Diamond Warning by canary40 2013-12-19T16:40:00
I don't like bullet hell games (unlike Mr. mungoman1)... but yeh, cool lil game. I actually liked these graphics quite a bit.
Foon → Ludum Dare Explorer → Users → sandbaydev
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | I Ain't Leaving My Bunker | jam | 10 | ||||||||||
| 2015 | 34 | Two Button Controls / Growing | Ragnar The Village Defender | jam | 1054 | 2.53 | 2.27 | 3.00 | 3.47 | 14 | |||||
| 2015 | 33 | You are the Monster | Floating Arm Takes Selfies | jam | 14 | ||||||||||
| 2015 | 32 | An Unconventional Weapon | Survive | jam | 96 | 3.83 | 3.94 | 3.44 | 2.29 | 3.89 | 4.44 | 20 | |||
| 2014 | 31 | Entire Game on One Screen | Limberjacks | jam | 347 | 3.38 | 3.24 | 2.87 | 3.73 | 4.20 | 2.93 | 3.23 | 3.52 | 56 | |
| 2014 | 30 | Connected Worlds | Midgord Vikings | jam | 320 | 3.31 | 2.95 | 3.04 | 1.89 | 4.34 | 1.63 | 2.69 | 3.31 | 63 | |
| 2014 | 29 | Beneath the Surface | Under The Shade | jam | 333 | 3.28 | 3.03 | 3.88 | 2.55 | 3.47 | 2.07 | 2.33 | 3.04 | 51 | |
| 2013 | 28 | You Only Get One | The Selene Project | jam | 262 | 3.11 | 2.51 | 3.22 | 2.67 | 3.49 | 3.03 | 2.32 | 3.83 | 60 |
I don't like bullet hell games (unlike Mr. mungoman1)... but yeh, cool lil game. I actually liked these graphics quite a bit.
Gameplay is quite familiar. I tried to escape to my bed to avoid penalty but mom chased me... yet she got stuck on the bed. I think I won!
Pretty nice entry.
Very clever! Well done!
I liked this one a lot. It actually reminds me bit of FTL and bit of a game idea I've been mulling over. More information about resources and events could be interesting... anyhow - good job!
Annoying gun sounds! :)
Overall a solid entry. Cool effects and nice play area. Good job
Liked gfx a lot. Nice details and animations. Bit repetitive gameplay... but cool work still.
First time flying a triceratops. :)
This is a nice twist into run-games genre... making running bit of a puzzle. Well done.
Well, art was nicely drawn but not sure about the theme or the gameplay... the jump over obstacles & dodge cactus part was fine. :)
I like the setup: explore, resources, travel, look for your place... agree with others that this could be developed further.
Nicely done.
Really clever twist! I liked this one... and feel developing this further could have potential to become a pretty decent success.
Felt that this needs something like a clearer goal or way to win or such. Now playing the game left me bit puzzled. Maybe with bit more work it could be turned to more intersting. I dunno.
Anyhow,... that first pic in this page about the "universe" is epic :D
I liked the visuals. I liked the idea. Playing requires thinking which is always a good thing :)
Nice job.
Nice job. I'm not fan of these type of shooters, but gave it a go. I liked weapon upgrade possibilities and gfx was pretty cool.
Great entry! Enjoyed a lot. I really like the fighter's animations :)
This is the scariest game ever :D
Very innovative concept. Well done.
Note to self: hitting upload and shutting down computer don't mix so well. :D
To my defence, it was after midnight... about 02:27 when I initiated the uploading.
NOW it should work.
Uploaded win+mac+linux versions. I sure hope they work.
Okkay, uploaded new builds 02 which increase the volume of voice audio. Hopefully they are better now!
Thanks Dave a lot!
...and now webplayer build 03 fixes the "there's no green nor red buttons" issue which sort of helps playing :D (thx again Dave for pointing this out)
AdventureIslands -- I sent you a twitter msg about choices, but I believe what you listed in your comment is untrue! (and I tested the webplayer, I hope there's no bug in saving your answers from one scene to another... which platform are you using? :))
Hey, thanks everybody your comments!
I heard some folks had trouble pushing the in-game buttons. There's secret keys: Y and N will answer Yes and No respectively. I think that breaks some of the immersion though :D
Subtitles: I would have added those if only I had time to create a proper timing system. It really was crucial to have voices acting, since textual style just doesn't have the same feel in it.
If this gets developed further, I will add subtitles everywhere. One additional thing that was also missing (due lack of time) was a dynamic "old man talks" endings... but just didn't have time for those.
Also, I had written like 3 times more endings with variations... but you know... not all can get it :)
@Kohijin: I had some thoughts about adding more things to interact with but realized that this simply would not be possible to do within the time I had.
Thanks everybody for testing! Your feedback is sooo much appreciated.
If you have any comments on what else could be improved and what you liked most, that would be awesome to hear.
@The Evil Cult: Thanks for the comments, most appreciated! Yes, I had written several other possible endings but time just didn't permit... and I had to stick with generic "read back" style. I do have plans for extrapolating them into more consequences!
And yeh... audio... Mic... humming noise... cutting "noise" away cut also other stuff -- and I'm no native English speaking citizen, so yeh. I wanted to add subtitles but had no time. I have plans to expand this game!
@postmodestie: Thank you! I actually started with one system and there were left some ideas that unfortunately did not get into the game. And yeh, sorry about the voice quality!
@jimmypaulin: that's a nice idea. I too would like to know what are the stats -- especially for the FIRST RUN. :) Thanks. And yeh, there was supposed to be bit more fancy ending... but I repeat what I say: no time. .. :)
@capnramses: It is very important for the mood. If it had been 2d, I doubt it could have achieved the same mood. Plus... I had some plans which did not make their way (just yet).
@Mago & Lacutis: thanks for testing!
