Alone, the Game by Colinchocolate 2011-12-19T12:52:00
Extra points for unsing fractals in the paintings. xD
Foon → Ludum Dare Explorer → Users → GFM
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | It's a Small World | compo | 436 | 2.91 | 2.25 | 2.44 | 3.44 | 3.96 | 2.70 | 2.58 | 3.33 | |||
| 2016 | 37 | One room | Flipper | compo | 474 | 2.96 | 2.75 | 3.36 | 2.57 | 3.21 | 2.00 | 3.00 | 58 | |||
| 2016 | 36 | Ancient Technology | Burning light | compo | ||||||||||||
| 2016 | 35 | Shapeshift | A Simple Tale | compo | 446 | 3.24 | 3.20 | 2.74 | 3.04 | 3.52 | 3.46 | 2.89 | 3.73 | 49 | ||
| 2015 | 34 | Two Button Controls / Growing | MK-F417XX3 | compo | 255 | 3.54 | 3.58 | 3.75 | 4.17 | 3.33 | 2.95 | 3.00 | 3.14 | 48 | ||
| 2015 | 33 | You are the Monster | Hero's Quest | compo | 607 | 2.97 | 2.47 | 2.15 | 2.97 | 3.87 | 3.31 | 2.34 | 2.77 | 75 | ||
| 2015 | 32 | An Unconventional Weapon | Kitten | compo | 488 | 3.24 | 3.25 | 3.14 | 3.09 | 3.41 | 2.97 | 2.68 | 3.07 | 56 | ||
| 2014 | 31 | Entire Game on One Screen | Cold Remembrance | compo | 324 | 3.43 | 2.19 | 3.03 | 3.46 | 4.37 | 3.51 | 2.36 | 3.94 | 69 | ||
| 2014 | 30 | Connected Worlds | The Nether | compo | 890 | 2.86 | 2.33 | 3.20 | 2.54 | 3.16 | 2.60 | 2.54 | 2.72 | 64 | ||
| 2014 | 29 | Beneath the Surface | Persona | compo | 289 | 3.46 | 2.63 | 3.50 | 3.81 | 3.85 | 3.45 | 2.50 | 3.52 | 100 | ||
| 2013 | 28 | You Only Get One | Two Options... | compo | 114 | 3.62 | 3.47 | 2.40 | 2.32 | 3.95 | 3.44 | 2.52 | 3.45 | 100 | ||
| 2013 | 27 | 10 Seconds | Space Rift | compo | 340 | 3.28 | 3.45 | 2.13 | 2.68 | 3.81 | 3.14 | 2.31 | 3.02 | 100 | ||
| 2013 | 26 | Minimalism | NoBility | compo | 717 | 3.02 | 3.09 | 2.92 | 2.82 | 2.94 | 3.20 | 2.32 | 2.78 | 100 | ||
| 2012 | 25 | You are the Villain | Save the princess | compo | 353 | 3.00 | 2.90 | 2.11 | 2.50 | 3.37 | 1.22 | 2.00 | 2.58 | 100 | ||
| 2012 | 24 | Evolution | EVO - X | compo | 682 | 2.30 | 1.88 | 2.06 | 2.88 | 2.78 | 2.36 | 1.53 | 2.23 | 100 | ||
| 2012 | 23 | Tiny World | Hummy's Hunger | compo | 772 | 2.41 | 2.27 | 2.29 | 2.27 | 2.46 | 2.62 | 2.34 | 2.21 | 100 | ||
| 2011 | 22 | Alone | Loneliness | compo | 585 | 2.11 | 1.91 | 2.32 | 2.03 | 2.33 | 2.25 | 1.55 | 2.00 | 2.06 | 88 |
Extra points for unsing fractals in the paintings. xD
Thanks for the comment. =]
When voting is over, I'll make some slight changes...
And I'll take that into account. (also, I'll remember that the "random" function never work as it should xD)
I forgot to add this in the main screen. Though there is a note about shooting, it doesn't explain anything.
So... as you gather more balls, you'll eventually change the sprite (becoming something like a dog...).
And thanks for all the feedback. Once voting is over, I'll upload an updated version (though I'm still working on that...)
That means that you aren't alone. And that when you can shoot. Just hold the left mouse button and have fun. xD
I think I'll add an explanation on the entry... so somethings make more sense. xD
(re-submiting comment because of a mistake... sorry >_<)
I forgot to add this in the main screen. Though there is a note about shooting, it doesn't explain anything.
So... as you gather more balls, you'll eventually change the sprite (becoming something like a dog...).
That means that you aren't alone. And that when you can shoot. Just hold the left mouse button and have fun. xD
I think I'll add an explanation on the entry... so somethings make more sense. xD
And thanks for all the feedback. Once voting is over, I'll upload an updated version (though I'm still working on that...)
Actually, the one on kongregate (where I had originaly hosted the compo version) was updated...
I forgot to add the link here. >_<
The game is still a bit difficult... Enemies can still spawn over you (causing almost a sudden death >_<)... But I'm quite happy with that version. =D
http://www.kongregate.com/games/Ganshu/loneliness
(I'm still going to write a post-mortem soon... and, when I do so, I'll write about the post-compo ^^)
Really interesting game. And... so... hard... >_<
That last part was really hard!! >_<
But I really liked the way you interpreted the theme. =D
Katamari... on space? xD
Well, that's kinda how I saw the game... xD
Really liked it, though it would be better if there wasn't a max size and if you went on to take over the sun! :P
Wow, this was really fun!
I really liked how you can't shoot (since it's automatic) and, instead, you control the bullets.
Now, on to clean my keyboard... xD
This game is simply amazing!!!
