Earthmageddon by calzoneman 2012-12-19T20:22:00
Difficult and very fun! It reminded me of Curiosity, but in a good way :P
Foon → Ludum Dare Explorer → Users → qualia
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Room is a Relative Term | compo | 430 | 3.05 | 2.68 | 3.42 | 2.78 | 2.42 | 2.76 | 36 | |||
| 2014 | 30 | Connected Worlds | Title Unknown | ||||||||||||
| 2014 | 29 | Beneath the Surface | The Captain's Holiday | jam | 252 | 3.39 | 2.91 | 3.18 | 2.64 | 3.63 | 3.41 | 3.24 | 3.48 | 62 | |
| 2013 | 28 | You Only Get One | Keyboard With Friends | compo | 17 | ||||||||||
| 2013 | 27 | 10 Seconds | Card Smack | jam | 450 | 2.74 | 2.47 | 3.41 | 3.06 | 3.59 | 2.13 | 2.63 | 67 | ||
| 2012 | 25 | You are the Villain | The Banker | jam | 272 | 2.57 | 2.43 | 2.13 | 3.33 | 2.00 | 1.25 | 3.67 | 2.51 | 94 | |
| 2012 | 24 | Evolution | Scavenger | jam |
Difficult and very fun! It reminded me of Curiosity, but in a good way :P
Very nice. I feel like it could have done with more onscreen cues, though? For example, it took me a while to realise it was turn based :P
Nice game. Really fun. One of few that actually has a nicely scaling difficulty
I liked the graphical theme a lot. It seems like with a lot more time, the movement could be made into a really fun physics-based mechanic.
I really like the graphics
It seems like the controls are a little clunky. Besides that, one of the most interesting games I've seen, and I like the graphics. Well done!
Very nice idea, and great graphics. I seem to be able to get cannonballs to fire stupidly fast at low angles, though. But then I guess pirates can break the laws of physics as well as international copyright.
I liked the level design. The arrow knockback seemed a bit drastic, though, and sometimes the controls seemed a little clunky. Was there an incentive to crushing buildings? Other than being the villain, of course :P
Couldn't get the Windows version to work: "There should be '12.16.12.2637PCNEWNAME_Data'
folder next to the executable". Really nice game, though. I got to the end, and then my major complaint stopped me: it's too easy, when you die, to accidentally keep hitting S and select Main Menu instead of retry. I really liked how well the difficulty scaled, and the jokes were good.
You're welcome. Personally, I wouldn't object, because I didn't take it into account when rating your game. I saw the thing about your name change: that was a bit of bad luck :P
Couldn't find libfreesound.so.3 , and it's not in my system repositories, so you should staticly link it or include a dynamic link library.
Quite fun, but gets boring selecting loads of little counties - could do with a group select. It's really easy, but I get that games like this take a lot of time to balance. Also, some countries like Eritea were not contemporaries of the Soviet Union... but I'm sure nobody really cares :P
Nice idea, and a very nice style. As you said, it's way too easy, and it could do with a little more strategy, but yeah. Nice game.
I really like everything about this game, but.. I can't seem to play it.
Really hard, which is awesome. Very nice idea.
Lol, great idea!
Wow, I love the art! Shame the platforming is a bit clunky - though I wouldn't call it broken.
Looks like it has the potential to be a really cool fighting game. Right now, it seems like it's too easy to just sit there and shoot in one direction, though. Also, a lot of the bullets blend in with the background :/
Very nice game, but I wasn't very good at it. It took me two attempts before I realised you had to stamp on flowers multiple times to kill them, and even then I only got ~7000.
Really like the splayed-out corpses, and the lighting mechanic. Not such a fan of the way the random map doesn't necessarily connect up, but oh well. To package your game better, write it in C++! :D
Really awesome idea. I like how the shape you make affects the difficulty. The AI seems pretty good at avoiding you, too.
I really liked the idea, but it seems too restrictive, and the hero can rejump too soon - I can barely get two kills per pit. Graphics were simple, but really nice. Nicely done!
Really innovative. Nice!
Original idea - I like it. Found a bug, though. If you shout at a worker who's reported you, if crashes.
