Annihilation by TideS 2014-08-29T12:26:00
Selecting ships was clunky, but once I got the hang of it, it was quite easy to get in to. Strategy was quite simplistic but it's a good foundation for building upon.
Foon → Ludum Dare Explorer → Users → geeitsomelaldy
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | EMIAOWGency Room | compo | 4.00 | 4.00 | 4.50 | 4.00 | 4.50 | 4.00 | 3.50 | 4.00 | |||
| 2019 | 44 | Your life is currency | Totally Radicools 90s Space Adventure | compo | 233 | 3.37 | 3.28 | 2.29 | 3.30 | 3.26 | 3.38 | 3.21 | 3.22 | ||
| 2018 | 43 | Sacrifices must be made | Sorcerer Babies | compo | 400 | 2.97 | 2.72 | 2.76 | 3.13 | 2.63 | 3.83 | 2.77 | |||
| 2018 | 42 | Running out of space | Running Space | compo | 312 | 3.45 | 3.21 | 2.54 | 3.78 | 3.21 | 2.90 | 1.91 | 2.61 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | SNAK3 | compo | 211 | 3.59 | 3.59 | 3.80 | 4.19 | 3.20 | 3.12 | 2.59 | 2.95 | ||
| 2017 | 40 | The more you have, the worse it is | The Last Stand at Epsilon Tauri B | compo | 455 | 3.15 | 3.00 | 2.50 | 3.32 | 2.98 | 2.98 | 2.42 | 2.90 | ||
| 2017 | 39 | Running out of Power | Jetpack June and the Tower of Power | compo | 172 | 3.58 | 3.27 | 2.74 | 3.55 | 3.62 | 2.82 | 3.36 | 3.05 | ||
| 2017 | 38 | A Small World | Mallows World Adventure | compo | 295 | 3.26 | 3.06 | 2.66 | 3.43 | 3.11 | 3.47 | 3.02 | 3.21 | ||
| 2015 | 34 | Two Button Controls / Growing | Eva Ness goes to Hell | compo | 399 | 3.34 | 3.38 | 3.26 | 3.70 | 3.06 | 3.11 | 2.82 | 3.36 | 82 | |
| 2015 | 33 | You are the Monster | Kaiju A-Go-Go | compo | 655 | 2.93 | 2.91 | 2.20 | 3.53 | 2.60 | 2.62 | 2.56 | 2.70 | 100 | |
| 2015 | 32 | An Unconventional Weapon | Caber Toss | compo | 477 | 3.25 | 2.87 | 24 | |||||||
| 2014 | 31 | Entire Game on One Screen | I am Sigma | compo | 124 | 3.71 | 3.31 | 3.86 | 4.30 | 2.96 | 3.32 | 2.88 | 3.18 | 100 | |
| 2014 | 30 | Connected Worlds | Silent Sky | compo | 890 | 2.86 | 2.49 | 2.67 | 3.05 | 2.52 | 2.10 | 2.55 | 3.03 | 81 |
Selecting ships was clunky, but once I got the hang of it, it was quite easy to get in to. Strategy was quite simplistic but it's a good foundation for building upon.
Ah, a good ol' fashioned space shooter. Though I seem to recognise that space ship from somewhere :)
Liked the art style, shame there isn't more of a game.
Great game, whimsical and fun.
Maybe I've missed the point of this 'game' but it feels like I don't actually have any agency whatsoever. Healing just delays your progress and it's undone after the next tick is over so it's entirely pointless.
To win, all you have to do is create the number of items you need, then wait till you have enough energy and link them in one go. The organism stage takes 13 minutes, minimum, to do. You can just leave the tab open, go have dinner and come back, zero consequences.
There is only one puzzle, repeated ad nauseum. Once you've figured it out there's no challenge. Plus, that 10 second piano loop *really* grates.
Fairly chill to start with, ramps up nicely with more planets. Music was suitably chilled and trippy. I liked it.
Fast, fun and satisfying. Especially when you get a good chain going. Feels a bit too random sometimes.
Good concept and connected to the theme. The difficulty ramps up quite nicely but at all punishing (from what I could tell there was no 'game over').
Graphically simple but clean, though a few times I mistook the flags pole for a wall on every screen.
Runs like crap on Firefox, only really works on Chrome (though that's likely Gamemakers HTML5 exports fault), so I can't deduct anything for that ;)
Don't know what everyone else is on about difficulty wise, it was fairly simple and I completed it first time through. Could use some variation in the puzzles though.
I also got the bug where if you clicked a block, then changed one before it it didn't update again until you clicked it (as if you're not looking ahead for connections, only behind)
Music was great, graphics were awesome.