Funny little game. =]
I liked how I'm literally a bug. xD
(Also, that's where the definition bug came from, so... extra cool points xD)
This game is really beautyful.
And original in the way you travel from one planet to another.
But sometimes I felt that the gravity could be stronger... Since I'm not pulled into a planet, except if I'm really close to the planet... (or so it semmed to me)
Funny little game. =D
I really like being able to change the controls! =]
But, at first, it wasn't clear how to shoot (since I always take the mouse out of the window, when playing something with the keyboard)...
Sorry, but...
I couldn't find any download link on the page... '-'
I really like how you interpreted the theme in an unusual way (while you live in your tiny world, there's all this happening outside)...
But I didn't find this game fun at all... >_<
You just keep walking and reading and... that's it... it lacked interaction, perhaps... (I read that you didn't have time, so... I understand...)
Hope next compo you can get yourself more free time. =D
The controls are kind harsh... I would normaly expect the player to move toward the direction I'm pressing... and not to circle until he faces the direction I'm pressing...
I know that this type of control is usually used in 3d games, but... perhaps, if the facing rotation was faster (and with a smaller radius)...
If improved, this can become a great game. ^^
Adding something like score, power-ups, etc would be nice. =]
And I must say that the hard mode is really hard! I mean, come on! I must dodge all that cells... With a huge hitbox? That's insane!
Interesting idea... but since it's being a while since I last studied Chemistry... I couldn't do more than H2O... xD
Wow. Awesome music!
And I really like how you used the theme. Though, in a way, it's a simple concept, I found interesting the fact that you can shrink again after you enter a smaller space.
Overall, I liked the graphics... it's simple, but well done. The Only thing that bugged me is the player's graphic. It feels kinda unpolished in comparison with everything else...
Great game. =D
Some things that I've noticed I should say, after watching some friends playing my game:
- I mention this later in the game, but... you can't walk/jump and eat;
- You can't eat things that are flickering! (forgot to add this info ingame);
- In stage 3, the cake is slightly bigger than it should be (even though code seems ok):
Jump over the cake so it shrinks until you are able to eat it (3 times should be enough);
- "Collision" (for eating... it's an overlap check, actually) is kinda buggy... or so it seemed when watching my friends playing... I don't have problems.... '-'
And an explanation about the theme:
- Originaly, hummy would grow through the stages (i.e. it wouldn't return to it's original size). Then, when he got bigger than the world, he would eat the world and go to another... until that one also got tiny...
While panicking about finishing something in time for the compo I forgot about this... and the game now seems kind off-theme (I would even say completely off-theme, but... who knows? Other's may think otherwise...)
Thanks for the comments. =D
About the controls, it was necessary to use a button to eat and to only be able to eat when stopped because there would be enemies... It would be to easy otherwise... (at least, it seemed so on my mind xD)... Though I noticed that it takes some time to get used to the controls... I'll think about it when doing the next version. ^^
Thanks for all the comments. =]
All your feedback are being taken into account for the next version.
(that means, for one, that I'll make changes to the controls... Though I'm still not sure how...) =D
So... I'm a robot that can smash or disintegrate (with a goddamn lazer) tiny people? Awesome game! xD
I really liked how the song tells the game history and give intructions on how-to-play. =D
I didn`t notice earlier... but tamagochi really have a lot to do with evolution... nicely thought
Also, nice graphics.
It`s nice to see some stuff that isn`t interactive, only to add details to the room. =D
Amazing game!
At first, I didn't understand what I had to do... But the game can be easily learned through trial-and-error. =D
(Though I memorized only a few mutagens... xD)
Interesting concept! =D
It would have been great if you had been able to make some more stages...
It's incredible how complete your game is!
Amazing job!
Let me see if I got this right...
When a baby buffalo eats enough, it breeds another? O_O
Words fail me... xD
Jokes aside, the idea may be kinda fun... but I found the gameplay lacking. >_<
It's nice to knock wolf away and it's kinda funny to see new babies being born... but it's only that!
More stuff would be nice... (though I understand... xD)
Nice game. =D
But, as others have already said, the controls could be better... =X
Also, I found a funny bug (I think)... Whenever you've got 2 calves next to each other, you can make then breed infinite calves... .-.
It should be clearer which part of the gene I'm selecting... Because I'm just clicking randomly hoping that I can change it the way I want...
Well done!
Though the game is simple, it's quite fun. And the sounds really add to the atmosphere.
The game ran really laggy on my computer (stand-alone version, on windows) on the early stages... but as I grow bigger it began to run more smoothly. (also, my computer isn't really powerfull... so that was probably the cause).
Great take on the theme. And nice graphics. =D
I really wish the game was longer... with more narrative, perhaps...
Perhaps it's only me.... but I found the game really hard. >_<
Couldn't pass the second stage... =X
But it's really fun. =D I'll probably play it again later. =D
Collision detection fells really buggy, as I keep falling through plataforms... =X
That's an interesting and unique concept! Though many games use the same base idea (mutating the enemies and combining (kinda) them), I really liked how the trigger is you taking damage. =D
The only downside are the graphics... =X
But the song was really good! =D
Cute nice game! =D
Really enjoyed, but it lagged a lot in my pc... x.x
Dude, this rocks!
A rythm/shooter... that's new to me. xD
It made an interesting combination. =D
Ok, I've just spent more than one hour playing this game... its freaking fun and adictive. xD
I just stoped because my computer suddenly began to lag a lot... and it was unplayable... =/
Wow, it`s pretty hard to make then breed the way you want...
Though it`s funnier to just let them breed madly, it`s harder to get the ones needed to advance...
Nice game! =D
Amazing game!
Awesome graphics and animations.