@Jacques_le_lezard: I agree about "not much to play"... although I believe it is a game in the sense that it has meaningful choices (and yes, also some non-meaningful) and a win condition (so to speak). Your comment was very important to me. Thanks for taking time to play it.
@dudsen: thank you! Very useful feedback.
@triplefox: glad you liked it! I can confirm that everybody else has been saying the same about the audio :D
I liked this entry a lot and believe it could be expanded. For mobiles this could be one. Different type of levels.. different boosters and all sort of things.
Lulvy sounds.
Well, it's a decent start... if polished, might actually work on mobile devices pretty nicely.
There's something very nice about placing those smiley/angry faceblocks. Liked this one, nicely done! :)
I'm not sure if I played this correctly.. :)
Argh, that audio! :D
This was an interesting idea, so points for innovation... but like others, I think I would like something like this if there were something like robot programming rather than game programming involved. :)
Anyhow. Interesting idea.
Nice lil game. I think this could be expanded into a pretty solid mobile game.
Audio was... well. Bit annoying. :)
Very interesting gameplay! Clever puzzles. Nicely done.
Wow. This is freaking awesome! The concept of shooting also humans is so simple... yet totally a game changer. Liked a lot! (Where can I buy this :D)
Whadda heck did I just play! :D
Audio was nice (although bit repetitive) and well... controls were bit dodgy.
A great entry!
Very creative. I liked the art a lot. This could be turned into a bigger game easily, and could cater for those people who just want to explore... or by adding bit more difficult (oxygen levels, cave monsters, you name it).. this could be a really long-term fun.
I liked a lot.
Also: I forgot to say, but the gravity choice was a solid one -- immediately made me feel like being on some other planet.
Congraz on your first ludum entry submission! Concept is solid. Nice placeholders for story texts. I believe there can be tons of different type of traps to get much to play.
Controlling the chap could have been bit faster without the acceleration portion.
Anyhow, a nice entry. Well done.
Played win32 version. Awesome game. Awesome graphics. Really nice concept (not actually the first one to use light in this manner). I hated how slow moving the guy was, other than that... really enjoyable entry. Good job.
Cool concept. How to get rubies was bit of a mystery but I did figure it out :) Nice entry & nice puzzle/memory related gameplay.
Not a bad idea. I think this might be able to polished into a pretty cool mobile game (swipe to move the chap). There could be slower moving things and different type of fish (I'm thinking those squares are fish :D).
Great mood, so far the most moody game I've seen in LD. Excellent graphics. The main mechanic is cool and it's interesting just to do the 'switch' to see what those citizens are saying...
The fox character was a cool idea.
I already like this a lot. Post-jamming... by expanding the main mechanic and thinking more uses for the 'switch', I feel this could evolve into a fine game.
Good job.
Interesting idea. With good controls and clearer instructions that say "now get the gun to point X" this would be very good.
Took me bit of figuring out who to avoid & how things work (I'm not such a good at reading tutorials so well... :D)
Liked the concept a lot. I believe this could be turned into a mobile or desktop game.
I got the idea but I'm not sure what to think about the mechanics. In a way it's cool, but how do I determine which one is to correct to shoot (or what is the exact challenge in determining the correct one?)
I like the concept idea, but feel it should need something (hard to pinpoint what). Maybe instead of shooting the one below there could be a mirrored image, with one "wrong" piece that you should shoot away?
I do like the simple graphics, and "wireframe" and the general idea. You are onto something good here for sure :)
Heh, great little piece of work! I liked the concept, like the game. I think there's plenty of room here for further development. More different type of guards. More treasures/things to loot. Lights, maybe vampires... tons of potential.
Good job.
@manabreak: thanks for testing! picking up is ... yeh, it's very much "pixel hunting". Especially for the smaller items. There's a ready made shade - the large tree on the isle. That's for you. :D
@RARoadkill: cheers
@olkeencole: excellent idea. Currently you can throw some things (that have no other use, just right click when holding em). I actually wanted that ppl could lose their tools easily... it's actual danger in survival situations :)
@kmakai: yeh, definitely. didn't have time to add that feature, but there's the "right click to throw" (certain items) that helps a bit.
@bitserum: do you mean shelter building... or what?
@mikhog: yeh, you get shelter points by going under a shade and staying there for a couple of secs. To light a fire, try small sticks or chop some firewood (use knife to palm trees... several times) -- and light them using the matches on the beach. Thanks for testing.
@TaleLore: good!
@Citsua: yeh, these shelters are pretty shaky :D
@MrShortee: if you have any comments or feedback, feel free to tell them here.
@fullmontis: I got textures from unity + some asset store, didn't make them by myself. What you mean by "not very responsive controls"? I guess you mean that the system doesn't tell if something succeeds/fails (always)
@simon02: Yeh, I didn't adjust the masses correctly. The leaves are way too strong too. And.. boat has just one box collider, so that's not in the shape of the boat. And yeh, you gotta have fire during night time if you intend to build anything... :D
@capnramses: thanks for playing! 3 shade points is really good actually! I think I got max 5 on my latest build :)
And linux... thank Unity for that. ;)
@wdebowicz: :)
@dook: yeh, that's how it's done... and you gotta remain under the shade for some time.
@EpiphanyG: glad that you liked! (and I'll consider...)
@JimmyBoh: Yes, I was thinking this a lot (10 minutes or so :D) and decided to go with this current style. Free-roaming would be good, I thought about that but decided not to do that (just for the time/schedule reasons). Thanks for playing & commenting!
@bitserum: I had 2-3 different ideas on how to handle picking up stuff, and since I wasn't certain which one would be good... I used the famous "first idea and let it be that way for now".
Naturally there eventually wasn't time to do the changes... but yes, totally agree with those comments.
It's interesting that you mention that you enjoyed the relaxed way of building. I actually *had* hydration/energy status that would go down fast unless you were in the shade, and I even planned death there.