Unsure what I'm supposed to be doing. I've gone to the time periods mentioned in the briefing but I cannot seem to interact with anything but the time machine. I've clicked on the blocks but there's no indication that I'm doing anything. I've tried going to other time periods, again, nothing really changes and I don't seem to be able to break the white blocks. I've tried single clicking, I've tried spam clicking, I've tried holding down on them. I can't seem to get out of the box.
I'm not going to rate this one as it doesn't seem to be working properly.
Okay, after someones comments below I managed to get out of the white box. The game itself seems to have been going for a Terraria feel.
The lack of indication that you're doing anything, either visibly or audibly when trying to do things is the games biggest weakness. Figuring out how to interact with it in any meaningful way is quite difficult.
The game appears to be a combination of a Crafting game and the puzzles from an old point and click, but without any of the excitement of discovery of the former, or the charm of the latter.
If I were to start making improvements, I'd start with making the things you do (breaking blocks, placing things, using things) have some feedback. I'd then fix the controls to give you more in-air acceleration. I'd then let you place the same block more than once in a row (ie, to 'tower' your way out of a hole, as in Minecraft or Terraria).
If the aim was to keep as much of it a mystery, then I'd refrain from putting any kind of guide to things in the crafting. Though I would if I were doing it myself. At the very least I'd put a short descriptive tooltip on things to give you a hint.
Themewise, it kind of fit. It's the same world, connected through time and, at the very least, that works very well. It's a solid concept let down by a lack of feedback and an unsure goal.
Unsure about how it quite fits the theme. I like the graphics, though it was often unclear as to what certain units would do until you used them (particularly the golden Knight).
The inability to select which lanes to spawn your troops in meant I lost a game because no-one spawned in the middle. Also, the time between you pushing the button and the spawning of your troops was a little too long for my liking.
I quite enjoyed it overall, it certainly fit the theme. Graphics were a bit basic but worked. It introduced the torch mechanics fairly simply and built up to more difficult encounters (such as the bottomless pits) that began punishing you if you forgot that the hidden platforms aren't solid in the dark world :)
Controls were fine. It took me a while to realise that all horizontal momentum stopped when you released the key, but it meant you could be more precise in your jumps. I wouldn't have made you move with the arrow keys and jump with the mouse. WASD would be a nice option, as would space to jump. I'd hazard a guess the programmer was left handed.
I got up to 6 stars before I hit a puzzle I couldn't solve. Plus, by that point I was almost out of time. A deceptively hard game to master.
Short but sweet. Only real complaint came from controlling the left side of the screen with my right hand (on the mouse) and the right side with my left hand.
For a game based around audio it would have been nice to have some kind of audio level slider somewhere, it was very quiet on my machine and I needed to turn the volume way up to be able to hear it. On the flip side however, none of the puzzles put forward required you to listen, just trial and error with moving shapes next to each other. Indeed the first few puzzles just required you to move all the stones in to a pile, then jump on the platform and move them away.
It would be nice to see this idea expanded upon. I'm sure it could lead to some devious puzzles. You could make great use of the Stroop effect to bamboozle people too. Get them linking, in their mind, that Blue Gem moves Blue Platform, then have it switch out. That kind of thing.
I have to say that's quite a nifty game. I'd say it was let down by the audio (the beeping got quite grating) and a lack of feedback after each board was cleared. Even just a pop up saying "Connected by 10 wormholes! Previous best was 11!", that kind of thing. Otherwise, awesome concept, great game.
The WEB link goes to the linux version.
I couldn't find anything to really do except find cracks in the geometry and phase through solid objects.
Not sure what the cutscene between each world is supposed to be, you're just walking towards a car then suddenly a bridge?
The final 'world' was just a static camera focused on the bridge. Really didn't get anything about it.
If you're making an arthouse game/walking simulator you need a pretty world to walk around with weird stuff in it or a compelling story, or both. This currently has neither.
the "web" link is just a rar file. doesn't run in the browser.
Suck no Triffid God Fish bowl tickled pips sax crashed ole!
Craig gets evil doc to let phils sis tug gods whip.
Fun nonsense.
Needs more and better puzzles. Maybe either make the link pad bigger, or have it slightly off-center. Otherwise an excellent game.
Platforming felt a bit sticky. I seemed to cling to walls quite easily. Music was a bit repetitive.
The graphics were functional, but the quality of the characters made them really stand out against the backdrop.
Controls were a bit skittish, jumping was a bit sticky. Otherwise a good attempt.
Cute. Lots of little details, from the mission descriptions to your companions. Combat was simple, but I liked it. The mouse was a little skittish. Could have done with a mouse sensitivity slider.