And I really liked seing a beat'em up in the compo. =D
@Vordux: Time (and lack of ability xD) didn't allow me to try and make some more sprites/animation... Though the gameplay makes sense to me, I was afraid it wouldn't be quite clear for other...
Also, you can see what games I've played most through my style. xD
@turnip: That just show that it was indeed bad design... It's intentional for you to go downward and there isn't enough enemies to evolve. But, they respawn... I should have made the respawn time faster, so it wouldn't cause confusion...
@Brassawiking: Wow, now I see it!! I thought that leading the player into a place where he would be able to kill enemies and evolve would be a nice idea... (I really though that =X)
Thanks for all the comments. It's really great to know what you all thought about the game. It also helps me understand which choices where good and which were bad. =D
@Wydra: I noticed the game was probably very dificult... I was even going to add checkpoints... Unfortunately, I couldn't fix some bugs in time and had to remove it from the game... >_<
Again, thanks for each and every comment. =D
Really, it helps a lot to know what I should (or must xD) improve. =]
Great entry!
Nice cute pixelated graphics. =D
I found the game idea interesting... though I didn't quite understand how the game works... ( the strategy involved, I mean...)
Also, it would be nice to carry some of your minions to the next stage...
It took me a long time to find a smaller enemy. >_<
So, I really think the radar would be more usefull when you are little...
But the game got fun when I got bigger. =]
I had yo play this game 4 times to try and make my mind about everything... xD
It's really nice being told the history according to how many fragments you gather... but I missed it changing the ending.
Also, as I understood the game (you being the black-eyed girl, since the player's graphics flashes over her graphic, in the end) it doesn't make sense to me the guy dreaming of everything when you steal the memories... shouldn't it be the other way around? >_<
I'm not sure I understood everything... xD
Nonetheless, awesome game!
Nice game!
The mechanics kinda remind me of "The world ends with you", since you are controling two differents players. (though that's where similarities ends... I think xD)
This was great!!!
Everything (gfx, sfx the interaction) helped imemrse in the story!
Original idea, and nice take on the theme! =)
You made a gameboy game?
That's awesome!!
My only complaint is that the game could be a little more friendly to those playing with the mouse...
Other than that, good game!
I know the rogue-like games are usually slow paced (since they are usually turn-based =X), but I found your game too slow...
Nice idea, though!
Until I understood how to make it clueless, I was just trying to put mines under the cursor. (it works on the first level xD)
But then there is a easy (and cheap) way of making it clueless... so it became quite easy. xD
Neat concept!
Nice game!
The worst enemy was by far that bastard with the heart... how am I supposed to kill it without being hit? >_<
Also, not being able to change direction keeping the speed (to try and hit those from behind) was also troublesome...
This game was really slow.
Adding a "skip message" function would solve this, though...
What exactly did I just play?
It was... interesting... xD
I really liked this game. =D
For sure, that is the worst villain from games!
I liked how this game reminds me of the Ace Attorney series (because the boss is points and yells... just like the "Objection", etc).
Awesome game!
I really like how you used the theme!
Except for the character, the others graphics and the sounds reminded me of atari games... xD
The second round is definetly the hardest one... that goddamn small baloon. >_<
But was able to finish it, anyway! =]
Playing full screen really helped...
Nice game! ^^
This reminded me of the Super Mario 64 intro. :)
Nice game!
It's fun flinging them. =D
Nice game!
It's really polished! Also, nice graphics!
It was really annoying having to select attack/move with the mouse (since the icons were so far away). Hotkeys would had been really nice... or, perhaps, if a menu appeared over the selected unit...
Okay, this is the game* that best convey the theme!
*It actually fells like a story... there's few decisions, and only two of those change the outcome (with gameover).
I'll never again complain from the enemies damaging me on touch... that is so much fun! =D
My only complain is that the holes are too big... if you don't jump at the exact moment, you will fall... =/
What, this works on Wii?
When I'll definitely try this out later!
This was great!
And I really liked your take on the theme.
Nice game. =]
I liked how you implemented the jan-ken-po rules; it made sense to me. Like, a fist really breaks a finger, and it makes sense that a palm can stop a fist.
Is there anything to differ real walls/spikes from fake ones? I found it kind of annoying having to try which is false...
Other than that, nice game.
This felt more like a game with simple graphics than an minimalistc RPG...
But, other than that, good job. :)
Nice game!
I really liked the main mechanic (i.e., the need to uncover the map). =]
Why won't you 'guys' let me do my work? >_<
xD
I really liked this.
It felt like I was in a office with everything distracting me.
This game is awesome!
I really liked how you used colors to represent which objects you can grab. :)
And flying around, because of how objects would attach to you, was really fun (though hard to control).
Nice game! :)
But I think it could have done without the pink square...
After you get it, you can simply clean the entire stage and hit the red ones directly...
There's no way I won't like a shooter.;)
But it was really laggy on my computer, and that made controlling the ship almost impossible. >_<
If it weren't for that, it would have been quite fun. ^^
Great game!
My only complaint are the controls. It really confused me at times having two attack buttons, instead of only one that hit toward the direction I'm facing.
Nice game.
I just think that enemies should also only damage the hydra half with the same color.
I liked the controls, though it made changing directions while maintaining velocity quite difficult. (at least, when I wanted to ram into planets xD)
Nice job. :)
This is amazing!
I had never played anything like this before!
This is simply amazing and super fun!
And the game is also really polished!
Great job! =D
This is great!
But I rage quit on the room of minimal pitfalls (hard mode xD). =X
My only complaint is about those damn spikes. Perhaps this would change the level design a lot, but... I think they should only kill when touched from the direction they are pointing at.