@Claite yeah, that's it I think. At least it's not a crash :P
The game looked really cool, but the controls didn't work for me at all. They seemed like they might be difficult anyway? But whenever I right-clicked (I think that's how you move?) it opened a context menu.
This is one of the nicer tower defence games I've played, and very easy to grasp, but the map is clearly designed to aid the player instead of making the game more challenging. I played for five minutes and nobody got anywhere near my castle.
Awesome art. Very cool game. Nicely done.
Insanely difficult, but extremely fun, very stylish. Excellent game.
This is my favourite game so far.
I'm not sure what that says about me.
Nice game, but I think the input handling was buggy - the cones weren't detecting clicks a lot of the time, and I couldn't get past the first screen as a result. (I played fullscreen)
On my resolution, I couldn't access any of the controls :/
I won! Eventually.
Giving up is a form of winning, right?
It was enfuriatingly difficult and weirdly addictive. When I finally won I was literally on the line with him. Good job!
Wow, this game really oozes atmosphere. I'm afraid I couldn't rate you very highly on theme, as I have no idea what the theme of your game is, but whatever it is, I'm sure it's great. It seems like with more work it could be a really great interactive story. Oh, and I liked the space invader.
Heh, currently building SFML and Boost for Windows so I can port it.
Well, there were meant to be more "evil-banker"-themed jokes, but I had to cut a lot due to time constraints, including writing. If you hadn't noticed, I did all of the art in an hour :P
@BlackBulletIV Yeah, sorry, I should have put up some instructions. They're up now.
@markengley Good call. I'm glad you liked it.
Huh. I wasn't even aware the default SFML window allowed resizing, but all I'm using is the standard SFML draw function. On the other hand, it could be the overhead of X "if(visible)" checks, and I hacked movement in in about a minute, so it's frame-rate dependent. Not noticeable on my relatively underpowered laptop.
I appreciated all the norse mythology. Couldn't really play it, though, because I kept getting stuck looking the wrong way or shooting through enemies. Other than that, very well executed.
Ah, another engine programmer! I'm rating you a little higher just for that :P. The graphics are really nice.
Seems like the most complete game I've played so far, but it suffers from the false difficulty of just too much stuff flying at you, and I end up just circling the main blob of enemies and occasionally throwing something at them. Still, awesome job.
Excellently executed. It seemed like it was possible to run out of ammo through no fault of your own, though? Or maybe I'm just too trigger-happy.
Very nice graphics. And yeah, unskippable intro text :/
I found at first i couldn't tell enemies apart from canisters, but once I realised what they looked like it was fine. Not personally into bullet hells, though :/
I feel like someone took all my least favourite moments of video games and made a game from them exlusively. I just never really understood why boss battles were considered an acceptable staple of video games. Not to sound overly negative, this game certainly did what it was meant to and I'm sure if I weren't such a hardass I'd have enjoyed it a lot.
Wow, you came up with some really good ways of making such a simple game as hard as balls :P
Really neat mechanics, well realised. The sound is unobtrusive and appropriate. Most importantly, it was genuinely fun to play.
I felt that the controls were a bit tricky, particularly selecting your colour, especially as scrolling deselects the planet you had selected.
I felt like there were too many attributes per second for it to be fun, rather than grueling, and I don't really buy that it's particularly based on logic and strategy. Observation and memory, definitely.
The effects like ants sticking to notes and stuff were great, though.
I resent the boss Q_Q
None of my food hit the floor. I'm a veritable food ninja.
Great atmosphere! Battery hitboxes were a little small, and I found it hard to read the writing on the walls. Good music, cool graphics. Really reminded me of imscared and Penumbra.
I admit, I wasn't expecting much from the screenshots, but it has a really good feel to it, and I actually started to like the graphical style. I did feel that the "coins" were a bit hard to see sometimes, but overall it was a lot of fun.
Can't say I felt it was very innovative, but it felt so good it didn't need to be. In terms of atmosphere, graphics, audio and mood I felt like this blew almost everything I've played out of the water. It was pretty fun, too. Great job!
I couldn't really work out what I was meant to do. Jumping was fun, though. Wheeeeeeee~
I love it :D
Even after I read the rules, it seemed arbitrary whether I was damaging them or they were damaging me :/. High marks for trying something new, though.
Reaallly hard to control, not how I would have done it at all. But once you get used to it it's as fun as orbiting always is.