I'm also finding it hard to link it to the theme.
typing "Help" doesn't appear to do anything. I've tried the basic old-school commands and only the movement ones work (N, S, E, W), pickup, pick up, grab, take etc don't do anything.
The concept and the rest of the game look really good though. Best music I've heard so far in the compo and I'd like to give it a good score but I can't just yet. I'll save off rating for now.
Fairly simple concept, well executed. Graphics do what they need to, the sound effects are okay and of a reasonable volume and pitch (seriously, I just played a game that had beeps of a pitch they'd upset pets).
But the link to the theme is incredibly tenuous, even by my standards ;)
Buttons were really hard to click. Took me a while to figure out what I had to do.
@vico87 it was planned, but I had to cut it for time. When I finish the game stopping at stations will cause an event that'll likely drop one of your bars to zero.
@jukimv1986 - but the voting ends in 14 days! How will you ever make it in time!
Lacks anything really new or particularly fun. The mechanics were well executed and the audio was clean and functional. Completely lacks any link to the theme though.
Good first try. Music's really good.
Lag and an unreliable jump are probably the worst things about this. Otherwise it's pretty good.
Boosh. Boosh!
I like the idea that moving increases your mass. Simple resource management layered upon absurdity :)
Mouse aim AND tank controls D:
Pretty much the only complaint though. Well done.
Solid RPG mechanics, nice and simple style. My only gripe is that when you pick up the running shoes there's an error that it can't find the shoes asset png and it covers up your health :)
Quite good, though whenever I die it opens a console with some debug info.
Got ending 3. This is a fantastic thing. Need more of this.
A nice battle-focused version of Civ. Impressive. Lots of things in there already that could be taken a lot further with more time.
Frantically silly. I liked it.
I got bored once I hit a 1,000 combo and had a machine gun instead of a bow and arrow. I'll be damned if it wasn't fun though. Rather play this than the Duck Dynasty game.
Maybe tone down the slow-mo a touch. otherwise great fun
Not a big fan of mouse driven tank controls. really just feels weird. Otherwise it was a fun game.
Could do with sound. I think an audible 'ping' when it changes colours could help with timing where to go next.
Entertaining. I played it until my computer slowed to a crawl with all the snowmen on the screen.
It wasn't obvious that I could move the boxes once they were in the truck and it just felt like I was stuck. Could be made more obvious.
I can only imagine Santa thinking "Must I have to beat you into submission every year, Rudolph?" *Cracks whip* "Santa Claus is going to town, on YOU"
Good job. Though having the enemies only come from the sides meant staying in the middle and moving up/down became the best tactic. Going forward you might want to add in obstacles, or powerups.
I also probably wouldn't have used the mouse to shoot unless you were giving the player more than 4 directional shooting, I'd have just let them shoot the way they were moving.
Yeah, forcing controllers on people isn't generally a good idea for a PC game.
It's like being some kind of little Pixel Ninja. Excellent controls, very fluid and intuitive.
Add some graphics and animation and this'll be perfect.
Great little Physics toy. Only problem with it was the copter sticking when your mouse left the screen, but such is the way of embedded games sometimes.
Other than your iframe being a bit too small (the arrow keys nudged the window around as well as moved the player) this was a fun game. Reminded me of a cross between Solar and Osmos, with more explosions.
Bacon makes the game harder. Why not :D
The web link goes to a zip file rather than a playable version.
Quick and fun. Obviously we've seen this kind of game before, but it's very well executed. The stealth mechanic of the enemies makes for a both fast paced and tense game. I think if the game is taken forwards, then making it a bit more tower-defensy by adding more traps or automated turrets could work well.
I also got a crash, though it was when I added a third lightbulb.
That's just lovely. :D
@Terrabalt As the creator, I can complete it in 7 minutes with about 30-40 deaths. I think you were doing quite well :)
Yes, the ball animation was both a tribute to Metroid and a bit of a cop-out.
Also, perhaps it's not entirely clear but the item you're after is labelled with the Area Letter and the door number (ie, A1 is Section A, door 1)
Cat + Hold Mouse 1 and e = RIP Headphones.
Don't know how I hit the bug, but i managed it. Plus, that cat takes more bs than any real cat would :)
You really need to make player 1's keys rebindable. Not everyone uses an AZERTY keyboard. Otherwise it's a fun game (but player 1 is at an extreme disadvantage :D)
Cool game. Once you get used to the controls it's quite fun.
Also, thanks for using my music :)
Not sure exactly what's going on. The instructions weren't very clear on what you have to do, and it's often not clear which tiles are counted as 'adjacent', nor was it clear you could move onto tiles with 'monsters' on it.
