For starters, restart shouldn't erase what pixels have been placed, and we should be able to just click to place.
Great work on having red and green cells interact in an interesting way, and I love the way the sound works
NEEEDS MUSIC SOOOO BAD!
Excellent style, nice atmosphere, shame there's so little of it
Severely lacking in sound, shame because there was some nice atmosphere to it, and all it needed for that was a bit of music or something
Yeah, I think my computer almost died from too many dudes on screen...
Not sure it would have been possible to win, it felt like three standoffs, but it was funny to see so many units duking it out
I broke da game Hugo! At around level 20-25 there were no more red dudes, and level 33 didn't have enough green dudes to let me win.
Good game, nice puzzler feel. Finding the path around the level which optimises green pickups and minimises red is fun.
As I may or may not have said during the weekend, art style is sweet, and 'gratz to the Hugo on his first game and first jam! Was great to have both of you there, and congratulations on being the only team that was formed AT the event. I hope you guys had fun!
A true Corbinouze game ;)
I don't have any sound on my computer though (Windows 7, "At the cafe.exe")
Nice, but SOOOOO hard!
It was nice meeting you at the event, I'll make sure your brother is kept up to date with future events and he'll trickled the info down to you I hope ;)
There's an impossible level for me (the one after the Zombies) I die as soon as the level starts.
Was great to see you guys from Marseille again!
Using Web version in Chrome on Windows, apparently no major problems. Sound seems a little glitchy, sometimes the collect sound wouldn't play, and there were other strange sounds playing (randomly?) which may be a bug, or might just be the oddities of a very artistic sound designer.
Thanks for coming to our event, we really enjoyed having you guys around. I hope moving in to your new studio goes along well!
I couldn't get the game running on my Windows machine, if you want I'll look into this and build you a new Windows version.
Unts unts unts unts
I don't understand why enemies were shooting NEXT to me, instead of AT me, or why they would IMMEDIATELY respawn at the same location.
Also, it's not very clear what hitpoints are, nor what I'm supposed to be doing.
Game looks good, the control system imposes a nice idea of choosing between mobility and aggressivity, but since the optimal strategy is to stand still and fire at a cluster of respawn points, it feels a little wasted
Yea n.n
Hey, that was a nice spin on the top-down shooter style, here's a quick run down of my thoughts:
The enemies take too long to kill, but there aren't enough of them. I have this fun laser gun, but it takes ages to take a baddie out, on the other hand, there aren't really enough enemies to feel overwhelmed by the odds.
(This is a tip I learnt from the guys at Vlambeer, very obvious in the design of Nuclear Throne)
I like the view, the way everything pans around (instead of rotating the camera), it's tight and claustrophobic, which definitely conveys tension and disorientation.
The mouse control is interesting, it feels like there's a maximum rotate speed, or even that the speed is fixed. It might confuse some players (mouse controls generally mean your movement scales with the mouse movement), but here I felt it gave weight to the character, adding to the tension and claustrophobia.
Overall, could be a fun experience with maybe some weapon pickups, ammo management or more enemies, got a Teleglitch vibe from this.
Pro-tip:
Ludum Dare is an international event, and many of your players (myself included) use non-qwerty keyboard layouts. Here's a great way to support this:
Up: up, w, z
Left: left, a, q
Down: down, s
Right: right, d
Bind the key sets to the actions instead of single-key to action, and you're good to go!
Interesting...
I wonder if the fishes accepted me as one of their own, or if they simply tolerated my presence?
Great music, got a mellow, poetic feel from this game.
I like the grainy, badly developed photo look...
It really isn't clear what is illegal and what isn't.
Maybe start players out with small luggage containing only one or two things, and move onto dustbowls laters.
Controls feel very wonky, it was only on my 4th or 5th attempt that I got through the first trap, and I'm still not sure if there's a technique or if I just fluked...
I like the idea of a no-jump platformer though, maybe this could be a mobile time-waster with a little polish and some tilt controls?
Got stuck, I blew rocks into a tunnel and couldn't get through...