AAAAAAAAAAAAAAAAAAAAAAAARG
This is freaking hard. >_<
Awesome game!
I'll come back to this game and finish it!!
Wow, this game is awesome!
I really liked the NES like graphics, but I missed some sfx. :(
Good job. :)
Thanks for all the comments.
@killerstarbunny
Why is that? You haven't got flash? Afaik, flash can be play on any of the major OSs.
@ataxkt
Well, I can't completly disagree... but I needed some way to tell the controls, and I've learned that no one read instructions... xD
So I decided to do it through a narrator and ended adding a backstory (kinda).
At least, I've already fixed it's position (and made it's alpha=0.75%) for the postcompo. =D
I really liked this game. =]
The song is great, too. =D
Nice game! I was going to say about shadows but then I read your post compo updates... that was my major complaint. xD
The sfx when hitting/being hit was just awesome! xD
The controls aren't really smooth...
It takes too long to go from a direction to the other.
The wall jump is really trick. It throws the player far away (or the levels are too narrow).
Also, try making the running animation a littler faster. It's too much like walking, by now.
And lastly, jump is to floaty... gravity should be stronger...
Nice game! The walking animation was great!! :D
But a little too heavy for my pc. :(
(I played until the second stage with detectors, then it got too laggy...)
Okay, rating this on the last minute wasn't a good idea... I couldn't beat the boss... xD
I really liked this game! The graphics are great!
Wow, awesome! There are some really good graphics in this.
This really reminded me of 2D top-down puzzle games. It's interesting how that mechanic came out in an enviroment with gravity. :)
Really nice game! :) The graphics, specially, are great!
Though a little unbalanced... (with 5 turrets, 2 initially maxed and later everyone maxed out, I was able to hold off every monster)
Also, the game got stretched to the browser's width but maintained the height fixed , which kinda of killed the graphics... (I resized the window to make it an reasonable size)
This was actually pretty funny. Nice game. :)
Awesomely done, for something made in 48h! :D
But there are some heavy influences from Braid... (not a really bad thing, but only if there were other features...)
I feel like I should explain better my comment...
The game is great, the graphics are awesome, but it really isn't all that original. You indeed modified the focus from puzzle (in Braid) to an action game and this resulted in an interesting idea, since your "shadows" can also shoot.
But I few that this improvement is too small when compare to the game you based. So it's only really a complaint about innovation. The game is really good on the others aspects! :D
Your take on the theme was really unique. I don't remember any other game using something like this.
The game was good and quite hard! I really liked it! :D
Nice game! :)
That level on the picture (actually, the one that looks like that but has two beholders) was by far the hardest... it should had been way nearer to the end. xD
Amazing concept and incredible graphics! This was really unique.
This game's graphics and sounds are amazing! Really! All those transitions, animations and scenery... just amazing! :O
But nothing happened after refreshing the browser... (I actually won accidentally on my first run, failing once to complete the second location) :/
I wasn't expecting this. I also was kinda confused because of the screen shoot.
Turns out this is, albeit simple, quite nice. :)
Great graphics and nice idea!
Nice game!
The theme was greatly used and I really liked the gfx. :)
The ending was totally fitting this game. xD
It wasn't that much of a challenge... but it definitely was weird and dark. My only objective is to take those happy looking Matryoshkas to their demise?.... ._____.
Nice game. :)
Nice game!
The story was really well done and it's nice to see what would change depending on your actions.
I felt the game is lacking feedback when you hit things/are hit. Particle, a louder sfx or flickering would have helped... Also, the hitbox was too big (or the lack of response made me mistake it).
Great idea and theme interpretation, though! :D
Great game! It took me a few tries but I made it to the end! (screw level 22, btw! XD)
The levels were really creative and well designed! And being able to brute force through any wall was great! (it saved me a few times)
Nice graphics. Simple, but really nice. ^^
This was great! Somewhat of a 10 seconds Wario Ware like game...
Nice and funny graphics and extra points for the a cappella sounds! I was pretty much laughing through all the game. :D
Really short, but I liked the level design. Those rotations were really nice! :)
Your take on the theme was really interesting. :)
I really liked this game.
It was interesting having to pay attention to when I should switch characters. This made your take on the theme really original.
The gameplay felt solid! I didn't have any trouble with controls nor with the concept (well, it did take two tries to understand the game, actually... but I didn't read the intro the first time (I was trying to make the text be fully displayed... not to skip it >_<))
And those graphics... just awesome! :D
(sfx was also well done)
Simply... amazing job! :D
Nice game. :)
Nice use of the theme. It's different from the majority of games I've played.
I played this on google chrome. FPS seemed normal, but controls were really troublesome. You move so fast that it's really difficulty to control precisely where you are going.
Interesting take on the theme! The time-limit also helps with making things interesting, since you won't be able to take your time and wait for the perfect recording.
The graphics, though simple, are quite nice. And so is the music! It sets a nice "nature-like mood".
Well done! :D
This was really unique! Nice game! :)
The songs are great!
But I wasn't able to figure out the keyboard of stage 3 without the hints. Having two measures ending of silence confounded me.
I'm really considering looking into the source just to know if there's or not a win condition... xD
Nice game with an interesting mechanic.
My only complaint is that no matter what choice I took it resulted in the same overall experience. I mean, I could only get one different scene (telling you boss where the assignment is) and a few different answers... This game could really use some different paths (like when you decide to check the e-mails but end up taking a shower anyway).
But for something done in 48h, pretty nice. :D
I had a bit of trouble with the controls... Losing momentum when you hit a wall, but not when you jump-hit it and keeping grabbed to a wall even when running (if 'z' is pressed) took me some time to get used. But those are mostly caused by me not having fully learned the controls.
