Foon → Ludum Dare Explorer → Users → Geti
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Line Them Up | jam | 78 | 3.96 | 4.12 | 4.44 | 3.68 | 4.36 | 4.17 | 3.19 | 4.09 | 49 | ||
| 2016 | 35 | Shapeshift | A82-Recon 3038 | jam | 95 | 3.86 | 3.82 | 3.76 | 4.19 | 3.72 | 3.78 | 2.61 | 3.93 | 57 | ||
| 2015 | 34 | Two Button Controls / Growing | Flowershop Tale | jam | 668 | 3.16 | 2.54 | 2.73 | 3.73 | 4.21 | 3.50 | 2.95 | 3.58 | 57 | ||
| 2014 | 31 | Entire Game on One Screen | Crowns | jam | 813 | 2.82 | 2.74 | 3.26 | 3.37 | 2.33 | 2.64 | 2.52 | 45 | |||
| 2014 | 30 | Connected Worlds | AstroReception | jam | 366 | 3.25 | 3.27 | 2.80 | 2.80 | 4.00 | 3.40 | 20 | ||||
| 2013 | 28 | You Only Get One | Captain Sarah | compo | 331 | 3.21 | 2.64 | 3.29 | 2.50 | 3.68 | 2.69 | 2.32 | 3.36 | 41 | ||
| 2012 | 24 | Evolution | Hot Damn that's a Lot of Blobs! | jam | 111 | 3.18 | 3.19 | 3.53 | 2.81 | 3.35 | 2.93 | 32 | ||||
| 2012 | 23 | Tiny World | Pastor Mundi | compo | 727 | 2.48 | 2.09 | 2.43 | 2.04 | 4.04 | 3.43 | 41 | ||||
| 2011 | 22 | Alone | Station 48G | compo | 186 | 3.00 | 2.55 | 2.34 | 2.68 | 4.07 | 1.28 | 1.56 | 2.70 | 1.85 | 22 | |
| 2011 | 21 | Escape | Beam Runner | jam | 12 | 3.53 | 3.56 | 2.63 | 3.28 | 4.13 | 1.27 | 2.15 | 2.72 | 1 | ||
| 2010 | 17 | Islands | Ilopocalypse | compo | 133 | 2.67 | 2.67 | 3.33 | 2.00 | 2.67 | 3.67 | 22 |
@Everyone: updated with content and a less shitty editor, haha. Cheers for the feedback.
VDO: the collectibles give you points.
Enjoyed testing this and playing it again just now. Nice work, it'd be nice to see some visuals but no matter :)
Pretty good, could be a bit faster paced comfortably. Pretty unique though.
Creepy as hell starting kitty, but a good time-waster while texting. Bing!
Certainly felt "alone". Found the kitten first try due to my perceptive/antagonistic nature. Could have used a little more to jog the "fun" along, felt a quite empty.
That could've been largely due to the constant unpredictable slowdown I was experiencing though :(
getting what looks like non-2^n errors (where graphics are gpu rendered on incompatible hardware and arent exactly 2^n pixels in each direction.
rating a 3 to not kick the average, hope you get it working.
Physics bugged me, but it certainly seemed lonesome.
Dont have android to run it :(
Thanks for all the positive comments, hopefully I can find some time around KAG work and uni to add some simple gameplay to this :)
Cheerful little game.
Needs offset to really be playable, but its certainly an interesting mechanic. Just feels like I need a little more control than "roll dice, get cookie or not".
Come to the jam next time :)
Bah, more smartphone stuff that my old brick cant run :(
Nice, a little simplistic and boring platforming wise but the rock pushing mechanics were sound and the story was fine. The windows bootup on the ships computer made me laugh.
Couldn't run it.
Clarification: couldn't run it due to installers not being bundled and being too tired to find them myself.
Enjoyed it, though the end dragged on a little waiting for the 500 mats to pile up. Ran well enough on my crappy 64MB GPU laptop, so props for keeping it mostly optimised ;)
Couldn't get it to go :/
Quite fun, nice to burn the player's ass a little.
