Lights Out by MikomiKisomi 2017-08-13T01:10:45Z
There's not much horrific about default RPG Maker mechanics, faux-anime character designs, or Haram the fairy.
Foon → Ludum Dare Explorer → Users → GanbareGamesKyle
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | Lifeforce Deathrun | compo | 293 | 3.37 | 3.54 | 2.93 | 2.45 | 3.77 | 3.25 | 3.00 | 3.01 |
There's not much horrific about default RPG Maker mechanics, faux-anime character designs, or Haram the fairy.
I'm clicking to restart but it will not restart.
That was entertaining.
I'm not sure what to say. There wasn't anything specifically bad about the game. There wasn't anything good about it either. Slowbot was the most nothing game I've played this whole Ludum Dare. Don't quit your day job, old man.
@anudin put it very well, the game feels satisfying. Gameplay could have been better if it were more like classic arcade shmups, but the game feel is great.
Your game has great graphics, gameplay style, atmosphere. But it also has timed platforming with zero room for error that ruins the entire experience.
This is one of the best uses of the theme I can think of. And the puzzles are fun too! There's a lot of design space with that core gameplay.
I gave the baby to a witch?
Not intuitive.
That was cure enough. There are very few platformer sections, but who am I to judge about gameplay variety? #RobBob
Right before I played this game I got into an argument with a friend. I said that a game is never worth playing for the story. Boy, did this game prove me wrong.
Funny story, great gameplay. Better graphics could have taken this one up a notch. Also, you guys should look into "The Art of Screenshake", a talk given by the white half of Vlambeer. Regardless, I'm looking forward to what you guys do next.
Second best sperm-themed game I played this Ludum Dare.
I love the visuals. I have no idea what is the point of the game.
Great jam game! Fast-paced, visually appealing. The only two nitpicks I have are that the camera is centered too high so it's hard to see where you need to land at times. And in the heat of the moment it is way too easy to hit the R key instead of the E key at the end (unless that's just me).
There's so much potential with this game. The mechanics could have been conveyed better (I'm not even sure if I full understand it now), but I had a blast playing it. I'd love to be able to play a more polished version on my phone.
Also you gotta add a link on your itch.io page to this one. It was a pain finding to get here to comment.
Am I supposed to do anything other than press control to not die?
Tight puzzle gameplay, nicely presented.
I think I beat the game? Does it end with the GAME OVER screen? Or is there some kind of amazing Frog Fractions style game underneath I haven't figured out?
Decent first attempt at making a game. You should be happy since there's a lot to be improved on. The controls feel clunky because there's so much of a delay between input and action as well as the slow speed of the game. The Alt key was not a good choice for the melee weapon since Firefox uses the Alt key in order to bring up the task bar, making the melee unusable in Firefox. Graphics are ugly while simultaneously being impossible for the NES to render (which I bring up since I assume the aesthetic is supposed to be in the style of an old school NES game). There is also no contrast between the player's sprite and the sidewalk which makes the visuals hard on the eyes. The gameplay itself is similarly a mess. Why even bother having a health bar if the main enemy is the sluggish controls? I'd be surprised if anyone died for any reason other than not being able to waddle to a battery in time. But like I said, decent first attempt. Maybe one day you'll make something better than this.
Clear Russian propaganda. Get this #fakenews out of here. Bad!
There has to be a good idea somewhere in this game. Maybe I misunderstood something. All I could to was hold down until the meter filled up the mash the other arrow keys until the green bit of the meter was depleted. I don't know if I was supposed to hit the keys on beat but my strategy worked for me.
I ended up using my own phone and writing down answers in order to beat the game. Probably not how the game is intended to be played.
But on the bright side, I'll never forget how many players there are in a cricket match.
Interesting concept but there's too much to keep track of for me.
I'm not sure if the gimmick of losing abilities affects the game too much until the very end. I made it to level 13 without using any of the abilities and ended up dying because the main ice ray was powered down. It'd be better if the abilities were more useful from the start, possibly by making the base game more difficult so you need to use those extra abilities. The game is otherwise well-made.