The instructions are also seem to use odd terms for things. I have no idea what Jungling and Creeping are. There are apparently Jungle tiles and Creep tiles, and I can only fight monsters on Jungle tiles (though that doesn't seem to be the case since I can fight monsters anywhere). But I have no idea what they are and the instructions are unclear on it.
Basically the instructions are as abstract as the game is.
Graphically it's lacking. Obviously. Though each enemy graphic does kind of let you know what it is, it could be made more clear that each enemy *sits on a tile*. Either by making the tile it's sitting on bigger than the graphic, or by showing the connections between tiles.
Controls feel really weird, if I held them down the guy would continue on for about 5 or so squares before stopping. In the end I had to just tap to move.
This is a very silly game and a very silly concept. Well done. You made me smile :)
I run it and I just get the Game Over screen.
Quite Easy, especially when you get a 5-shot powerup. And *someone* really wanted the Snowman to win the theme voting :)
Web links to a .jar file and not an in-browser page.
Nice bullet hell. Game is nice and quick and very hard.
I felt compelled to finish this. Even the precision-platform-hell before the lift activator. Unfortunately, I got stuck in a block and couldn't get out and couldn't face refreshing, and spending another twenty minutes trying to get the lift activator. Precision platforming with a single pixel is hard.
Otherwise, great game.
I liked it. Physics were a bit janky and you can't seem to climb back up the ladder. Otherwise excellent.
As this is an HTML game you can upload it to a site somewhere. There's a list of sites that'll host your games for you in the FAQ: http://ludumdare.com/compo/faq/
Interesting game. Sometimes wish the gravity effects were a bit more pronounced though. Some neat strategy of using the alternate weapons to push asteroids around.
Nice and chill. I liked it.
It's not really clear who your guys are or, initially, where they spawn. Also, the first wave seems to include five times the number of troops you're able to spawn in the same amount of time.
also, as a Unity game it shouldn't be too hard to publish this as a web game. You'd get more exposure too. Free gaming hosts can be found in the FAQ: http://ludumdare.com/compo/faq/
Very cute zombie apocalypse.
I got told "Killing Time" wasn't a reason enough to smite someone. I'm not God if someone's telling me what Good or Evil is :D
The score seemed to cover the status text so I couldn't read what was going on. The Supplies and cooking icon weren't in the same place as they are in the screenshot, and clicking on the icons didn't seem to do anything. The guy just seemed to do things automatically and wouldn't go where I wanted him to.
Is the linked version the correct and final one?
I liked it. Controls could have been tighter though.
Controls were odd, especially since you insist on having us press A to start, I often lost immediately just because my fingers automatically went in the wrong keys. If you want it to be AZERTY proof, give the option to use the arrow keys next time, especially since you don't use the mouse.
Otherwise the game is simple, solid and fun.
I have to hand it to you, a screaming green penis laser is certainly unconventional ;)
It was quite difficult at times to see the crumble walls, and I think a bit more colour could have been used throughout. Also, some way to quick-recast your last word would have been nice.
Otherwise it was a great entry. First Person platforming normally turns into a horrible mess, but it was well executed here.
Game 404s, cannot play
Web version doesn't work. Takes you to a download page.
web version doesn't work on either Firefox or Chrome. Popup ads all over the place too.
Web version 404s
Couldn't play this for too long. The music goes absolutely mental, doubling over itself.
@TheScopelessOne What browser are you using? I've had no problems in any of the browsers I tested on.
Excellent.
Great concept, but a bit of a delay before showing 'lie detected' or before showing the next thing would have helped the flow a little.
The game seems to play itself. I have no idea what's going on.
Looks pretty though.
Couple of things I liked about it:
- The 'monsters' had pathfinding, and wouldn't just fall into pits (or rub themselves against walls).
- The bright blue shadow made platforming much easier
The main problem I had was that I couldn't click on the Yes/No dialogue options so I couldn't progress, but it's clear to see where the theme was going to take it.
Difficulty ramps up a bit too much perhaps. Fun nonetheless.
Took a bit of getting used to the flight controls but was quite fun when you got the hang of it.
Couldn't play for too long though, the music is just nasty D:
HUUUUUGS
Awesome, but I agree with Mr Jorts that is suffers from a lack of repeatability. That some delay, or reaction time, from the guards (maybe indicated by a ! above their heads or something) would reduce some of the frustration without ruining the challenge
Really really adicting
40 tanks, couldn't reconquer anything. button just did nothing. Interesting idea though.
Cantkillme.Cantkillme.Cantkillme.Cantkillme.Cantkillme.
(seriously though, great game. just, that line was repeated waaay too much)
@Kaev Unity WebGL is really flakey in general. I only put it up for Chrome users, there's a few things in it that don't work at all.
@JayWoody you can duck, press Down or S.