The level tileset is really detailed, and particles are always welcomed! xD
Great game! :)
I was going to give this game another go and was surprised to find out that you updated it.
This time I can say for sure: I was lacking practice. Now, playing it for the second time, things were much more smooth (but the last stage was freacking hard... it took me 5 minutes, I think).
Great graphics and sound!
Gameplay was nice, but a little unusual for a TPS. wasd for movement is much more natural, in my opinion.
Also, I couldn't figure out any strategy, since enemies aim exactly at you and shoot at the maximum rate possible. Even hiding behind pillar didn't help, since I wasn't able to get out at shoot'em without being hit...
Anyways, nice game! :)
Is there no way to make those lil veggies eternally happy? >__<
Great game! Both the graphics and the sounds are awesome! :D
Nice game! :)
The song was great!!
But jump felt a little too floaty.
Funny little game. :)
Great game!
Graphics are great! It's amazing to see something this good with a palette so restricted...
But I felt platforming, at times, quite difficult... The same kind of difficulty found in Megaman's Elecman stage.
This was nice. :)
But it could really use some more verbs... there was a funny part I tried "press button" and it didn't accept, but when I wrote "push button" it answered "you press the button!". xD
Also, some tips.
Keep track of the state on each level. This way, you would be able to simplify the code a lot (like, if(state == before_got_key){...}else if (state == before_door_is_open){...}else{next_stage();}).
Don't keep everything on the stack! When you call a function inside other function both function calls will stay on the stack. Return a code (advance, next level, fail, whatever) and use this on a main loop.
Lastly, when I moved from python and ruby (actually RPG Maker's RGSS), this tutorial help me a lot: http://www.cplusplus.com/doc/tutorial/
Good luck with your learning. :D
This is amazing! So fun and the many possibles way to complete a level only add to the replay value! :D
An ending (something like a "Play again/exit" screen after each stage ) would be nice... or I simply didn't play enough of it. xD
Also, I can definitely see this as a mobile game! The high replay value also help here.
The music was great and, have it almost only (I think I hear a metronome or something... XD) made by voices added to it's awesomeness!
The graphics are also great, and leaving a trail through runs was a nice idea!
Last, but not least, that screen when you lose... It's funny that the bunny's can't feed it's family because you failed to bring grannies and kittens back... xD
Nice game! :)
It's nice that every planet has gravity. It adds to the challenge.
Nice game! :)
I enjoyed playing this. The variety of weapons (and upgrades) made this fun.
Throwing things out of the window was really enjoyable. I'll have to come back later to try and get all endings.
Nice take on the rogue-like genre. It was possible to look around and think about the next action (instead of using only what little info you know about your surroundings)!
The only problem I've found is within the stage generator. There was a locked door but, after breaking all the tachyions, no key was found.
This is really nice! Good job. :)
Really interesting game!
Just a little (very, actually)... sad in the end (not a bad thing... but I wasn't expecting that). The sound effects at that moment really took things a step further!
Great job!
Awesome game! :)
But lag really killed the later levels for me. There was no way to quickly draw everything. But that's partially fault on my end (for using a slow pc).
Amazing entry!
It feels really complete with even an intro and ending.
The mechanic was really nice and, at fist, reminded me of Lost Vikings (also because of number 2 and 3).
The last level was great! It somewhat felt like a farewell for leaving each robot in it's own button.
Also, a tip about controls. Something I find useful to do (but was never able during a compo xD) is to create customizable controls. (though I didn't have trouble with the controls)
Great job! :D
Wow, great entry! This really give off this "complete work" felling! Difficulty raised quite nicely (I'd even say logarithmically xD). Graphics were great! And so was the music!
The seasons mechanic was really novel and interesting. :D It added strategy to a genre that normally is only about repeating this: "memorize pattern->avoid bullets->destroy everything" (not a bad thing, I really like shooters, but this game was something else).
I only think it lacked a boss battle... (c'mon, it's a side scrolling shooter.. it's necessary xD)
The seasons mechanic could make a boss battle great!
Nice game! It's really well done!
But it always seemed to be the same level. No even skipping would change the level...
There were minor changes to how to asteroids were placed/moved, but not even one "dark-colored guy" appeared and there was always a single "light-colored guy" on the center of the screen.
Really, how did you find this relation to the theme? This was amazing. xD
I got stuck on the last level... but nice game! :)
The camera closing in as you get closer to explode is a really nice touch! And having a built-in level editor is great!
I personally thought that some things are too 2D while others are too 3D... this made a somewhat incoherent look...
(the graphics are great! just, not so much to my liking...)
And the controls require lots of changes... movement and jump are too fast, double jump is useless unless you are still rising (which is pretty hard, since you get to the apex of the jump arc so quickly) and wall jump felt... weird (really difficult to control and unpredictable).
Nice game! I found the idea interesting. :)
I really shouldn't try playing HTML5 games on firefox... it seemed that your games was slow, but when I played it on chrome it ran greatly. :)
Nice and well polished game!
And the graphics ares great!
I really shouldn't try playing HTML5 games on firefox... it seemed that your games was slow, but when I played it on chrome it ran greatly. :)
Nice and well polished game!
And the graphics are great!
Nice game with cute graphics!
It could have used some more working, a proper ending...
The controls were really hard to control... You should rotate less after pressing a key.
But the offense/defense concept was interesting. :)
Great game! :)
You guys were able to teach all of the gameplay only by itself! That's really something! :D
But, though really pretty, I found the trasitions a tad too slow... In games that you might fail a lot, it's better if to make it quicker...
Also, the controls are a little weird... The max velocity should be lower and the acceleration should be higher (when not in the box). But that can be only my tastes on character movement... ^^"
Wonderful background! And that last barrage of enemies after two minutes... >_<
Nice game. :)
Funny game!