Ideas for improvement: Adding more marauders over time, not making the bastards randomly respawn (Murphy's law means that they'll spawn on a player's face at least once, had it happen second game which made me want to stop using bombs at all. Would seem a lot fairer if marauders came in from the edges rather than just popping out of nowhere.
Didn't really suit the theme that well imo.
31 was the best I could manage, died due to catching on a box of all things, haha.
Took a while to get used to but quite nice once I got it, very satisfying, heh.
Dont have an android but this is a cool entry, I should look into getting a tablet like this so I can make games on the go, haha.
Cheerful music and relaxing multi-sokoban. Or, you know, kinda relaxing 'til it got super complicated and hard, heh.
Gotta say (as I did on TIGS) that this is fantastic. Keep it up man, I always enjoy your work.
I really quite liked it. Thoughtful for such a rushed competition. Good work :)
I'm with the others in that it doesn't fit the theme - zooming along in a boat thing from sharks != evolution. evolving from boat to boat doesn't make sense, it looks like a powerup if anything.
Nice to see a rouguelike, though I would've liked to see a little more area variation. Nice progression for such quick work.
CaptainIcy: Yes. This is my work now :) Nice to see you on LD48, will have to find your game if you made one!
I do wish the graphics weren't compared to one of our competitors rather than our game, but guess who won the race to steam, haha. I take it you guys meant it as a compliment.
aschearer: readme.txt ;) I guess I should've explicitly put "go that way ->" in-game but oh well, time was short (only thought to put controls in-game ~10 minutes before submission when someone tested it and commented)
A key to change forward and backward could work.
Considered allowing the player to build some traps for the blobs but I think having to use the terrain to your advantage and create funnels for them is half the fun.
Luiz: yeah, only 8 hours. Its my 4th full LD and I've done a couple of minis + I make games full time (+ uni part time) so I've got a bit of an edge when it comes to practice, haha.
Tobias: the lack of sounds gets to me too. I'm considering adding microphone sound effects and some chiptune backing track just to break the silence, got more to do today (uni report, cook dinner, get exercise) before I even think about coding any more though ;)
I wondered when I was going to see a game doing this ;) Interesting, execution suffered a bit due to time but not too badly.
was interesting but the controls were fairly obtuse :/ took quite a bit of running around to get used to and crashed on exit. Take some time to fix the bugs after deadline I guess ;)
Interesting visually, but not much of a "game"
Felt pretty buggy, ambitious kind of game for an LD though :)
Throwing felt really good, as did the enemy (and self) response to the snowballs.
Cheers guys, as usual the comments are really what makes the LD :^)
Completely agree with all the polish focussed points, alas I can never find time for those things on LD weekends, maybe if I manage to properly plan one out I'll be able to though.
Glad it's inspiring the imagination of some, will go give some more rates and comments now.
Really really slow feeling, but not bad overall :) I ended up just sitting in the fire and shooting zombies when they came close though, would be nice to have a reason to move around.
Really nice, great feeling to the game, though at times i felt like "aw bull, i totally hit that guy" ;)
This looks really excellent but I'm unable to play properly due to being alone at the moment, might revisit if I have someone over.
Yeah the camera effect through doors was pretty uncomfortable, made it to the end though. Found running everywhere fixed the camera stuff and got me there quicker so just did that. Hope the old guy's ticker can hold up :)
Different puzzles would have been good but the game ended before it got too stale anyway.
Felt like far too often i was shooting at enemies i couldn't see yet to prevent them shooting at me. Some music would have really helped. Weapon (or non-weapon) differences helped keep it fresh but it was still not particularly replayable imo.
Download site was a bit of a turn-off initially :)
Game was really quite fun, would have been nice if some of the enemies moved when you got close but hey, that's LD. The music was nice for what it was.
Kinda moody, though some sound would have really helped it remain engaging, as would some variation in the terrain you come across.
Felt like a reasonably engaging way to present a 3d dungeon crawler though, might have to explore that more in future :)
However, I feel kinda trolled, i dug out all of the initial area and still only 8/10 crystals :/
same DLL error as a lot of people above
Looks good, suits your fairly abstract style well. I really didn't get much of the theme from this, felt more "restricted" than "you only get one" :)
That said, had a very good feel and other than a few big lag spikes, did what it said on the tin.