@Aberdeenphoenix You can stomp the tanks.
@Aberdeenphoenix you can also stomp on the planes when they fly low
Difficult to control, but I guess that's what you were going for.
Mouse control didn't seem to work in Firefox, had to run it in chrome.
Mouse look is far too sensitive. I'm either lookup up or down, never straight ahead. Needs a slider or something.
Great take on the theme
Interesting game, but the repetitiveness of the soundtrack, as well as non-obvious dead-ends combined with the camera speed made for a frustrating time.
I think if the perspective was either directly behind, or directly above it would work a lot better, the almost fish-eye nature of the camera was very disorienting.
Once I figured out what was going on it was great. Could have done with more instruction though
A thoroughly silly and irreverent game. I love it.
Good concept, just wish I could speed up the text a bit :)
No indication you had to use the arrow keys to fire (or, indeed any mention of using WASD to move).
Eventually figured it out, but could do with some instructions.
excellent!
Great concept.
Also, you missed a pun about anemones being your enemies.
Awesome.
That stage in the middle, with the two guys and the bin was really difficult. Once I passed that the rest of the game was really easy.
Really cute. Took a while to figure out what I had to do though.
Also, the music doesn't loop :)
Those damn kids keep flicking the lights on and off!
RIP indeed.
Also, your embed code breaks out of the frame and, somehow, prevents you from going back in the browser. I had to go search for this game again in order to review it.
Idea was good, lots of great potential, but you could easily get the hero stuck on an corner.
Music was pretty bad too.
Won't let me download unless I have a dropbox account
Not entirely sure what I just played. But I drew funny faces a lot.
Took a while for me to realise I could move and attack. Some more instructions would have been nice :)
Web links to a download, couldn't play it in browser
This is *actually* impossible right? Landing on the 'start game' pad is incredibly hard in it's own right.
Fuckin' A+
web version tries to download a zip, can't play in Firefox
Spammy fun. I found myself wishing the arms would lower quicker though
Making the controls a little bit clearer would help
Slightly too fast out of the block, restarted about 5 times before I figured out what was going on. Platforming, on the whole, feels quite sticky.
Web build asks to download. Doesn't play in browser.
very sweet
Razor sharp cutting pastiche.
good fun too
I have no idea what's going on. Five stars! (for theme at least)
Sheer class :D
It would be nice to have the buttons for each guy indicated above their heads while in game
Teeechnically the mouse is a button, so it's a 3 button game. But makes up for it by being actually quite good :)
Also, I'm not a wampire, honestleeey... Bleeeeeeh!
Web version links to a download rather than a web version
Never thought I'd play a game about herding cats. Good job!
web version links to a .zip and isn't playable in browser
Interesting twist on the clicker genre. Good fun.
Great game, but could do with some guidance as to where the nearest star is. Had trouble at the end trying to find the last one, even with 5 stars remaining.
Excellent job. Really eats up the RAM for such a simple game though. Could do with some optimising.
As some people, like @2kah, are getting stuck on certain bits I'll let you guys know what to do:
The Shovel is used to dig the hole,
The Crowbar is used to free the Guinea Pig.
Thanks for the feedback guys.
The inventory system is a bit janky, as it only 'uses' the item in the last slot of your inventory (you need to do inventory juggling to get what you need in the last slot). If I were doing it again I would just have it look in your inventory to see if you have the right item regardless of its slot.
@Aggrathon - Those flags took me too bloody long :D
After a few games I found that you either get an early +money event, or you just get mauled to death by pirates. Seems really random at times and very difficult.
I had real problems accidentally pushing blocks when I didn't mean to.
Rather than just pushing them when you touch them, it should require another key press once you're against them.
Brilliant game. I was a disappointed when it ended.
Jumping doesn't seem to work every time, felt really awkward to control.
It's like Settlers crossed with Pikmin. Interesting. The Navigation and Connection pathfinding seemed solid.
Fun little game. Nice to see some Procedural Generation. Crashed into a rock with a collectable above it though, not sure how to avoid that.
Great game, got the hang of it quite quickly. Very easy - though I could see it becoming quite difficult if you let it continue + added more pod types and goals.
I hacked the purple flashing duck and died. I'm not sure if I was supposed to do that or not :|
Controls were fine, back in the day a lot of freeware shooters had similar controls (though it was normally a separate button to lock your direction, like CTRL or SHIFT).
Only other issue I'd say is that it ends rather abruptly, it would make more sense to return to your ship with all the pieces you collected rather than end right away. I never even got to see the top left corner screen because it ended as soon as I entered it (I only had 1 piece left to collect at that point)
Very chill, not much of a game though. +1 point for being able to make an island in the shape of a penis.