There's an odd glitch where ants can attack a generator from the other side of the map.
Great game feel.
It's good to see another person using Godot!
The game has a great idea but it gets too hard too fast. It's one thing to require the player to do a precise platforming maneuver and another thing to make them do a bunch of maneuvers in a row without any checkpoints between them. I wasn't able to get past 2.001.
It could have been really fun if it weren't impossible to play past the first level.
Amazing pixel art.
Well-made simulation/strategy game. It's hard to see in browser unless it's fullscreened though.
Fun gimmick, I wasn't expecting that. The visuals remind me of Downwell.
I like how all the choices are between trading off your health or your mana. It makes the game slightly more interesting than a standard text adventure. At least until you figure out the gimmick.
It's impossible not to get hit by those scratch attacks. That's unfair and unfun.
Good graphics. Bad gameplay. The car does not want to turn.
It's a very well-made game but there isn't any real sense of danger. I only ever died when I forgot to move to a light beam and there was no reason not to use the shotgun all the time.
Great entry. I wish there were more of a reward for when you beat the game but otherwise it's as good as it can be.
Lasted 16 minutes before I gave up. There's no way you can't win.
I love the visuals but the game is way too hard to control for me.
I love the art, I love the gameplay gimmick. I'm not sure if there's a point to it or any kind of win state, but I enjoyed the bit I played.
I like the glitch effects and how it slowly ramps up to be more and more distorted.
Shame that such an interesting concept was handled in such a flawed way. The gameplay just feels off. I think it's because there's no real choice in the actions you take, you either hit the ramps or you don't without any chance of correcting yourself. That and the repetition killed it for me. Of course, maybe I'm way off base in my analysis since my game technically had the same gameplay problems/quirks I just said that didn't like in your game. But probably I was right all along and both our games suck.
Also it'd have been nice if the cubes you dodge used textures that were in a similar style to shark man.
The game would not work on Linux. The program only show the toaster in the screenshot. Clicking on it (or anywhere else) did nothing.
Sure is a Unity game. You'll figure out what that means one day.
This game doesn't make any sense. If I don't slow down, people take a bit of my money until I'm all out. When I do slow down, I lose all my money immediately when I pass the first guy.
This game doesn't make any sense. If I don't slow down, people take a bit of my money until I'm all out. When I do slow down, I lose all my money immediately when I pass the first guy.
Cool, another Godot engine game! You should export it as an HTML5 game and upload that so people can play your game in their browser.
I love the visuals and the gimmick, but there are a few things that makes this fall short as a shmup. Off the top of my head, it's ultimately rather easy once you get the hang of the charging mechanics, I could not tell what my hitbox was, and there was at least one safe area during the final boss fight.
Yo, I dig that style.
I found an error where you can't jump while standing still. Not that there is any discernible reason why it would be advantageous to jump.
Not much to it for me. I had no incentive to go back and complete the other endings.
I'd love to play this on a tablet. Very relaxing.
The art style is easily the best thing about this game. However, as a brawler it leaves much to be desired. The level is short and there weren't many viable options to the combat. You can beat the game by only punching without needing to use the aerial or charge moves. As it is, there's no real reason to even have those more powerful moves from a gameplay perspective.
Very funny. Screw that park ranger.
It's not good to have to restart the whole game when your energy runs out.
I like this. Classic gameplay, I could totally see something like this on the 2600.
Great gimmick. Not sure how I got a game over.
It's rare for a game to be so bad that it's good. Unlike movies, a bad game is generally too annoying or painful to play to be enjoyable. However, you've somehow made a game that managed to be so bad that it's good.
Congratulations, I think?
I liked the visuals and the atmosphere. The controls were impossible for me. Made me real dizzy.
Never give up hope, kid. Work hard for everything you get.
This Ludum Dare, I've seen a handful of these top-down walk around and collect items to extend your survival timer types of games. My question is why have a finite amount of items in this game? It makes playing these past a certain point impossible.
Funny concept, not much strategy once you realize you should always pick the highest ratio of rocket parts to people being pissed. Fun enough for what it is though.