Nice sword sounds, reminds me of those old stick fight flash videos overall.
Fun, but not a heap of replay value, found myself being frustrated once the elves had split up. The biscuit pieces on the ground were pretty hellish to see, but overall the look was very cohesive, the music was functional, the controls were simple and there was a good bit of humour. Nice work.
Fun! I feel like there'd be more possibility space if you could get the balls "out of sync", currently it plays as a logical "or" of both collision spaces in both screens, but that said it looked great and played well. Loved the rolling ball effect.
(have just been alerted that this doesn't work reliably and caught the bug, re-upping now)
(should be fixed, let me know if you have any more trouble!)
Fun, nice to have a departure from everything. Of course, not a "game" but we don't really have a good vocabulary for interactive media like this. Would be interesting if you had some way of recording, receiving and collating everyone's input at each wait/think step, what you would here.
Hope you can stave off depression, and that this (and the response to it) helps/ed!
Kinda fun but yeah the "random kill" glitch makes it very frustrating to play. Also had a couple of "maybe technically possible" moments where there was a red spike both sides and a frames window to swap - early on in the game this is pretty annoying :^)
Enjoyed what there was to enjoy - a "you are winner!" screen would have gone a long way rather than just repeating though ;) cool system. I don't really get the "connected worlds" part, just connected, haha.
Some of the more punishing and frustrating platforming I've come across this LD :^) could have had a smaller collision box and a better jump and been significantly more fun; the current "jump after you leave the platform and land before you land" and tiny windows made for a very annoying play time :P
The light effect was pretty neat, the infinite attacking certainly helped stave off the horse things, haha.
Loved it! Really nice idea and simple controls, pretty presentation and simple to improve at, great work!
Groovy, would have loved there to be some actual picture in there. Assuming you got a semi-solid quadtree structure out of this, or have one lying around, haha.
Got a lot of lag after a while but looked nice, if a bit simple :)
Delightful! took me a bit to find the joystick controls in VICE but it's quite interesting to play with.
@rzuf - haha, I don't work on KAG on the weekends anyway :) Hopefully an update is just around the corner, but as you will have read there have been build server issues.
@sharp911 - sorry to hear that, thanks for commenting
@psychomonster @dieblume86 - I wanted to get some particle spam in there but ended up focusing on the sound and gameplay, smooth transitions of cards, etc rather than making it as pretty as I'd usually fuss about :)
@deyteris_team - nothing like coding some containers on day 1 ;) first ld in pure C for me.
@crushenator - yeah it'd be fun to add some more types of cards, was thinking something that could attack sideways
@2bit - understandable, that was a concern for me but I didn't want to half-ass the opponent.
@skonkan - interesting, its using SDL's audio so should work ok with just about anything you throw at it :/
Tower repair would have been appreciated, but a nice concept with the map slowly expanding and the number of enemies to control gradually increasing, better than standard tower defense wave size increases with the multiple paths :)
Nice, definitely better with touch controls though!
Sorry to say i was a bit underwhelmed, haha - lots of fleshing out to do here, though the i liked that there were different enemies, there was a cheesy "safe point" you could just spam from.
Excellent! Got a bit of lag after a while from the sheer amount of carnage but this was very fun, simple, to the point, and full of screenshake! Excellent!
Collisions seem a bit screwed and pixels a bit stretched, potentially due to non-power of 2 textures loaded into graphics memory! Makes it not fit through a bunch of places smoothly, and turns badly when it flips (position is right but the sprite is too wide?)
Fun idea over all, the music was nice sitting in the background and set the scene, more audio feedback for stuff happening would be nice but I know how LD goes, haha.
The platforming was a bit obnoxious in place, cant rememeber if it was you gloating in IRC about how trolly it was going to be but I would have preferred less fiddly jumping with the collisions being fucked :)
Oh also, I fell out the bottom just after getting the orange key. mfw.
YOU MADE IT TO THE END OF THE SONG
Tricky, a bit of spamming jump here and there, haha, but it works. Nicely done :)
Didn't fit the theme very well though imho
Couldn't get it to work :/
For those of us in places with slow internet a split download would have been great :)
Was nice, a bit short but an interesting contemplation.