For a physics puzzler, the physics weren't really consistent. The catapult would either randomly send things flying, or not send things off at all
I got very confused when walking back through a door I came in took me to a different room. Then the game crashed.
The dialogue seems very very wordy too, it could be made a bit more concise. By the third lot of dialogue boxes I was trying to skip it as fast as I could.
I don't think this game works at all on Firefox, the music plays, and it seems like I can control things, but there's no graphics once you take off.
Could do with a bit more info on what each of the things do, and give some early indication as to when and how to unlock the padlocks.
Great game, but gets rather easy with all the upgrades.
Didn't realise you had to click on the arrow icons to start a level. Tried pressing all the keys before working that out.
You can drag the slider to reset your oxygen. Makes the game trivial
I jumped off the lift as it was going up, making it impossible to get to the top floor again. Couldn't find a way to call it back.
Would have been nice to not have to go fullscreen in Web so I could have the instructions open while I played.
The BBC really is going downhill isn't it :D
Seems like the winner will be the one to get the first kill in. A straight rush to the enemy base seems to be the best tactic.
Eventually got to a point where I didn't have enough time between spawns to put down all my guns, and my planet was too big to even run away before I got bum-rushed from all sides :D
nice simple puzzle game that ramps up difficulty nicely. Only issue I had was that it seemed to take more than one click to start selecting a shape.
I have no idea what's going on with this game. I figured out you needed gems to get into the ruins, but even when I had all 4 gems on one character I couldn't unlock anything. It took me a while to even realise I was collecting gems.
This game really suffers from a lack of player feedback
Nice little survival/puzzle game. I think with more recipes, more islands (each one getting more difficult), and maybe more of a warning before you die of hunger, this could be a great little game.
The start button didn't seem to be clickable, so I assume hovering over it started the game. However I every time I moved off the start to take out an asteroid it seemed to reset the day counter that was rotating around the orbit. And it only seemed to be asteroids that were spawning, there was no planet or anything.
Really don't know if that was what the game was supposed to be but the graphics were nice I suppose.
Simple and slick. Found it really easy to cheat 'work' by bouncing on both buttons.
Could do with having more control over your jumping. Like being able to vary your jump height. Spawning seemed really random. First time I played it it took two laps before anything spawned, then I had no chance of dodging all of the platforms that spawned after it.
Aiming is really weird, you seem to only be able to shoot in a 45-60 degree arc and there's no crosshair. really difficult to get used to.
Nice game, but it seems rather finicky when trying to place down houses, it seems like I had to click about 20 times before a house went down, and even then people didn't seem to want to go into the houses unless they were right on the road.
A better indication as to what is going on is needed.
Nice game, but I can barely read that font sometimes.
I think the thrusting arrow should be in the opposite direction, but otherwise a fun little game.
Controls feel a bit sticky, but otherwise a fine platformer. The lack of shadows on web does make it a lot more difficult though.
Not very intuitive, but once you get your head around it it's quite fun. Could do with a tutorial.
With better graphics and a UI overhaul this could be quite a fun game.
A nice simple extension of the Flappy-bird one-touch controls thing.
WebGL link takes you to a PDF.
Fun, rather quiet, and I kept getting stuck on corners.
Game lacks proper control instructions. Took me a while to figure out I could rotate the world.
Also, clicking on enemies with the lightning bolt seemed to be random as to whether or not you'd hit them.
Simple to pick up, simple to play, and very, very, silly. I like it.
Interesting game. Took me a while to see that there were boxes to move, and pushing the boxes felt really weird.
I tried throwing some guys in the water and they seemed entirely fine with it.
So I placed some flags down, but I don't know what they did. There's no instructions on what to do or what the goal is.
Seems too easy to just steer one of the 'enemies' pair off the screen and then focus on making friends meet.
Simple but clear. Very easy to understand.
aaaaaargghfhfhfklll indeeed
Controls were a bit weird, felt it could have done with tank controls, but otherwise a fun game
Quack
@Mutuware There wasn't enough time to make music that wasn't just a 30s loop. In a game like this I'd rather have no music than an irritatingly short loop.
@Xerouss @agecaf Glad someone found that. I left it in on purpose. There's one place later where you can do it too for a bit of a skip. Since you can never go up with it (only horizontal and down, if you jump) I felt it was a safe enough bug to keep in :)
Surprisingly deep puzzle game. Could easily develop this into a larger game.
cool game, could do with some kind of objective beyond just surviving though.
For a wacky physics driven game it was surprisingly easy to control. Good job!
Nice to see a co-op game done, and one that doesn't shirk solo play :D
Got the hang of it quickly, though the hitboxes for targeting your friend seem off. It was initially natural for me to be aiming for the partners hands, but they didn't seem to register as clickable.