I loved the ":D"
This game has so much edge I almost fell off. I feel like it was waaay too hard to tell what was going on to be really fun, but I appreciate the novelty of the concept. Also, the transparency broke my mind.
I felt collisions could be very sudden, and I found myself running from the start into an enemy ten times in a row without really realising whenever I got caught by surprise, but when the game was going well, it was a lot of fun.
To people who are complaining about the play crash: read the description, which says it will crash the first time you run it. Tonight I will try to work out why.
@keyboardmoney Thanks for your effort to try to get it working. From what you said, I've put build instructions in my github release - very remiss of me not to include them. I'm going to build and upload a 32bit version now.
I stand corrected - it turns out on my distribution, there are no x86 sfml2 libs, so I can't actually build it.
@madk - my control scheme makes perfect sense. You have limited time: you need to be able to respond quickly. asdfjkl; correspond to the "home row" of the most popular keyboard layout. I apologize if it is not a layout you share.
Spent forever looking for the reactor, couldn't find it, died. The graphics are great, the music is good, and the destructible terrain is a really nice feature. I felt that by slamming into terrain it was too easy to lose almost all of your health.
I really liked the back-in-time mechanic. As you said, the levels were a little simple, but it seemed like there was plenty there for the time you spent.
Really nice graphics, music and atmosphere. The level design was very well thought out and expansive, given the time-limit. Unfortunately, "Fetch Quest Platformer #7" wasn't fun the first time.
Very jarring ending. Nicely done!
It wasn't clear to me at first that the blue floating things were enemies - I thought I had to catch them. Once I realised they were enemies, I realised it was too hard to dodge them effectively beyond the second level. I liked the music, but the transition sound effect was too grating.
I hate platformers, so bear that in mind when I say I loved this and played it to the end. The graphical style is great, and wonderfully consistent. the gameplay is solid and the level design is so good, accounting for the return trip; it manages to be consistently challenging without being frustrating.
I can't rate you for audio because openAL doesn't work on my system.
The enemies were generally good - I really liked the jellyfish. I found that sometimes the red enemies blend into the background a bit too easily, though, and arrows really shouldn't kill you once they've hit a wall.
Oh, and it wasn't until I was a vampire that I realised there was a double jump.
I felt that the green orb was a big ambiguous at first - followed by a warning about rocks, combined with what looked like a sudden level reset, it made me think it might be a rock.
Making the submarine faster would have been nice. Other than maxing my engines, I didn't really see the point of the power management.
I loved this! The mood created by the voice acting and the spelling was great.
Very fun, I liked the slow motion. I couldn't tell if you could kill the planes, but I felt like that would be interesting. I didn't like killing the player if they go too far left or right, though.
I liked the random starting positions, making it unexpectedly challenging depending on luck. Incrementing the number of enemies guarantees the game is fun.
It's the stig!
Hey, thanks for pointing out broken images on my game. Now to return the favour :P
At http://rocky.paperblurt.com/#1l.3.p.a.b.c , "resides" "needs" and "hits" shouldn't have those 's's.
http://rocky.paperblurt.com/#1l.3.p.a.b.c.t.1q.f.c.1g should be "fridge has been"
http://rocky.paperblurt.com/#1l.3.p.a.b.c.t.1q.f.c.1g.s.c.1p.o.7.1m "lived has given", "elderly existence"
http://rocky.paperblurt.com/#1l.3.p.a.b.c.t.1q.f.c.1g.s.c.1p.o.7.1m.1f.1e.5.1e "just not to oblige you"
As for the rest of the game, "Schindler's Fist."
That is all.
But seriously, I really liked a lot of the jokes.
I liked that there was a character editor. I couldn't tell if "long hair" was meant to be female.
"Web" isn't "Download", and .exe means I can't play it.
Great job! I hope you keep on making games :)
I love the synths. I have to scroll to fit the game in my browser window, which is awkward. When I try to move up or down, the window scrolls too, and I can move faster than the camera scrolls, which is really frustrating. I think you left the debug mode in. Some of the text occasionally goes off screen. It wasn't clear to me that the black blob was the player for a while. My story is of little interest.