...but that felt somehow wrong and didn't feel good and I removed that portion of the game, leaving only "build what you build + you can win when you want if you know what to do" mode there. Especially with clunky shelter building controls, time pressure would have made it more annoying.
In a larger game to combat "boredom"... me thinks there should be some sort of conflict or threat eventually.
Anyways, thanks for testing & feedback. Most appreciated.
@dylanwolf: you can get shade points by going under the stuff you built... and stay there for a couple of secs or so.
To build a fire, you need small sticks or to do some serious wood chopping
@ryangatts: cheers.
@youtlittlehelper: gotta be careful when out in the wilderness. Small things can easily get lost!
...smoke indeed does that. There's possible to get saved if you start fire on higher ground. Leaves indeed should have shadows.... I guess some of them not :) Thanks for testing & feedback!
@praporomsk: you actually can rotate in all axis. Try using mouse wheel up and down. Also try it with the shift. If you first rotate object 90 degrees, and then try rotate using shift you can cover all 3 axis. thx
Hah, awesome game! The "fraaaak! I FORGOT TO RELOAD" moment this game cave me was totally awesome. I liked the gfx, and there's actually bit of tactics when maneuvering those trolls.
Me likes.
This could be expanded into so many things: new monsters, new treasures, new type of entrances (or drop from hole but no ladder up), experience points, powerups, faster reload bonuses, ammo, new guns...
(also: this game has one of the best player character move animation I've seen in the history of ld48. The reload anim is very good too)
Very cool! I liked a lot. Second puzzle was a cool surprise.
(...I didn't like to die in 3rd level and get teleported to level 1 though :)
Has a win condition, has a lose condition. That's more than many games have :) You finished on time, good. Would have wanted more action right away.
Very cool intro :)
Congraz on submitting an entry. I think I missed something, since I just went to the bottom of the ocean... :)
Shark was the coolest ever :D
Checked this one out. There are quite a bit of shooters out there, but I liked the way you've made different type of things to shoot/avoid and how different type of cells have different goals.
Nicely done.
Checked this one out. The controls could be improved, now they weren't as responsive as I'd like, I needed to wait for some time before the torch reacted.
With fancier graphics, more effects, animations... something like this could actually be really fun for kids to play on an tablet device.
I liked the "cannot see without flashlight" idea quite a bit. It could be turned into a weapon (used to scare/blind zombies). Insert cool gfx and this could work.
Good job.
Didn't rate because I didn't get how to use the blue/red things. Instructions please & and I'll test & rate it! :)
Repeating what others said: controls were OKish, bit difficult to handle. Funny idea. I liked the art quite a bit. Nice job!
Really cool idea & well executed. I wonder what kind of puzzles can be built with this... but can definitely see the potential. Good job.
I liked the "quake" effect when placing blocks.. tiny "harmless" detail but made the world difference :)
Nice art, lil bit of nice sounds. Jump to reload is a nice touch.Liked.
"cant run because MSVCP120D.dll is missing"
I've played some somewhat similar flash puzzle game where you had to clone yourself & figure out the puzzles. There was bit delay with the controls (I pressed space, but the cubeying thingy happened way later). Maybe html5 related.
I think this game would have been better without those voices... sorry! :D
Grainy art style is interesting! Very interesting actually.
I was wondering that a smaller level approach could make this game more fun: instead of needing to take a long walk, there would be smaller space to interact. This would help player see the full puzzle too.
Overall, I liked this one.
Very cool & clever little game. I cannot understand how you could do this from start to finish in just 48 hours. That's amazing feat.
I might have preferred some other color instead of purple... maybe like a blog that has both blue+red on them. (While I do get that "blue+red=purple", logically good). Just a tiny notion when I cannot come up with anything really useful :)
Another thing: I would perhaps considered showing those other dude's blocks transparently. Perhaps. I don't know if that would hurt the experience, but just something to think about.
I didnt like the audio that much... but that's probably me :D -- I do think it fits the rest of the game well though.
Very well done, a polished 48 hour entry. Congratulations!
I would have liked to like this more: if only I would have some other player to play with me :)
Also the framerate was killing my machine unless I looked "downwards" to the ground.
So, with limited testing & playing, I still think this entry does have potential. The chap animations and movement were excellent. There was enough elements to start exploring. Well done.
Nice visuals, fine questions/options to choose from. I thought the ship went too slow though... I would have wanted to skip most of the sailing.
I would have liked to see some hint about the potential events before exploring an island. For example, if there was somebody waving and shouting to be rescued, that would be perhaps interesting.
nice entry! good chopper controls.
i would have liked the chopper shadow to be perhaps bit more "under the chopper" (like angle should have been so that sun is higher), to help landing on smaller boats.
i would have liked to see damage & crashing. now I could hit anything.
very well done, good job.
Nice idea. I enjoyed checking the particle flow from far... I happened to have a background music "Peace of Mind" (by incompetech) playing... and I think it fit really well :)
The game is tough. Drawing those symbols is really difficult. I'm not sure but maybe something like "dropping" points that affect gravity would help drawing the symbols.
Would be also nice to have a better indication about what exactly I need to draw.
If you want to expand, you can add another planet there to affect things... and then third one, and some meteors and whatnot.
Nice entry. Tough but different from any other so far.
This hit some puzzle nerve of mine, very well done. Elegant, simple rules but challenging enough puzzles! If you make more levels, this becomes a full game.
Only minor complain would be: I would have liked to move 2 tiles at time. Also, sometimes it felt that the click wasn't registered (maybe I clicked "before box had moved").
Good job.
I cannot understand how you could do this in just 48 hours.
Difficult game. I have troubles switching between ships and handling things fast enough. I liked the idea though.