Really enjoyable stuff, guys - the balance issues are real and there are some typos in there ("stabby" should have 2 "B"s ;) ) but its a fun concept - could definitely be done as an actual board game as well, with some rules for generating the city out of tiles!
Pretty solid, though shooting seemed to break at the bottom of the map. Fun idea anyway :)
Please make your package extract to its own folder, not dump files into the ether :)
On the game: loved it! As others have said, with a bit more love this would be one hell of a game - multiple trains, more parts (bumpers!), programmable (ie timed or triggered) switches...
One request in the shorter term, passenger exchange having a limited amount of time would be great :P I've watched it count up and down from 58 probably too many times now!
There seem to be some issues with it counting up and then down and then up again, which makes that last point all the more annoying - still, very nice for the time!
I liked it - audio would have helped and it took me a while to "get it" but quite an interesting idea. With a bit more work on presentation and some sort of satirical narrative I think it'd do well! :P
Overall I kind of didn't understand the motivation behind it being a circuit board, but the explosion certainly was satisfying. Would have enjoyed more of a purpose, ot much else to it as it stands though, just a few minutes of mindless fun :)
Was pretty opaque about a lot of the stuff that was going on (I initially had no idea I already had a fighter in-game, was looking for a way to produce them), and seemed that the harvesters didn't work in the second game.
Other than that, pretty nice, appealing visual look.
Made me laugh, stupid as anything but that's the whole point :) I ruined 20 people's fun!
Fun! Really tight controls, only gripe is that shooting at the floor seems to align to the bottom of the floor tile, not the top, which means you've really got to pay attention to that overlay sprite ;) Difficulty ramped up pretty hard but that was enjoyable anyway.
Simple enough to play but fairly fiddly. Some of the mechanics "needed explaining" which isn't a great thing when a lot of players are going to be in a hurry ;)
Teleporting aim would be nicer with 4 directions, the rotational controls made it pretty annoying to get killed cause you spun it the wrong way. Probably becomes easy with practice but its hard to justify sinking time into an LD game if it doesn't grab you immediately.
Cant run it, sorry.
Cute but really hard to rate highly because all the flashing and the slow movement/huge hitbox made it hard to really play more tactically than spamming down the enemies. Not sure how the theme comes into it too much either other than leveling up, which felt like it rubber banded pretty hard (numbers went up but the enemies took similar times to die). Definitely quite polished for the time though.
Link doesn't seem to point where it should?
For those wondering about how to make it work - you have to get a shape before you can get a colour, and you just have to stand in front of the machines or register to use them.
The mumbling is indeed me, wished the girlfriend was in at the time so I could have more than one voice ;)
Indeed, shame there's not too much to play. We'll see if I get time to actually put a story and win condition to it, but it seems it wont happen before the deadline.
Glad people especially like the art :) It's the one thing I was really happy with the outcome of so very nice to see people appreciate it.
@Jwatt - thanks for trying it at least; 1.6 is a weird "in between beta" version of SDL anyway, the last official one before 2.0 was 1.2 as far as I know. I'd probably remove whatever you've got installed, 99% of games that use SDL just bundle it directly (as I have here) on windows because as you've seen, trying to set it up globally is problematic.
Thank you for the reference to Recettear - I had not seen or played it but it looks like a very similar game :)
I'll probably not be continuing this game directly (at least for now/in its current form) but its quite inspiring to see other games in this sort of space doing well.
Hilarious fun, very fresh.
Fun enough (snake meets pacman), but the audio can be a bit obnoxious haha.
Interesting ending. Ran kinda slow for me, and the aiming was pretty annoying, but the tech seemed reasonably impressive.
Only complaint is it made my laptop turn into a lap warmer :D Very nice concept and game. I love these one-session-wonders each LD.
Fun, fiddly controls of course with the button requirement, separate jump button would have made a world of difference haha. Enjoyable.
Again (like with rxi's game), the only thing that was annoying was inventory management. Survival+farming is a very enjoyable premise. The map mechanics were quite unique too, and i loved needing to actually read the map based on where i was rather than having a YOU ARE HERE stamped on it.