Even though it is short, I found the level well designed. :)
Nice game and interesting concept! :)
I really liked how you must slow time to score higher but that makes the game harder.
But only (small) complaint is that it really sucked to go back and forth between mouse and keyboard only to restart the game. The are no problems with the menu (it also forces the player to set focus to your game), but in game it would be better to keep my hands all the time on the keyboard... Perhaps this is just me being picky. xD
Nice level design.
Also, being able to stack power-ups felt great! :)
My only complaint is the screen size... it's way too big... but that's only my opinion. xD
Nice game. But a bug makes any question time-out after 5 seconds, which makes the game quite hard...
The sounds were great!
Nice game. :)
This is simply amazing! So polished and awesome! :D
The combo-system is a great addition! I'll definitely come back later to play this game again. =D
Nice game. :)
Nice game. :)
And really hard. >_<
Nice game.
It wasn't as uncontrollable as I thought it would be... it the controls were great, actually. (with lots of inertial, but, hey, you warned about that)
This reminded me of Half Minute Hero.
Great game. :)
Btw, I was only able to complete the first 3 levels. xD
Nice game! :)
Nice game! This was an interesting use of the theme. :)
But man, I suck at puzzles... xD
Wow. This was awesome!
Platforming felt really nice. I had no trouble jumping on those vertical paths (which is something many get wrong!).
The laser idea was quite nice and made me pay attention to where I should hide... but what I liked most was the moles burying themselves to hide from the light! This enabled me to have some breather.
Another great decision was the camera only following when you are touching the ground and the death by going off screen. This made the game harder, since I had to plan carefully also based on these aspects.
The graphics were simply, but quite nice! The animations were specially great!
And you've made me play this four times!! Since the game was short, I tried every mode. =D
Great job!
Nice and fun! :)
The switching mechanic kept the game interesting. :)
I was really surprised when the ammunition factory was destroyed.
From that moment, it was gg for sure. (I was facing 17 enemies... so maybe I wouldn't have any chances anyways xD)
Amazing graphics!
But the controls didn't work that great, since my screen dimensions is smaller than the required to move through all the scene (and both top and bottom were offscreen).
Except for that, nice game!
Reminded me of Half minute hero. ^^
With some reworking, more levels, more equips and sfx, this could become an awesome game! :D
Nonetheless, nice job! :)
Wow! This was really nice! :D
Wasn't able to beat the harder difficulties, though... xD
The controls were really unique. Kinda hard at first, but it was ok as soon as I got used to it.
Nice game.
Wow, this game is awesome! That was a great idea!
I'm a fan of shooters, so this was a game that I would easily like. But you took it a step further! The controls are great and having to pay attention not only to the boss's bullets but your (previous) ones, made this something really unique.
It would be great if you made more bosses. :D
(and sounds... this greatly enhances a game)
The sense of urgency caused by the camera shaking was really nice. It's a pity that this game have so few stages...
But nice game. ^^
Ok... what did I just play? I understood that I shot something at some other thing that resulted in stuff...
I was able to understand the idea behind the mechanics, but I couldn't figure out how you actually maintain a list of functions and thus neutralizes everything...
I must say that this was really interesting, innovative and with great music! :D (but I still can grasp the gameplay >_<)
Nice game! :)
It took me 3 tries to understand how I could heal my self... but I was still burned to death... >_<
After some time, I started to understand what I was supposed to do and how... then I started to have lots of fun! (though I found quite fun to see the ship burning... xD)
Anyway, I only got to stage 2, so I probably still don't quite understand your game (I never even fired a potato through the weapon system...).
My main complaint was about the fire extinguisher... I couldn't really tell where it was extinguishing. But seems like you fixed it on the post compo.
I'll definitely play the post compo later! :D
Nice use of the theme! :)
Almost playable? This is great! The controls feels great (though I had a little trouble with some platforming) and the level design is awesome!
The graphics are also great!! :D
As always, suberb music! :D
I always look forward to your great chiptune music. ^^
The game is great and I played it 4 times, I think, trying to beat your highscore... I'll come back later to try again! (4:50 something was my best time, dying 4 times >.<)
The graphics are really simple, which adds a lot to the atmosphere!
Thanks for all the comments. :)
@ethankennerly, that's a good idea. I would get somewhat annoyed by those enemies,but didn't think about how to fix it. I'll do that on a later version! :D
@triforcespark, that was one of the inspirations (kinda). Though I was aiming to make a "non bullet hell" shmup. xD
@patrickgh3, that was one of my concerns (that it would look like that), but I wasn't able to think about any other way to use it, after I started the game...
Thanks again for all the comments. =D
It's great to know your thoughs on it. =)
@unusualcadence, I actually forgot to add it to the description (though it's on the in game help). If you keep shooting for long enough, your weapons will overheat (and thus, start to flash in red) and then stop to work. Should have made that more clear... ^^"
@patrickgh3, @Just Tom, @Dir3kt, well... I saw that coming. xD
During development I noticed that my take on the theme was quite light (and somewhat forced... I started to use 10s as the cooldown for pretty much everything). =X
I'll try to focus more on the theme, next time. (Maybe even on the post compo) ^^
Wow, awesome!
You did well to tune so much the player controls, it's really responsive! And, while simple, The graphics are well polished.
Great game! :D
Nice game. :)
Btw, was the main character based of on Sora (from Kingdom Hearts)? xD And that other character is definitely a Moggle, kupo!
It would be nice if that moggle at the end would teleport you to the beginning, if you hadn't found every fragment (I missed only one... >_<).