I guess I would have wanted it to be easier :D
- auto-shooting would have made things easier
- maybe no insta-death but rather take damage?
- "repair" those damages...
Nice retro feel in the art style & sounds.
Well done. I would have liked to see more unit types and get info on their strengths. I ended up having a tie with the other party and eventually closed the window. I felt I don't know how to beat the damned enemies :D
This isn't new genre, so would be interesting to see something surprising & new in the field.
As an 48 hour feat: great job. Congraz.
How do I control this thing!
Roger that!
I played this game on my mouse, not on a touch device. I can see how much better this probably is on a touch device. Pretty nice idea to have different gravity, burn rates and such. Buttons would have been nice to give some feedback that I've pressed them, also after initiating the landing I would have appreciated a short pause before the falling begins.
Nice entry.
Cool entry. Cool puzzles. Several maps. New things presented at good pace. Excellent art. Sounds. Music.
I would make transition animations (Q/E) slightly faster, but really cannot think of anything else to improve :)
This is like a real game and made in just 48 hours... that's truly impressive. Well done.
(P.S. the web version doesnt work for me... 'localStorage' failure)
Whadda heck did I play... :D
Alrite, so the good stuff:
- art style is good, liked!
- character controlling seemed fine enuf
Could be improved:
- I didnt get feedback on hitting something. I'm not sure if the only thing that worked was the... ball-throw action
- Game is darned difficult for me :) I'd have like checkpoints, sorry :D
(also did speedrun-tactic, which seemed bit on the cheating side)
Excellent small game. So simple rules, but controlling two objects made all the difference.Very well done. I believe this could be turned into a great mobile game too... if you can think of good controls.
Btw, to me UP & DOWN should have been just the opposite. I do not know why :)
Excellent entry! Very thematic, nice visuals, and I liked the background sounds a lot.
Game explained me what to do. I had fun time reaching my goals. The enemies were a nice addition, exactly on the right moment.
The game did became unplayable on my computer after I connected tons of planet, framerate dropped to something very low.
I can imagine this could have tons of potential for various different things. Collecting stuff to build better shuttle. Different enemies. Planets that have different gravity. Solar storms, meteorites...
Very well done, liked a lot. I'd say one of the best entries I've played in LD30.
Nice entry. I feel there was tad bit too much clicking around, but I have a feeling this could be developed further (which, you have already done! :). I played only LD version, not the post-combo, so here's some thoughts:
While i think the hacking mechanism was interesting way to connect the dots so to speak, it also become bit repetive. More story twists (like "dead guy in space"... that was excellent) would make the game more fun to explore.
I was wondering if there could also be some sort of limitation, to force choices (so that you couldnt just randomly click and see what happens next). For example, maybe there's a module and oxygen running low. You'd need to choose which persons to hack in order to get vital info before it's too late.
Enjoyable entry, well done.
I tried several time but couldn't capture a single spirit. I suck. :|
I would have liked if the "flashlight" would act as the "shield" (or spook them away). Maybe.
I couldnt get the logic behind spirits turning red/blue, that would have been helpful.
With just bit more explanations and easier play, I think this would have been more fun.
Rated 5 stars on everything, so I guess that says a lot.
This wasn't a game for my type of play, so I'm going to try give some thoughts in case you wish to pursue this idea further:
- visuals would be fun
- I'd like book writing to happen faster (heh)
- I'm not sure, but "hiring a team member" didn't seem what I'd like to do... I'd rather spend money on something else (dunno, like "better pen" or "excellent paper" or "old typewriter" and whatnot).
Nice graphics... but I got stuck pretty soon and couldn't continue further. Second box I think got stuck in there.
Sometimes I could jump on the wall... sometimes not.
Story seemed interesting & got my attention: made me want to start playing.
Difficult!
Cleverly built game mechanics, and could be expanded to various directions. Liked the bunny gfx. I started wondering if there was some other way to display arrows. For example arrows that point down would be "blue", arrows that point up would be black, etc. I'm not sure if that would have been messy, but perhaps could have given me more info where the arrow is pointing.
Or maybe animating them ... or something like that.
Also, I would start with a smaller grid & slower bunnies first, and then later added more grids and faster speed.
Anyhow, well done!
That was fun!
Would have wanted to see enemies... or at least have better view/knowledge where exactly they are and how much I gotta shoot em.
I think mouse aiming would have been perhaps good to have? Throttle system was bit tricky.
@belowzerogames: thx Andy!
@mrexcessive: Thanks for trying!
Regarding character sprite: I can assure you that's a last minute bug. I made a quick change about 4 minutes before building. (I think I fixed the cursor issue now, didnt touch character sprite yet)
@Kep: Thanks for playing & commenting. Unfortunately I ran out of time and couldn't add all the buildings, Valhalla monsters, animal AI and other things I wished... and had to resort to "challenge will be... time limit" option which took me about 1 minute to code. Also, the building mechanism. Let's say I had to cut some corners. :D
@Frump: Cheers! And thank you for the SPACE info -- I wrote the instructions when very tired. Added that info now.
@slumber: I initially wanted some sort of wood chopping / whatnot animation but run out of time. Then I just made some stupid thing that rotates. You are so correct.
@seantheartist & @mcapraro: thanks for playing!
@PixlWalkr: who wouldnt like these fine bearded gentlemen.
@esayitch: I wrote about the process here:
http://www.ludumdare.com/compo/2014/08/26/mind-blank-i-will-draw-some-pixel-vikings/
...basically I just started working on "Isolation" theme and only later started thinking of "Valhalla" (and other Viking worlds). Didn't have time to add those, so only 1 world there would be.
@Cosrnos: Yeh, the controls suck. Badly. I thought them about 14 seconds in total. Time-limit point: thanks for mentioning. This was important feedback for me.
@sephyka: Agreed. If only I would have had the time... ;)
You can build the main house anywhere by pressing SPACE. (sorry about the control!)