Also, I got stuck on the stairs in the first level and couldn't recover, despite being able to see the partner character.
What the hell kind of controls are these?
I keep getting the feeling I'm missing something. Sometimes the unicorns disappear right away when I put them in the petting machine, sometimes they don't. I can't figure out how you're supposed to get more power out of them once they're in the machine, and I can't seem to keep the repairs up.
I think a little more instruction, or clarification, would make this a more compelling game.
Adorable though.
Great concept, though perhaps not having it descend so quickly into jiggly hell would be nice. It stopped being stressful and just became annoying quickly.
I'd take a leaf out of Sonic the Hedgehog's books: Hide the counter until you're at about 20%, then *really* ramp up the dread.
+1 for the use of Widdershins.
I liked the card-game-like conceit, though I found the game to be a bit too slow and methodical for my liking. You could have messed up really early and wouldn't know it until near the end.
To be honest, The game was at its most fun when you selected everything just to see what would happen.
I tried for about half an hour and couldn't figure out what makes the AI go pick up mined stuff. The mines were connected to the grid, so they were powered, but it only queued up a resource pickup one in six times, and by that time I'd run out of energy.
The help pages weren't much use either since they were half off the left hand side of the screen.
I could see this game being really compelling if there was more feedback and control of what you're doing.
Interesting idea. My only complaint would be that I wish I could speed the text up. While you can skip the introduction, the time between each choice you've done before still makes multiple playthroughs annoying.
Quite a fun game. Got quite overwhelming quite quickly though. Could have done with some music though :)
Interesting game, good use of the theme. Having streets blocked off by roadworks forcing you to not just take the straight path was great, throws off your mental pathfinding, meaning you have to look at the phone.
Reminds me of the old NES Ghostbusters game though, but that's not your fault so I can't *really* hold it against you :D
Interesting idea, but I think something bugged with the shotgun. I put four bullets into a zombies head and never killed it. They seem to be invulnerable.
Tried restarting but I can't seem to kill them.
Legitimately hilarious.
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Once I got over the weird controls, and the increased difficulty that having to move in order to aim gave, I had fun with this. One thing I would say to anyone playing this is to not go for too many speed upgrades. It got to the point where I was going so fast that I ran straight into a pile of enemies before I could react.
That is absolutely adorable. I love it.
Good Job! Very charming.
I loved the concept, and the game's pretty cool, but a little bit more feedback when you get hit would be good. While it may seem obvious to avoid all the incoming shots, when one passed right through me I wasn't sure if they actually did anything. Took me a while to realise that you went semi transparent and your power bar at the bottom depleted when you got hit.
Nice and Simple
Game stopped rendering for me after about a minute. Playing on Chrome.
Nice graphics and music but the gameplay was pretty simple.
This is great. Simple but fun.
Great looking game, interesting take on the theme.
The camera is really distracting, and the jump doesn't seem responsive enough though.
Simple and awesome. Great game. Only thing I'd add is maybe more yellow balls when your life is low, just so you can get to those higher levels to see how crazy it can get, or let us start with more lives.
Controls were very very slidey. Otherwise a great game.
The floaty camera took some getting used to, but this is a great game otherwise.
Would be nice to have more options than to just fight or flee, but a fun game as is.
Tried to work it like a set of traffic lights... Y'didn't warn us they'd get impatient after a while and start moving on their own :D
Always down for a good Bureaucracy simulator
A cacophonous piece of weirdness. Had to follow what was going on but I loved it nonetheless.
Brilliant.
The reload really needs to prevent you from shooting. I never dropped below full ammo because you can just spam both buttons.
Controls were weird. Felt like I could have done with W/S being Jump/stomp, or space or something.
Otherwise a fun little platformer.
Fun game, but I feel it could have done more with the theme than it did.
This is very silly and I'm loving it. Great Job.
Interesting game. Cool graphics and atmosphere, but it's really easy to glitch through the furniture and get stuck though.
The link on itch.io goes to the edit page, probably should fix that too.
took a few atttempts to figure out how to beat the wizard ghosts, but once I did that, maxed spike traps seemed to be the best thing going forwards, until you could put a spring in a corner and trap them in an infinite loop
Upgrade the spike traps and use a poison patch. That's what I did
Great take on the theme, but the camera kept going behind a pillar and I couldn't see what I was doing.
Once I figured out the arrow keys controlled you, not WASD, that was a fairly fun and trippy experience.
@hello1423 because it's a throw-back to 8-directional games like SmashTV.