Otherwise, nice movement system and graphical style...
I only have one brain damn you!
(I think I'm too stupid to multitask more than one task n.n)
In any case, a fun idea, would love to see someone acing this game...
That someone is not me though, try as I might, I can only save one goblin at a time...
One of the stupidest but also one of the BEST games I've tried so far!
Seriously, let's make this game win Humor and Mood (Yes, I'm setting you up as competition)
Salut à toi, monsieur Jam Shaker!
Je me suis trouvé empli de tristesse quand j'ai vu que ce jeu n'avait pas encore de voix, et je me suis empressé de tester ça et voici mon commentaire post-evaluation n.n
Je me trompe peut-être, mais je n'ai pas trouvé de fin, est-ce simplement un manque de temps, ou est-ce que le joueur est censé se rendre compte qu'à force de trop pécher, la mer sera vide, et finalement les choses étaient belles avant notre intervention?
Dans tous les cas, jolie ambiance, une mer mystérieuse emplie de béstioles étranges qu'on a envie de découvrir...
I did NOT understand that I could reel in the fish...
This changes everything!
Nice idea!
It's not clear that touching the diamond is wrong, and I don't feel that there's much to do besides sit behind the computer and spam space...
Maybe that's the idea?
I can't find the download button on the linked page...
Maybe upload it to dropbox?
The way the boat moves n.n
Not really sure how the point system works, maybe some "Well done!" "Combo x5!" and "+200" would make things easier to grok.
OTOH, its simple, has a nice scoring system, and makes me want to try a couple times to get a better score
Also...
That little boat tilt animation <3
Heh, funny n.n
Shame some of the obstacles are a little unfair (I literally had two ledges that were touching each other, completely blocking the path).
But since the game is about the UNLUCKIEST miner IN THE WORLD, I reckon it only makes sense...
Those missiles!
That's some pro-level stuff on the voxel shader, man!
The mechanics are great, it feels really fun to be this insanely overpowered tunnelling gigabot with a machine gun.
It's a little hard to score points, and for some reason the game doesn't end when I die though...
I've never wanted to smack a robot so hard...
Good fun, interesting choice of colour, and I love the idea of massive hoops being built on planets, to then fly a spaceship at near lightspeed through them while threading an ethernet cable...
Looks very nice, has a nice "toy" feel to it...
Interesting idea, shame you didn't get the time to flesh it out a little more...
Enjoyed this one quite a lot (although level 5 didn't load for me u.u)
Could do with a little sound and easier controls, but the base mechanics are interesting, some nice tradeoffs and tactics that need learning
Hey guys! Thanks for the praise, it means a lot! I had a lot of fun making it, and started to wonder how much was just programmer-porn n.n
Niavlys: Thanks for pointing out that bug, you can try the Post-Compo for a fixed version. This time there's not explicit goal, but a few implicit ones:
- Increase the diversity of one's garden,
- Be friendly and help decorate other gardens
Boberro: Love2D is great for doing 2D image blitting, has a few blending modes (for Photoshop style layering) and proper shader support, so with a little know-how and a bit of tweaking, it can look however you like ;)
If you look through my LD entries, they're all Love2D except for Crobal&Friends and OMFG Aliens!
Haha, a sweet idea here!
The reflections in the water are a nice touch, and I love the way the dudes all bounce into the water, adding some humour to an otherwise frustrating situation.
(I would like to suggest making it a little harder to accidentally restart a game, I often never got to see what score I got because the game restarted immediately)
An interesting idea (reminded me of another LD game called Soliloquy http://ratking.de/2011/12/20/ld-22-soliloquy-post-mortem/)
Unfortunately the visual and puzzle design is hard to parse, which is a shame, especially with the amazing sound design and the strength of the core mechanic.
Some of the puzzles felt broken, but it's a nice idea and has some nice little aha moments...
Looks like I know a lot of stoners, huh...
May I suggest having some kind of non-scaled indicator of the player's orientation. I managed to transfer my orbit to a different planet, but only once, and through sheer luck.