@jjhaggar & @43iscoding: thanks!
@Phaix: Thanks and Auch... that wasn't intentional. :D
@Larzan: You can build structures that give you different amount of points. Torches give some points. Rune stones will multiply your score. Viking long house sections bring plenty of points. Buying another viking to help with gathering resources aids, but then you must get some food (if you have less than 1 food, the timer will run out faster: also, more ppl require more food, I think :D)
@vctr_seleucos: thanks for the feedback! time limit must begone. Some music must appear.
@rfnl: thx! me too... but you know: time limits... :)
@Aske: thanks! they are all handmade by yours truly.
@roguenoodle: yeh, I wrote instructions... very tired :D Now they've been added here. I add the SPACE to other site as well. Thanks for playing.
@bluemaroo3: Cheers. yeh, SPACE BAR has a pretty important role :D
@Cheshyr thanks dave!
@ehtd: that behind trees was one of the "last minute bugs" that was left there. Not intentional. You are so kind about controls... let's both agree they suck :D -- I did think of them maybe total of 4 seconds.
@Dietrich Epp: Yeh, I run out of time to add those. In fact, I even forgot to add "SPACE to buy" in the instruction texts on this website... some ppl reported found that out, others were left puzzled :D Thanks for playing.
@tmpxyz: thank you! nice nick!
@GeorgeBroussard: Originally I had great plans for end game where you would need to survive winter (or worse)... but run out of time :D So in the last minutes I slapped together a score box, and that was it. Thanks
@the: 80! That's very well done! I had planned monsters (or angry gods... or worse) to appear in the end of times.
@leafarz: thx for playing & feedback!
@PapyGaragos: I do agree that the scrolling is way too slow -- or that "getting to another place is way to slow & controlling several vikings is way too slow". I'll prototype & test something different. I'm going to test how "set priorities" instead of "micro manage individual vikings" would work. Also going to set zoom level to farer away so that there's wider area to check out.
[sounds]
I was actually multitasking and trying to find some background music, but didnt find anything on time so skipped that. I was making sounds and speaking out loud while driving a car, planning to record some sounds... but eventually there was no time for that either. I focussed on art side of things, since doing it was really fun.
Thx everybody for playing & commenting.
@split82: agree with everything you say, thanks for playing.
@commodoreKid: Shaman grants you to build "runestone" that gives multiplier for score. Barrel helps keep food fresh (there's a bug on that, I'm pretty certain nobody than me understands how it works :D). Torch looks nice + gives you extra points. Thx for the feedback
@smizmeal: that Raknarök... yeh, it's on my todo list. Unfortunately I run out of time ;)
@KevRevDev & egor-idiot: thx for trying & commenting. I was about to add music, but run out of time... :)
18 contracts, done!
Very well done entry, I liked how the game got gradually more difficult. Unlike others have said... I liked that the eye control was just perfect :) In my opinion pushing around made things such that you really wanted to get back there fast and shoot the enemies.
The graphics were really nice too.
Liked a lot. Cool entry, and just 48 hours time to develop.. :)
I didn't understand when the game would end.
I liked the concept. Would have liked the animations to play faster, so I could have put more focus on selecting the actions & seeing results... completing one action took bit of time.
Very cool entry. Art was excellent. The main character Lama was beatifully animated. Well done. Fit the theme. Not sure what to say about the game mechanics: it was about shooting enemies, and gradually getting tougher.
Well done.
Awesome entry! I had trouble with shooting ASDW, but somehow managed. I would have liked mouse control instead - or something else (maybe shooting with one button and shooting to direction of travel).
...but that would have ruined one aspect of the game which clearly was about handling controls, remembering to press SPACE... and so on.
Nice gfx. Good gameplay. Theme fit the LD. Amazing job in just 72 hours. One of the most enjoyable jam entries I've tested so far.
Hmm, I tried to play this several times but for some reason it just doesn't seem to do as I want. I tried wall-jump no luck. I could do normal jumps and movement, but that's it.
Then I went to another level where there was a battery and lights... I tried hitting all buttons but nothing happened.
Unfortunately I think I cannot rate this game.
I played this game and liked it a lot. I haven't seen this exact puzzle mechanism and it was great how by combining few simple rules you could create very different type of puzzles to solve.
Add 93 levels and this is pretty close to being a full solid game.
Well done!
Cool to see another viking game entry. Nice mechanics, and twist on runner/jumper games. I thought the jumping could be improved somehow: it felt that I had no enough control over things. Not sure if double-jumping could have helped?
I liked this one a lot. Good job.
If I click ESC I go to Asgård? :D
Excellent entry. I immediately thought of several things that could be worked on further:
- physics based ammo: would be nice if balls would collide with walls and bounce around. then some bombs... and other weapons
- would be interesting to try if game would improve by allowing shooting to any direction (not just front). not sure how this would affect balance: maybe then would need to remove reverse gear?
I liked that the areas were compact & there were clear goals. Variety of enemies too.
Well done.
I dont know why but I couldnt hit those statuethingies on the other world!
Anyhow, what a lovely entry. When asked to do bacon, I thought... uh... why would I kill this nice lil piggie? It just would not fit the style of this fun exploration thing!
I also got LOST on that tiny little planet. That was totally surprising. I thought: how on earth can I get lost here :D that's what a different world does to you.
I didnt like the shooting/whack the statues idea. I'm not sure what, but if that exploration theme could be further developed, that might be fun (if it's something else than find item A, bring them to place B).
Overall: I liked this entry a lot! Very well done in such a short time.
Congraz for entering & submitting, there's plenty of ppl who don't do that! Collision detection is bit off... which would be very important & would definitely improve things.
I didn't like "restart after failure". I'd rather get... "wounds" or something like that after hitting object. In the end of the level it would tell you "perfect!" or "great!" or "eh... pretty good..." depending how often you hit.