Was fun, but i felt too "random" - if you got a tree up in the first few turns, great, if not, start again. If you keep rolling fruit and leaves only you're in trouble :) Once you get a stable one going it seems interesting enough though.
Cute and nostalgic but pretty frustrating controls, and looks like there's either a bug in the score or just very aggressive negative scoring :D
Pretty good, saw the early work on twitter or something. Enjoyable enough but the whole "mines are very important" thing wasn't quite stressed enough early on imo :D first game lost to my own not reading the manual ;) once you've got that down, balance is a bit in favour of the player for quite a while.
After playing a bit more there was a recurring but "random" bug with the turret firing cooldown - every now and again all my turrets would fail for a while, seemed to possibly get better upon placing another turret. Some timer being mismanaged perhaps. Stopped playing after 3 levels, gets a bit stale without more enemies ;)
A new level of cheesy on the graphics ;) but pretty good, the movement was interesting but some feedback on why some inputs were ignored early on would have helped (looks like it needs line of sight).
I had a few of the ball things fall off a few levels, particularly level 3. Still, interesting idea.
Fun, hard to remember/execute some of the combos which is good for raising the skill ceiling in button-constrained design ;)
Enjoyable if moderately easy to stumble upon a game over condition. Having the whole left side predicated on one resource which is unable to be generated without any of said resource is a bit tricky ;) nice music and gfx though and the plants grew into interesting shapes. Enjoyed your write up as well.
Looked nice. Controlled quite well if a bit sensitive. Very easy to cheese by spamming, haha - would have liked some upgrades and limited fire rate or something, but for what it is - fun :)
Dont have 2 controllers to play with at the moment, sorry.
Very slow to start off. Nice enough idea of course.
Gross :)
Yeah the asteroid coming right through the middle really messed things up pretty often. I like the idea though and the particle spam was top notch ;)
Pleasant. The music was quite high volume and a bit sharp but with the volume down was an ok backing. Moving around didn't seem to do much other than let you look around. Destroyed houses counter seemed broken. Occasionally reported losses of resources I didn't have yet :) Nice enough graphics though some weird tearing issues on the tilemap now every now and again.
More types of gobbo and upgrades would have been nice but was fun for what it was :)
Dont have a linux install around to play it, sorry.
That'll show em! Pretty fiddling growing controls, since you threw the 2 button thing out the window for the revenge section i'd say it'd be worth doing for the growing section too.
Really love this, unique idea executed about as well as id expect for LD :) controls and transitions could use some love as people have said, but thats the reality of it. Good work.
It was very quirky. The jumping felt pretty bad. I won in the end as a little green person. Art was nice enough but i'd have liked a more zoomed-out view of the world.
Nice graphically and musically, but quite frustrating to play.
Pleasant enough, music drove me mad after a while though. Hard enough without feeling unfair :) The pedestrians around were fun. I remember confirming this name over teriminopolis on irc ;)
Actually pretty fun! Would have preferred slightly different controls (arrows + zx/xc/cv or something as an option would have been nice - something about jumping with W and changing with space rubbed me the wrong way a bit) but the difficulty was nice, i liked the mounting pressure to jump as you got higher and higher.
Could have used particles, sound, and maybe more stuff to dodge (killer stuff from the sides maybe?) but it was pretty sweet.
I got some crazy freezes from time to time but the game itself was pretty fun!
Seems to crash without openAL, sorry :( http://i.imgur.com/hpfWhgr.png
The physics were pretty seriously bugged :P Kinda interesting though. Didn't RTM enough at the start and missed the colour-change for the first game. You're right about the lack of progression though, was the main thing stopping me from continuing playing for very long. Can only spam so many bullets.
Fun, quite clever :) opposite perspective of my game ;)
Will look into the runtime error in a while - sorry to everyone affected by it, it'll probably be something simple that slept past the ludum-dare grade code radar ;)
Glad to hear people are enjoying it!
Anyone getting the runtime error - can you clarify when it happens? I haven't been able to reproduce it on the latest version.
Hey Freank - I'd be happy for you to feature it but I dont want to upload the game elsewhere. There's already an itch.io link if you want something to link it to. I'm not interested in having it on other services at this time.