I couldn't really figure out the relationship between music and the 10 secs (I mean, it wasn't obvious like changing the style and I failed the count the beats and relate it). I was able to notice the switch, though, using the bg flash...
Also, there are some minor physics bugs. If you hit a wall/platform when on the air, you lose control over your movement. And you wouldn't stick to those vertical platforms, when moving downward, which sometimes made you unable to double jump.
Really nice game!
I liked specially the boss battle!
The graphics are great, specially because of that parallax!
But I, too, didn't quite like the camera...
Great game! Found it more moody than funny... anyway, I really like the dialogs! :)
I usually really like your games and have tons of fun playing them. But this time, I felt it got repetitive too quickly...
I liked the graphical style a lot and, although short, the song loop didn't get tiring... oh, and the toys' names were funny!
But there's no thrill, I only had to repeat the same action some 20~30 times...
Perhaps if from time to time there was a big wave with lots of customers coming at you, or one that stole toys being sent to people it would be more interesting...
It was well done, nonetheless, :)
but not to my liking. :(
P.S.: Reading the others comments, seems like it's really a matter of taste. XD
One can't always please everybody. ^^
WOW! That lava is awesome!! *-*
Nice little game! (but I got stuck on "stairs" many times... =X)
This player graphics!
I was going to complain about being killed by monsters spawning over me, but I see that you already fixed that. Not only that, but you made the game get harder over time...
Nice fixes! Now I have almost nothing to note on the compo version... XD
Well, here goes my two cents: try to keep a consistent art style through the sprites.... The Background and the monster that fires fireballs, for example, aren't matching the style that much... (though the platforms are nice!)
Although I have to agree that the controls were quite buggy... Goddammit! This game was amazing!
Fix the bugs and release a post compo version!!
And though I'm not into games for mobiles (my cellphone is still a simple one, without touch), I can totally see this being ported to mobile (or, at least, touch devices). It would feel a lot better to touch the screen madly then it feels to mash the mouse. (I'm not a fan of games were you must press the mouse quickly... but this was amazing!)
P.S.: Oh, wait! I forgot... this was made in HTML5, right? So this probably already have touch and mobile support... (or at least, it should be possible and not all that hard)
Amazing game! It's really fun! :)
This was really novel! Though I associated it with those analog games of passing a ring through a wire maze, it was really interesting how you made that into a game! =D
1-bit pixel art. You got me there! xD
And this game is really fun! The chiptune music and sfx were great, too!
I really like to, having only one bullet, still be able to kill the enemies... and with "friendly fire"!
Amazing job!
I'm not sure what to think about this game...
I feel like your are playing with the fact that I only got one chance to save the world but it's inevitable that I'll fail...
I found... this weird... It also annoys me because I keep thinking "what if there were a way to win?" but then I try convince myself otherwise.
Still, since I like bullet hell shmup, this was fun. :)
P.S.: I read on the comments a way to win... I can't believe it, but if it's true, you are a real evil genius! (in a good way :) )
Wow. The fact that you made a 2D labyrinth, by itself, is pretty amazing! Great use of the theme!
And I liked the simple color palette and the retro graphics a lot!
This wasn't as hard when I started using those lines to map the labyrinth. Then I was able to navigate (somehow)... xD
Cute lil game. Nice take on the theme! :)
Stage 10 felt awesome! So many kills with a single bullet... *-*
XD
This was fun!, but somewhat repetitive... =X
I'm not really into this kind of game of "you have this one simple task, try to achieve gold rank on all levels"... but linking headshots made up for that! XD
I liked this game. It was fun! But I feel like there's still so much that can be added to it... I could be a way greater game.
For one (sorry D:) the music... it was funny... but didn't match the game and was somewhat annoying after some time. =X
I think that games like this should allow you to control your jump height. This would allow better controls.
But, all in all, the game felt really good and fun! It wasn't unfair in any way and every death was my own fault.
The controls were responsive, I didn't have trouble aiming and shooting at stuff and the boss was beatable. Also, the stage didn't feel too long or too short.
So, polish it, make the controls even better and add more levels! Then this will be really great. =D
Btw, I didn't play the post-mortem. All this was based on the compo version.
Haha, but at least he's wearing both shoes!
Amazing game!
This was really fun.
I didn't quite like that much level 3... I prefer to only control one character...
But those levels with crates were great! It was fun using them to control the fire. Also, that level that requires you to save the humans before putting the fire out was really good, too.
Great job! :)
This a really simple but well made game! I liked it. :)
The platforming sections were spot on! There were no trick jumps and the character animation was great!
Good job! :)
I really liked the graphics and audio!.
The game was fun!
And damn it! Those exits on the "You only got 1 shot" room don't take you anywhere! I thought it were passages... XD
(yep, was able to get there =D)
I have to admit. This was so funny!! XD
And I was able to get an amazing distance of... 6m... XD
And the theme... I usually don't like literal takes on the theme, but this one... this was gold! XD
Amazing job!
Well done, this game has great controls!
The idea of getting one weapon at random (from the capsules you've got) is interesting, but for non-offensive actions (like double-jump) it's not all that nice... Perhaps with two pools (active/passive) and two gashapon machines...
Nonetheless, well done! :)
Awesome game! It's really fun and well made! The song is great and those graphics are amazing!
The polish in this game is also great... all the animations and different tiles... it's something simple, but it keeps things interesting!
The game was indeed hard, but I didn't find it unfair. Except the fact that spikes hurt you but don't hurt enemies... that's cheap!
Amazing job!:D
No audio played... :(
This is an interesting idea, making a game about hitting stuff the fastest you can while being a ninja! But I'm of the opinion that you shouldn't use the mouse like that. XD
I can see the "one button" part of your interpretation of the theme, but this really made the game a lot harder than it needed to be for me. Something as simple as the y position of the mouse deciding what your action is made me use wrong actions many times (mostly, I would throw the grapple when I just wanted to move right/left).