And the audio was great :)
Tooo difficult for my taste. The theme is actually quite sad. Too big web player screen. Shooting didnt go to right direction. Also the speech should have not skipped after first click (one click to "show full sentence" and another click to "show next sentence), if you see what i mean.
Doc events made this game much more different... if those "cut scenes" would have not been there, the sadness part wouldn't be experienced.
I think with a bit of more work (polishing controls, cut scenes) this could have potential for something bigger & better.
Interesting entry!
Nice little entry, and congraz for completing your first LD!
Some thoughts in case you want to do post-combo:
- Unity allows disabling right click if you use disableContextMenu:"1" as a param, should do that to help web version playmode (now context menu was appearing several times)
- new type of monsters!
- new weapons/collectibles (now there's no much purpose to move around)
- some sort of skill/advancement system could be interesting!
- you could prototype also a version where you'd be having more than 2 characters. Just for the sake of testing and seeing what could be optimal amount of characters
- liked the art style, very well done!
- cool that you got also some sound effects done!
Concept was fine. The controls would have required some changes. Now it was time consuming to drag correct ammo to correct place. Gameplay was much about "ensure each planet has balanced stock of ammo".
Instead of providing specific type of ammo, I wonder if cargo ships could bring money, that could be used to fill ammo supplies on planets.
Additionally, instead of "killing a planet", each planet could have also production that would generate money -- enemy ships would steal that money away... and after that they would start destroying the planet.
I wonder if planets should auto-shoot enemies, if they have sufficient ammo.
Overall I liked this. Nice little game.
Whoa, a local multiplayer game... what a challenge!
I start with the things to consider: it was not easy to block or avoid those enemies. I would like a brief moment of "I'm going to attack you, sir" animation to give me heads up & some time to block.
Same deal about hitting: it's slightly difficult.
I generally prefer bird's eye view / 3rd person in melee games. FPS is bit tough.
Doing that type of game in just couple of days is a huge deal. I would use the 3rd dimension more: maybe some leverage or arrows usage or something. Local co-op sounded very cool, too bad I couldnt test it.
Overall, I liked the entry. Congraz for finishing & submitting.
Holy wow. This was awesome. Awesome job in just 72 hours.
I think better idea about "what is my next goal" could have helped me on the first time. I wasn't sure. I think the yellow arrow was pointing to random direction on the first time...
And secondly, it would be good if station "popup" would open automatically when you get to the station. Now it was ... pure luck that I happened to hit the correct key.
I liked the market system: selling more goods reduces the prices... although I wasn't sure what to do with the money. Earned some of that so that's good. (I skipped the lengthy introduction texts, naturally :D)
I liked the controls and the docking and the zoom-in/zoom-out made me feel like being in control of a small space miner ship.
Really nice entry, very well done. There's so many ways how this could be further developed:
- build your own station
- pirate ships (might not fit in the game theme actually, I'd rather keep this about explorations & mining and such)
- Solar storms and other events
- Some sort of missions
- Different planets, more asteroids, more different resources
- Tech tree (mine things that can be further processed in some sort of factories).
And... so on.
Liked a lot.
I started playing the game not expecting much... but got hooked into it. Very well written. Very nice story.
I don't have any ideas for improvements: I think this worked just as it should. Maybe only thing was that my dialogue was shown in blue and also options were blue -- sometimes I ended up waiting & then realizing I can select something.
(btw I chose the light path)
Very nice first entry, well done! The collision seemed slightly off, and I got annoyed when trying to jump over some wooden spears. For a platformer, it's really important to have very precise controls.
I liked the "death" animation a lot. Spooked him good :D
Nice job.
Nice to see another viking themed entry ;)
Shift = sticky keys problem here too.
Like others said, there wasn't much gameplay... but the art and story seemed cool. Ambitious entry.
Cleverl little game. I would have liked more polished controls: ladder steering, movement... felt not so "under my control"... not so sure about S/K buttons for that either. I dont know why my lads got crushed by the moon, but I guess that's the risk moonlanders must take... :D
Okkkkkay, your won the Most Difficult LD Entry award :D
I would have liked to like this, but unfortunately I suck at playing games that go superfast like this one.
Really cool swinging. Would have wanted to play more, but... damn. That was tough.
I too liked the transitions. I couldn't find secret worlds :)
There wasn't too much to play, but I did like pretty much everything there, and believe this could be turned into something bigger. ...if one has the budget :D
While there's not much to play, I must say that this simple idea works very well. I was thinking that an arctic fox could be more fun character to control. There could be seals or polar bears to avoid too. And you would try to find dry land.
Too bad there's just one type of level so no much variety, but either way... this was a nice entry with a good idea. Just needs more content.
Very nice entry. Trying to give really tough feedback as I know you are a real pro. :)
First of all, the good job with graphics. The levels get more difficult. The idea of the game (or how to win) is marvelously simple and well explained right in the beginning. Perfect amount of "tutorial" if you may. First level is also a great introducer.
My main ideas for improvement would be:
- collision accuracy. I wasnt totally sure where the hitcheck occurs. I could go under spikes without getting killed (head/hat touching em) but then hitting a barrel with a feet/wheel killed me.
- falling off the cliff: I felt that I should have not felt couple of time right from the edge (of final goal). I guess this again is a something that requires more testing, but I would have liked slightly wider collision area there. (so that I wouldnt fall off)
- the bike is pretty good, but not sure if i liked it. Of course unicycle is what unicycle is. Anyhow, it kind of didn't do exactly what I wanted it to do.
A good entry. Very well done. Amazing that you could do this all in just 48 hours.
Well, this was re-make of one of the oldest games in the history... with a different theme. I would have liked to get something additional. Maybe possibility to build some fortress against snowmen: this would require you choose between sacrifice snowballs for long-term gain (=building fortress) or short term gain (=avalanche).