My character (who when zoomed in could be pointing in any three directions, since it's a triangle), only appears as a single dot most of the time, so to determine my direction, I need to thrust, and that sends me right off course...
Haha, I see I wasn't the only one with this kind of idea, similar down the title even 0.O
If anyone finds a big red heart floating out in space, that might be me ;)
I really *really* REALLY like the hyper rocket spam mode...
It's almost a shame that it's not the default fire mode n.n
Fun spin on the good old Tower Defense shtik
Pew pew pew pew pew!
(btw, that's not how planets work, but who cares? n.n )
Not entirely sure what I'm supposed to be doing.
I shot things, I warped around, something slapped me, eventually the game crashed...
Looks proper neat though...
It's a shame I can't R-elink the flowers and trees into the real world...
Nice idea nonetheless
Download link didn't work for me...
I got a VERY low framerate (one frame per second) I don't know if that's normal...
Game crashes when I get hit by an enemy, but it crashed at 420 points, and it's 4/20 today and PukeMan totally gets high IMHO, so that's a win, right?
Hey Wilbro, not sure if this is a puzzle or a mood game. Was expecting a score at the end like "You saved 4 soldiers from the gas", but it seems this game, just like war, doesn't want to give closure, which kills the puzzle aspect, but makes the mood so much more palpable
How to talk about this game without spoiling it?
An interesting approach to the message, letting the player get invested in the characters before pulling the switch makes that message far more powerful.
Sure, 1 in 5 is a statistic, a powerful one, but when I remember that Sandra who played in a band and doesn't like flying is that 1 in 5, it grounds it into an emotional reality
A solid entry! Nice visuals and a great atmosphere. It's a little too punishing IMHO, but maybe I'm just bad at games?
All in all a nice idea, well executed and put together gracefully!
My girlfriend and I just spent about 15 minutes playing this. She was Sal and I was Papa, and we raced to try and please customers
WEE!
HAHA!
POW!
Jedde looks good, funny idea to have her hair change colour all the time.
Shame there aren't any critters in the air because Jedde looks pretty baller when she's doing a jump-attack but there's nothing to headbutt up there (So I headbutted all the flying cookies, just in case)
There's a certain joy in swinging a fish around and slapping a bird in the face.
At first it's hard to understand what counts as failure, and since scoring seems to be on time alone, it turns out that the optimal play is to leave the seagulls live since they sometimes steal rotten fish. Also it appears you can throw rotten fish on the floor instead of in the basket, so I ended up just doing that.
So on the minus side are fiddly controls, and an unclear scoring system.
On the plus side, it feels great to play with the fish, and everything looks and sounds nice!
So... ducks...
Eh ben, comment on se retrouve, je me disais bien qu'un Paris-Valenciennes serait des étudiants de SIG ;)
Hmm, I wish other players were on so I could bap them...
I'M HYPERVENTILATING! AAAAARGH!
Your game should come with a warning!
This is a really nice idea, and very well executed. The game itself leaves a lot to be desired, the visuals and actual gameplay are functional at best, but it feels great when you hit that flow and you can accurately predict which note you need to hit and pull it off!
I had a lot of fun playing this, I wasn't expecting it and now I'm feeling light headed because of the hyperventilating ;)
Maybe it would be nice to have a three hit point system, victory would feel a little more decisive because as-is the best tactic is score and hit then flee for the rest of the match.
We tried playing first to three and it's a very different game, you're forced to continue engaging after you gain an advantage, so this means the "losing" player can still secure a win instead of just chasing the winning player fruitlessly.
Hmm, never thought of "slice of life" applying to a video game. I like the idea that we're dropped into an RPG session that has been going on for a while already, that's a sweet touch ;)
Not quite sure what's going on here, nothing woulf happen most of the time when I clicked, and it felt that no matter what I did I couldn't redirect the flow of travellers.
Nice idea, it's hard to understand what effect the different sword parts have though.
Also, I think I triggered a bug at one point: The blue ogre got caught in a loop and just whacked me over and over even after I had no HP left...
I got it running on my computer, that was really funny.