I liked the concept, and the implementation was good. The way the people move individually is nice. Sometimes the "You are standing on your own" notice pops up when I'm standing in the middle of a group. I feel like sometimes a guard lands on you at an unfortunate time and you instantly lose. Maybe some sort of gradation in "detection" effects with a cool-down would be nice, but you already implemented plenty of features for one competition :P.
Really ugly title-screen. Just having the name on the first level would have been nicer. Felt a bit like Thomas was Alone meets Risk of Rain. I feel the large level sizes would work really well with a Worms-style ninja-rope mechanic.
Restarting the whole game when I died stopped me from playing on.
Fairly good mechanic, but it felt a bit frustrating when I made a mistake. Filling your levels was maybe a bit too forgiving, because it meant I could just carve my way to the target with a staircase every time, and the puzzles weren't very challenging. Good introduction of further mechanics, though.
These stereotypes are not acceptable. Even stepping past how offensive they are, the use of any stereotype is only a substitute for humour or originality. The sad thing is, this had the potential to be funny, had you attempted to subvert stereotypes instead of enforcing them.
I won't validate this by rating it, but I hope that you learn from the negative reactions and make better games in future.
You might benefit from reading
http://www.shakesville.com/2006/07/off-limits-humor.html
http://wolfdrone.tumblr.com/post/70277781287/working-within-transgression
http://geekfeminism.wikia.com/wiki/Sexist_humor
Agree with GrooveMan that the tank controls didn't seem appropriate. Nice game, though :) I felt that the scanning was a bit too easy, given the warning - maybe they should only be coloured while you scan them?
Every time I finish one of your games, I worry about you.
Great job. Maybe one day you'll make a game as good as http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=31739
(same poster as dtruby) Web player or download? I think I was on Windows, so probably the web player? The linux download seems to behave itself :)
This game is a lot more fun when it works! I think it might be the best game I've played this LD. Nice work!
Thanks for your suggestions on our game! I'm getting around to working on a post-compo version. I've already implemented green planet depletion, but I hadn't thought of red planets killing you instantly - thanks :)
- Qualia
I like the idea, but I didn't get along very well with the levels. A lot of the time I knew exactly what I had to do, but the exact positioning was too finicky to pull off. I think this would be alleviated by allowing the player to undo the last room activation, but I also think you could have made a large set of interesting levels which involved just activating rooms in the right order (ie, no purple blocks, which add way too much entropy imo). The last level was my favourite.
Also, I would suggest making the purple blocks set r rather than apply target f, a lot of the time I got caught out because I forgot that letting go would not position it exactly relative to my mouse.
Good entry!
Nice game, enjoyable narrative. There were a few UI problems - the text reveal is painfully slow, and it's very hard to distinguish valid placements by the change of outline colour. It would be nicer to draw a faded outline of the person sprite on the chair you're going to place them on - and to make the hitbox much larger, perhaps even Voronoi regions.
I found on the later puzzles I could assign things almost randomly and find a valid solution. It would be nice to be able to sort the dossier before placing people.
Nice! I like the little touches like the windows changing when you use the time machine. Good effects. I agree with another comment that I don't see the need for the x action to move dialogue forward, would be better to stick to z.
Overall felt very well-rounded.
I love this! Really nice atmosphere, the music and sound effects you've used are perfect. I wasn't such a fan of the puzzle element, though, it felt like it was too difficult to get the combinations I wanted, unable to visualise the full state (though it did give rise to nice combinations by chance).
Here we goooooooo https://webmshare.com/q7vvb
Really cute idea, very nicely realised. It would have been nice to highlight the drop zones in some way, I just guessed to fly it over the table (possibly this was in the tooltips, but because they were on the game-over screen, I had already clicked "restart" before I remembered to read them!)
I felt that the hitboxes on the letters could be bigger than the meshes, but that might just be because I was bad at the game :P
Thanks for your feedback on my game - I made a new version incorporating your suggestion :)
I like generating the level and then playing it. I think your platformer mechanics are really punishing, but I'm not sure if that's intentional. The combination of really strong gravity and friction means that you don't even move at all for the first half second of holding down the movement keys, then suddenly you drop off the edge and you move really fast both down and sideways.
Building a vertical tower to the target, I seemed to be able to just keep hitting spacebar and get there in the end.
Really great use of the strengths of P8!