Snowmen looked excellent. Nice touch on those weapons/hats details to give variety.
Lovely art. Nice small details like monsters closing one eye when getting hit. Snow powers are simply awesome.
Too bad I cannot win since I would have liked to know how the story ends. With more monsters/creatures, more stats/powers and content this would be fun to play through.
Nice concept. This game would benefit a lot from more feedback. Once I click a brain area, it should change color/transparency or use arrow or anything to indicate what you've selected.
Same thing with the sliders: now it's difficult to understand why i first select a lobe, and then get to select "stimulus distribution on other lobes too"? Is Occipital Lobe responsible for disttributing stimulus to frontal lobe?
So... if game would start with just one lobe and then introduce more, that would perhaps be more interesting.
Nice work and has potential.
I expected a mystery but then the jumping sound kind of... didn't fit the style I was expecting based on start screen. This isn't my type of game. Why I could find oxygen items from there? Why are these platforms here..?
This doesn't mean that you wouldn't have done a good job. I think there's tons of work: story, levels, animations, and everything that's all put together on such a short time.
I started wondering if this game would be less action and more tactical if new balls would drop only after you click once. Now I felt I could just try fast-click some cluster of same colored spheres and couldnt see if there's some better strategy (than to become fastr clicker or get a better mouse :).
I would have liked if spheres that are close to each other would get more easier selected, or perhaps some indicator on mouseover (hard to see how that could work on android).
I do think this was a nice twist on match-3 genre. Works pretty well already.
One additional thing to consider: Why spheres? Why not other shapes?
Liked physics. Liked how the whole screen was used nicely. Nice detail on that dropped arm. Very cool that you added also high scores. ;)
The controls were excellent too. Well done entry.
Great entry. Very nice swinging animation and i liked the controls. The head-jump-to-another-char is a very cool idea. Started to think that this mechanism could bring very much variety for a game. Jumping could mean you control a vehicle or an animal. Of course this would mean adding tons of content... but the idea is worth developing further.
Liked a lot.
If it would mark "where you've already dug" (and maybe with timer revoed), I think this could be pretty fun game for a kid to play.
Art style is very friendly. The puff effects are cool. Instructions clear. Only 24 hours spent creating this? Good job.
This is a nicely done entry. I'm not fan of the "find correct door to continue"... BUT gameplay aside: I liked the character & animation a lot. The scenery was very well done. The effects too. Liked the mood too.
Switch flipping isn't my cup of tea, but I believe there are people who like it a lot. Great fun animations. Excellent how player was put on the stage.
I would tweak controls to make sure you don't fall easily: I think the main idea is to find the correct switches, not to be superior platformer player.
Thanks everybody for playing & commenting.
@rnlf & others who want health indicator: whose health indicator you mean? snowmen? yours?
@pixelpig: yeh, the hit indicator is not good. It's not giving goodback about the distance/direction you must be at... and since the AI tries to align itself with same "y", it kind of makes things worse.
@indie4fun: thx for the comments! There are only two type of enemies. :)
@yongcamy: glad that you like it! I think chat should go on and off by pressing ENTER.
@mike :D
@Night: melting was just the kind of thing that helps build some strategy... even for such a simple game as it is now.
@Mase: yes, you can win :) Kiting... yes, that is very true :) Good ideas about multi-hit and clumbing. Snowmen ain't so smart.
@lukepilgrim: \o/
@belowzerogames: thanks Andy!
@mathmadlen: Thanks for such a vivid description of your experience & results of playing the game.
@cabezotta: thanks!
@Code Medicine: It's interesting that you mention snowmen/zombies... since I really didn't think of them as zombies. But I guess they kind of are!
Thanks for all the ideas (scoring, progression, music variation): I totally agree on all of those.
@Saf: very good observation. It was my idea to make it so that you could chop of wood & make the fire bigger but that feature had to be cut off due time limits. I'll see if that will be in post-combo. It would add additional strategic element in the survival.
@lemmily: thanks for playing & good points. Yes, the direction of hits (and getting hit) should be more obvious. The player actually has just one hitpoint.
@wilbefast: I'm especially proud about that background wind... mobile phone and gently blowing towards the screen (not the mic) works nicely :D
@RHYnumebrs: loss/victory screen didn't trigger: that's a bug! I'll fix that for post-combo version. I think :)
Thanks for the playing & comments everybody.
@Teejay5: I was hoping nobody would notice!
@Jupiter_Hadley: Thanks. I noticed! You should try use fire to melt snowmen.
@Hendri: agreed.
@robber: yes.
@brainstorm: thanks for the detailed feedback. I had plans to make it easier (hit multiple snowmen, easier feedback on when hits land successfully, and so that you could also gather more firewood and so on... but I run out of time. Maybe post-compo version then ;))
Thanks everybody for playing & your feedback.
Bit too tough to play. I'm not sure if this perspective is the best one. Could consider also for example 3rd person (split screen).
Turret is an OK experiment, but not sure if that made much difference. It meant I needed to move the turret in some location where I won't be going... so it wasn't that big deal.
Art was ok. Spotlights & shadows were nice and helped understand what to avoid & compare height levels of different stuff.
Cool entry. Too difficult/challenging for me (as i'm not fan of platformers... :) Luvly gfx. Controls were responsive and did what i wanted them to do. Not much critical feedback here. Can agree that double jump instruction would have been nice.
This is most awesome. This has the best eye-closing feature I've ever witnessed in any game in the history of the mankind.
Well done.
I would have liked faster way to move hand, maybe even a mouse control.
Thaat was crazy :D It felt bit too random shooting, but... I did like that the arena size changes. I think that's an excellent game mechanism and could be further expanded.
If arena would have more things (gaps, pits, trees, whatnot) and those would change according to damage you get...