I was surprised by this. Very nice to play, it fits the theme. Controls could have been more intuitive, but once you figure them out the game's fun.
Nice gimmick, wasn't able to solve it.
Also I couldn't get the audio to work in for Linux version.
You came up with a fun and unique gimmick but you've flubbed some basic game design fundamentals. I think it goes beyond "lacking polish".
Playing it again, the whole thing is too confusing to comprehend. Too much information being conveyed in contradicting ways. And jumping is pointless.
Reminds me a bit of Slot Racers.
The game itself is rather repetitive and long but the animations and you whispering into the microphone is a ton of fun.
The game in incomprehensible. And that's putting it kindly.
There could be a cool game to be made where there are two planes you need to switch between to solve puzzles. As it is now, this game is effectively random. I can't tell what consequences my actions will have.
This whole thing weirds me out. Like there's something sinister going on with the guy who made it.
The jumping "puzzles" require you to be more precise than the browser build can allow for. Also the first commenter was right about the camera being whack. Great, great visuals and game feel though. Your next game could be great if you're able to make the gameplay fun.
The only way I could beat this game was immediately driving to the left or right edge of the map then pressing up, ignoring the damage I took. The limited amount of fuel disincentives dodging the zombies which limits the player to following the "don't bother dodging" strategy.
This is some weird shit. I like it.
Also it runs fine on Linux, but there's no audio. Not sure if there was any audio in the first place though...
Nice sprite art even if they could use some more frames. The gameplay on the other hand...
I love the idea of this game, but it would have been nice to see the difficulty ramp up or to have different bullet patterns that you need to dodge like in a bullet hell shooter.
Oooh! Wow! Wheheeee! Whoooo!
This wasn't as bad as I initially thought it would be. It's a funny concept and an entertaining game. There are very few things I can complain about. Finding the key in the beginning is a bit tedious and the win screen is underwhelming and unrewarding. Also I wish you'd have made it even more messed up and weird.
This is the most fun I've ever had shooting green sperm at one-eye space aliens.
Fun game but the audio can be grating.
Mama always said if you don't have anything nice to say, don't say anything at all.
Would have been nice if the game explained that the light going out isn't a fail state.
The game's physics are wonky. I frequently bounce straight in the air or got stuck on walls.
@dracominer I'm confused by what you mean by "context for the actions". You mean you would like to see a backstory that contextualizes the gameplay? Or do you mean that the mechanics should be conveyed better?
I'm very confused by this game. Ultimately, there doesn't seem to be much you can do to affect the game. For example, there is no reason not to hold the right arrow at all times, so why do I even have the option not to? Also, you'd get more people playing the game if you listed the link as a web game.
You already know that the game is fun and polished (though it could have used a bit more variety), so allow me to b̶e̶ ̶a̶ ̶t̶o̶t̶a̶l̶ ̶w̶e̶e̶a̶b̶o̶o̶ nitpick your Japanese. The title screen text should really be "サイゴの ULTIMATE BATTLE" in order to show that Saigo is in the possessive. "サイゴス ULTIMATE BATTLE" makes it seem like the name of the robot is Saigos.
It's a fun experience. Unfortunately, Unity is not the tool to use for physics simulations. The game ended up getting to an unplayable framerate on desktop.
Congratulations. You got me to look at a cat butt for about 5 minutes.
I like the idea but there are some design problems with execution. For example, it's optimal to squish all your slugs in early waves so you can farm coins from the stickmen. You also might as well not have the option to drop the castle from a higher high since it's strictly worse than clicking directly on the stickmen which is a shame since it's so much fun to drop the castle from the top of the screen.
I like getting all the little pixel zombies to chase me.
This game is incredibly fun and surprising to see made with Pico-8. You can kind of cheat by spamming the instant picker for an easy win, but it's damn fun to do.
There's no reason for the game to take so long or to be so hard. I'm glad I couldn't get my criminal person out of the country. He probably deserves to be caught by the honest, hard-working law enforcement agent. At least the boarder police guy doesn't slow down for snacks or to sleep.