Should have finished it, but interesting concept. In-game control help would have gone a long way. Need sounds too! Congrats on getting something together though.
Great! Really quite fun, but very hard! Would have been nice if most of the space junk was destroyed on collision or similar, it was pretty easy to miss a piece and get half your ship destroyed :) The scaffolding modules were very useful though.
Web version was a bit janky, and please provide a subfolder in your archive rather than having everything in the root :)
Game was ok. would have liked sounds. Really didn't love the controls :( Graphics were nice, if simple.
Web player crashed but the game felt quite polished, other than the menu. Nice use of voice synth to get some more audio in the game, and pretty clever design.
Fun, if a little annoying relying on physics like this :P a nice simple control scheme though and the difficulty curve seemed fair.
Lovely, and very personal-feeling. Agree about being able to read the previous hint again though, haha
Lovely puzzles, but pretty hard :) would have loved a few more simple levels before having to bounce it all over the place across multiple levels on a Sunday morning - A reset button would have been nice ;)
Nice tech though, worked flawlessly.
Please do not include the debug pdb files as they bloat the download quite a lot http://i.imgur.com/cw0XfN4.png and consider naming your folder something other than build or ld35, as they're more often than not going to go into a single folder :)
gripes aside - i liked the mechanics - the movement in particular was very satisfying. Not sure of your motivation to hide the weapons each time though :)
Cute. Pretty easy to finish but satisfying enough. Would have loved slightly smarter movement code :)
Too big a download for me I'm afraid
concept was fun. The graphics (mostly text presentation) could have been nicer/more readable but its understandable for ld :) congrats on finishing
Would have loved to not download the source along with the game because I'm on AU internet ;)
Got stuck at the menu.
Would not recommend uploading a .rar file in this day and age ;) was very annoyed to have huge debug files included too http://i.imgur.com/DCxURsM.png
Fun - repetitive but there was a bit of strategy in using each form, which was nice. Title made me laugh.
DO NOT do this http://i.imgur.com/g809uKt.png - you dont need the damn .pdb files and it makes a bigger download for those of us with slow internet. Also, it's considered polite to include a folder inside the archive to make extracting it a simpler process.
Gripes aside, sound wasn't great. art was ok. Gameplay was interesting but quite hard, especially once you accumulated a few ufos.
Took me a while to realise I could switch forms, some in-game help would go a long way. Would have loved something more to do than farm points :)
why an installer over a zip?
Game was fun enough to play but seemed difficult balance-wise, really had to aim quite carefully. Good effort though :)
Lovely! Could have done with some audio but I really enjoyed the journey.
Please dont include the pdb debug files with your build, as it drastically bloats the filesize for those of us on slow connections who just want to try your game http://i.imgur.com/RtcTtxd.png
gripes aside: sorry about your grandfather. Mine passed away recently too.
the cursor vanishes once you've been in-game and go back to the menu
the movement was very twitchy - i'd have loved a "warm up" area with some simpler jumps, and more vertical play might have been interesting
was very glad there are checkpoints!
Level 1 Time:
67.37 first try
14.67 best
Level 2 Time:
didn't seem to measure? i died a lot though, no checkpoints made it quite punishing
Interesting game overall, no idea where the theme came in though!
Made me smile. Would have liked a better restart than f5 ;) Player 2's a grandma
Fun :) Reminds me a little of adam atomic's temple defense game from a while ago, with more animation and fewer traps! Was fun while it lasted. Graphics and audio were pretty great.
Managed to have a knight going around the side, haha http://i.imgur.com/7m1f6j2.png
Final score: http://i.imgur.com/IzpdD6V.png
I didn't like the random combat. Would have been better with something more predictable imo. Fun concept though.
It was ok. The hud seemed to vanish on the 2nd level. Didn't like the sound effects. Level design was mostly good though, i got "tricked" by the water before the end in the first one :) the camera made it look like it was infinitely deep, but it was just 1 tile and didn't hurt at all. the link to the theme is uh, very tenuous indeed.
Looked lovely but quite hard to really play. Still, quite interesting to see this kind of thing actually "functioning" - most c++->web stuff I've seen has been a fiasco either in performance or compatibility (or both).