To me this was bit too difficult currently.
I don't know if it's me or what, but the controls were not very responsive. I couldn't survive at all and it was bit frustrating.
Nicely done physics and I must admit that I think I've never seen a game about chainsaws against real turtles.
Nice little game for kids. If this was on mobile/tablet, with cute graphics and more sounds it could be something kids could spend time with.
There could be 2 modes of difficulty: on easy, you could not delete the balloons of the selected color. On normal, you could also delete your own balloons.
Kids probably shouldn't have time limit by the way.
And "don't be a grinch" is okay, but a more positive reward would be more fun :)
If also wants an adult mode: then there could be limitation of what you can destroy (must have 2 same colors... and "no balloon if there's already one another") and so on.
Nice work Andy.
Hah! What a clever little game. Perhaps one of the best on the Theme category I've played.
After some time, I'm not sure if I'd be a fan of that window movement but in a way.. why not. Might be interesting to see this on mobile too.
Graphics had perfect style for this game. Controls were responsive. Good way to handle options/restart.
Nice job.
I couldn't hit anything, so critters survived. Not sure i liked the background story. It felt bit grim, didnt feel the need to revenge :D
Good graphics, decent sounds and nice attempt on trying different type of tower defence.
I have no idea how to win this game, but I must say this was definitely one of the coolest entries I've played so far :D
The graphics are awesome. The fox (it's not dog me thinks...) is cool, and chickens are most awesome. Perspective is different for the storage, well and cart but that sort of fits perfectly.
I managed to crow crops and do stuff but chickens vanished somewhere. I wonder how to get more chickens. I tried throwing corn there but no luck.
Nice entry, well done.
Sorry, not going to install anything. So skipping this one. Looks great, but unfortunately won't rate for this reason. If you have a video or a gif, that would be nice to see :)
I liked this idea a lot. I would have wanted more modules/space parts... and would have liked more control over things. This is a good start for expanding something more. Once colony has been set up then it would be great if you could decide how to approach those dangers: whether to sacrifice defences or concentrate on farming or whatever...
Very cool entry. I liked how the physics were used: I could push presents and snowmen around. Very good.
Also, the mechanics are solid: weapon upgrades are nice. Tougher enemies.
Good job.
Nobody joined so... couldn't rate.
Great graphics, nice audio. Very funny animations. Would have wanted something more besides killing carrot-stealers.
Others suggest collisions (like small carrot hitting bigger carrot and so on): that actually could be interesting improvement for this game.
Well done entry.
Very well done: very nice effects, very addicting, very cubey.
Luvly entry.
First entry I tried this time and it's such a gem :) -- makes it challenging for other entries!
Here's what I most liked about the game:
- the pixel art is awesome. The moving hair is very beatiful. The enemies look great, the forest looks so nice.
- *learning* the combat mechanism. It was new to me and I liked the fact that I needed to learn it. I'm not sure how well the mechanism would work if I'd play this game for 2 hours! Either way, great work.
Good job.
Very nice entry Dave! Very clever mechanics: you have only couple of things you can do (move your player + move those blocks), but by introducing different levels you get to apply that mechanism to different situation. Definitely something I appreciate!
Rating this one really high. Well done!
Thanks for trying.
I used Inkscape for art. I'm using Unity and for the jam purpose I simply exported files to png format. After that it was just clicking "publish webgl" in Unity.
Fixed those two bugs (plus few other things)
could not play
Sorry but I don't understand what I should do.
Tested your entry. Somehow I felt that the idea about killer joke was to be something funny, but not sure if that fits the game. There was too little for me to play there and to understand how the gameplay works.
...with these tough words though, I think there's potential though. The audio was OK and important for a humour game I'd say.
I'm not sure the "wait till you have 100 bucks" was necessary. Why not just make it turn based? And instead of two unit types, there could be different types of units, research and so on. This would mean you would need to decide where to put effort.
I'm not sure how to balance the game.. since you could put any number of units to cities. Maybe it would be more interesting if there was only 1 to 3 places to choose.
I would also consider adding something hidden information... perhaps "boost cards" :D Okay I think I said enough now.
Bottom line: audio is the best part. Strategy/gameplay needs some more work. Fine start!
Overall a nice entry. Cool graphics and nice idea. I agree with @Tuism: was hard to think what option I should choose.... as there wasn't really good way for me to understand the consequences.
Heh, fun little ludum dare simulator :) Plenty of options to go through. I actually liked the graphics a lot :D
download should maybe now work
I'm going to add that to the feature list.
Heh :D I really just took all the stuff I could find from Unity for free (plus some from my lib) and then tested out how playmaker works.
This "game" makes absolutely no sense ^_^
I think this would be a better game if the walking speed was faster. Crime scene was most interesting portion.
Mmm, bit difficult in the beginning. But nice idea.
whoopsie. fixed that 'page cannot be found' also fixed crash bug, and the another crash bug that spawned when I fixed the first crash bug.
@hjalte500: thanks for playing!
@maunovaha: my thought is that player must gather wood and then choose which way he goes: axe improves wood gathering, spear is used for hunting (=doubles current score), hammer is the end-game weapon (plus teleport specialty).
And then there's huts: the more housing the faster you gain score.
so it's balancing between them, and when the time is up your hammer level determines your chances of winning (it's a dice roll in the end).
I'm not sure what you mean by 'boss appearing sooner'...?
Either way, thanks for reviewing and playing!
Interesting entry. I can imagine the speed increasing faster and faster and then with accurate controls you try get more and more points. Well done entry.
Didn't work in Firefox :/
Unfortunately could not launch the game, so cannot rate. No idea why browser just lagged :/
ooh, a VR game. This time ludum dare sure is different. Unfortunately cannot test it but cool to see stuff like this! :)
This game made me really sad... that means you: This was really well done. Incredibly moody.