@Gulfick I was planning to add a rebinding menu to it, but I spent most of Sunday in bedridden with the flu (I got better), It's a bit late for the jam, but I added it to my game jam starter kit for future jams. https://bitbucket.org/Canazza/gamejamstarterkit/src/master/
@elodeon There was. Top left was your health, and next to it was your lives count.
@boltkey yeah, the difficulty curve gets really steep on level 6 and 7. Like I said earlier I got really sick on the Sunday and had very little time to fix that. Level 7 was the testbed level where I threw everything in and I went from there, backwards for earlier levels, removing enemies and obstacles. One bug I did notice that does increase difficulty is that flamethrower enemies retain their speed and direction when they respawn in later waves, meaning they appear earlier than intended.
@superendeg You had unlimited lives? You're supposed to only have 3 per level (at which point you go back to wave 1 of the level you're on) so that might have been a bug.
Would be nice to be able to skip dialogue, but I did like the reason you can't use the back of the sheet :)
This is ridiculous. I love it.
Miaowtiful
Would be nice if you could use the keyboard to scroll the window rather than moving your mouse to the edge
Really difficult, even from the first level. And muscle memory meant I kept hitting space every now and again when trying to jump and resetting the level.
Interesting, but very very loud.
First time I did level 2 I got stuck in the floor. Needs a bit more polish I think, but a decent starting point
Interesting game. Remember though, you can add your Ludum Dare URL to your itch.io game page so people who find it through Itch can come straight here. Especially because it's an HTML5 Browser game, many reviewers use itch's filtering to play games, rather than LD's Smart filter.
This is wonderfully done.
Simple and perfectly executed.
Looks great, pity you couldn't finish it
Great concept. Good music and graphics, but I felt that some times it would drop my jump input too often, resulting in me losing too many zombies. Also you seem to be able to push already dead zombies when you're on top of them, resulting in a few too many accidental deaths as well.
Bloody hillarious
@bootlegJoe I'm glad you think so. I've been doing LDs for a few years now, and mostly platformers. Once you get a good code-base the work you need to do to get a basic game is really small (and yes, you can use any pre-existing code provided you're willing to share the source code), which leaves more time for polish.
The music I made with Caustic which is great for making stuff quickly. I was lucky this time that I hit on a good 40s loop that I tweaked for each theme, previous games haven't been so lucky :) (and the boss music is just the main menu music at 160BPM and the instruments modified)
If there's ever a theme where I can't make a platform game though, I'm in a pickle :)
@zondarg There are 3 hidden crystals in the level. The first one is in a box at the start, the next one is hidden in one of the bonus rooms and the third one is in a box near the end.
@lukas-tamayo Thanks for the feedback, but no, I'm not using Unity's physics for the player (I am for the pick ups though), and I'm not sure what you mean by 'blurry', I'm using the pixel-perfect camera - there should be no blur at all.
Fun game. Couldn't read the first tutorial message because the gravestones were over the top of it. Had to restart and try again to read it.
Stupid game, loved it. +1 for having volume sliders too
Music is way too loud. Had everything at 1 and it was still impossible to listen to
Ridiculously adorable game. Controls were a bit weird but I got used to them quickly.
Loved it, but the farmer killed all my chickens! (I had exactly 14) Didn't even get a game over or anything, game just stayed there.
Not sure what Tchutchucha means, but I'm guessing it's not a good thing.
Also, without knowing what the retirement situation is in Brazil it's kind of hard to gauge what you're supposed to do.
Applying the UK metric for retirement (be over 65) keeps your morals high but your 'tiger' low. Changing that to 70 gave me 'Tiger' for the first lot, but dropped me for the next lot.
Tried accept/denying based on social class, but that just seemed to swing the meter randomly. Or is that the point?
Fun game and an interesting take on the theme. Cat likes to get caught on corners though.
Even with jumping I couldn't find a way out of level 2 and zombies seemed to phase through the wall at me too.
Still a good take on the theme though.
@WongKongPhooey I've had problems balancing games before and they've always come out harder. Definitely think I went too far the other way this time :D
This is a great idea. Loved it.
Interesting idea, but it wouldn't let me pass the 'swap health icon' as there was no valid place to swap it to.
I got stuck at a point where I couldn't move any of my players and the End Turn button refused to work.
Took me a while to realise you can't pick up the money on the left hand side of the field. A few more instructions wouldn't go amiss.
Match 3 seems to be a common genre to be adding to things :D
Works quite well I think.
I liked the Game-and-watch idea, brought back a lot of memories, but I'm not sure adding a resource to manage counts as much as a genre as it is just a single mechanic.
As unfinished as it was it's nice to actually see a Rogue-like be step-based :D
There's no punishment for just accusing everyone. Even though I killed no-one it still had the 'but who is really the murderer' ending.