I honestly wasn't much of a fan of the music, but the graphics worked pretty well - would have liked to see less mixing/matching pixel sizes but it was immersive none-the-less.
web doesn't work indeed - try out itch.io for easy-enough hosting of this :) Good luck!
Nice idea :) Interface etc could have been more clear but you "get it" after a game or two. Really well executed art-wise.
Lovely underspoken stuff.
Got 5376 ;) Nicely done for the time, mate.
Funny, if a little obnoxious. Congrats on your first game, here's to many more ;)
Interesting - the platforming was very sticky though :/
Can't get it to work on my phone. Interesting idea by the sonud of it.
(Can't play without VR)
Funny :) Not super intuitive to play and a little buggy (clickable areas stay where they started in some cases) but the voice overs made it worth it.
Ran like crap on my computer, but was pretty interesting. Seemed quite faithful to a scientific setting, which is rare!
Actually a pretty innovative way of implementing the whole "friendly fire" thing. The player's ability to slow time and warp really helped sway the odds. Nice one.
For those experiencing scrolling of the webpage - yikes, looks like chrome is a real bastard about this? If you've got firefox available that's what it's tested in but I'll stick up a standalone version of it tomorrow and maybe see how embedding the itch page here goes for now (might suffer the same issue)
@all - thanks for the kind reception! :)
@Sean - good catch on the CSS, thanks. Will patch that this morning.
@local minimum - this was the best way I could find to map the buttons; the up to drop has indeed irked some people but the 2 "action" buttons for rotation makes too much sense to ignore. You can also tap the down arrow to speed the block downwards, fwiw.
I added some post-jam updates for quality of life; mode indication, extra shots from combos, and fixes for the chrome folks. Enjoy!
Re: music - it's https://en.wikipedia.org/wiki/Korobeiniki (which also inspired the GB tetris music) with a few different notes and timings; figured it'd be "safer" to work from that than from the "real" tetris music notes.
@GFM - I'm aware of how TGM handles it - I just didn't have time to implement anything more sophisticated unfortunately! The bombs can help you clear out messy stacks.
As you say, getting an I piece in place to recover ammo is good, but you can waste a lot of time trying for the perfect stack - getting a few doubles in a row lets you clear out almost as many robots and can tolerate a bit more mess.
I've finished the game and can do so pretty reliably; takes about 10 minutes for a normal mode playthrough if you can keep up with the robot spawn rate - the trick is to quickly bomb if you fumble something badly rather than try to fix it, and keep the robot count below 2 (ideally only 0 or 1 on screen at a time) to keep the amount of movement you need to do down and let you focus on smashing out lines. The "death by masses" is the way most people seem to die once they've got the basics down :D
I've considered making an easier/"help i'm bad at stress tetris" mode a few times, if I get a bit of time before the judging is over I might! In general though I wanted to recover that "damn, this game is brutal" feeling I got from playing tetris as a kid.
@Nicolaigd - thanks for giving it a look; if you check back, you can tap down to move it down in single increments; I've considered making it tick down faster while holding the down key as well but again, ran out of time :)
@GFM in case there's any doubt - proof of victory: http://i.imgur.com/YQLnosu.png -> http://i.imgur.com/Bn8N9zr.png I went overtime to get some more tetris points as I'd struggled mid-game for a bit, haha :) Any missed shots really hurt.
Cute :)
Very nice :) lots of UX improvements to be had, but of course it's all about the clever idea in the end!
Very lovely mood! I'd be interested to see where you could take it with another 72 hours, or a week!
The artefacts seemed quite... uninspiring :) It was nice to explore the space, but collecting pure-white blocks gets a little in the way of the narrative.
Would have liked some sounds upon bumping into things, and potentially a damage or disruption mechanic to deter bumping into ice bergs!
The terrain and especially the lighthouses looked lovely; and as someone else said, the lightning gave me a jump!
Well done!
Lovely game!
Pretty tricky stuff but an interesting concept :)
Beat it; Dying by stunlock isn't much fun ;) Audio in general was very loud and a bit obnoxious but overall nice enough for LD :)
Hey :) I still wish I had that carpet!