In a touch device, I can totally see this working (using one finger in each position/moving "instantly" from one touch to the other), but not with a mouse...
Though that's just my opinion, and I'm not really a fan of action games that have the mouse as it's sole input.
Good work, nonetheless! =D
P.S.: just read your comment bellow. Some of my problems were probably because my computer sucks... XD
(It's a single core AMD Athlon 64 bits 1.6 GHz... that's more than "under-powered" XD)
I'm running a Windows 7 Home Premium, with a AMD Athlon Processor TF-20 (1.6 GHz), 3 GB of RAM and a ATI Radeon HD3200 graphic card.
I tried playing your game again and kind of figure out the problem with the audio...
I turned up the volume (always try to avoid trivial errors XD) and run your game. The sounds played fine, which I found strange... Then, I closed it and tried to run again but, this time, no sounds played.
Seems like a bug that keeps resources from being freed. (my guess)
If I remember it right, when I first played your game I tried moving (I usually try to play, at first, without reading anything about the game... =X) but the character just took a step and stopped. When I understood the controls (kinda), I restarted the game to reset the timer. That's probably why I didn't notice the sounds at first and then I didn't hear it.
I took a quickly look at you code and something that may help to cap the draw rate problem is to set a flag when the ninja is updated (main.lua:166) and only draw if that flag is set (clearing it afterward). Even if the draw function is called, you can probably avoid it running whenever the world wasn't updated. :)
(I don't have any idea how the lua main loop works, so I may be wrong. XD
Now, replying your comment on my game. (your idea was great... it really worked well!)
The theme was only implemented on the ending... "You can only save one of them". The main problem with this approach (other than being weak, imo) is that some people might not see it... Well, this was on my calculations. XD
About the sprite bug, it also happens with the sparkle, but I'm not sure why... I'll have to look into that later! (the ladders was laziness, and low priority on that, of my part =X)
Thanks a lot! =D
I have another game I want to do now (my first idea for this LD), but I'll definitely come back to this game sometime later!!
Around wave 5 or 6 (those 8 jumpy red turnip) it got too hard for me... But I enjoyed and I'll play again!
Though it's quite simple, it's a fun game! And the graphics and sounds are great! :)
There were some pretty good levels in this one! Nice work! :)
Definitely something promising!
It was enjoyable to play... but way too hard on a keyboard. I wasn't able to successfully jump from rope to rope on the beginning of the second stage.
Really simple game.
But nothing stood out for me... :(
It's nice the you tried to make seamless levels, but switching from between them had no animation and was too abrupt. Also, if only (notable) differences were the color and the numbers positions... There's no increase on the speed, no new challenges... this made the game somewhat boring after a while...
Perhaps I didn't play far enough and it would get faster and more challenging - I did stop after 4 or 5 swaps. But those are my only complaints.
Nonetheless, good job!
This was way too lag for me to be able to play it correctly. >_<
Still, a nice little platformer! I'm just not sure if the movement was indeed really slow or if some of it was also my computer... xD
As has already been said, there really should be a way to drop a girl... or a better way to avoid them... Otherwise, this games feels more unfair than hard (to me).
Other than that, nice game! :)
Nice little game, but sometimes the hand glitched and stopped following the mouse (only moving after a click)...
Really fun game! The graphics are great!
You can never go wrong with rocket punching!
The song was also great! And the cute graphics (and the punching XD) made me want to play this since when I first saw this during the jam.
This reminded my of my LD#26 game, but done in a much better well.
My main complaint is about the platforms... using a round edge my it hard to make some jumps...
Such an great game! I really liked it! A lot!
The controls were really tight and the battle system was really fun. What amaze me the most in this aspect was the fact the I was able to hit while spinning in mid-air! Now, that felt great! Also, the way everything gets red as the timer shows when you are hit made me really nervous to get back to the heart. (By the way, this reminded me of Yoshi's Island...)
The graphics were superb. I'm a sucker for pixel art stuff, but this was something else!
The song was good, but what most got my attention were the sfx. They added so much feedback to any action in the game...
I wasn't able to finish it, though. :(
It ran so slowly on my computer that I gave up on my third try...
But I'll play it again on a better computer! =D
Interesting idea! Though simple, I really liked the song!
This is a quite good game, but there are a few things that (I think) could make it a lot better.
For one, re-spawning at the current level (and possibly having a limited number of continues). It really annoyed me getting to latter stages, then dying (because of the accumulated damage) and having to go back to the start.
Since the traps are placed on a tilemap, I fell that tile-based movement could be better... but that can be only my opinion. XD
Great game! :)
Pushing every zombie part afterward was really fun.
It had a simple pattern, but the boss was kind fun. :)
Nice game!
It was fun to juggle the enemies. :)
And it has great graphics and sounds!
It was quite funny and I liked having so many different lines!
Interesting graphical style. :)
Wooow. A game about bugs!
You got mean when I first saw those glitching tiles. xD That reminded me of the debug mode on Sonic The Hedgehog 2 (after you spawned thousand of things xD)
It's really fun and the music was great! I didn't got tired of it even after playing for a while!.
The graphics were pretty cool. And the glitching effect was amazing!
But I got stuck in one level... I'll probably come back to finish this game later.
Great job! =D
Great game! The animations are good and so is the music! The levels were also well made and fun.
My only complaint is: why does jump dirty the socks as much as walking on the floor? XD
It's a fun game with great controls... but you kinda blown your use of the theme...
Great game, nonetheless.
I liked your take on the graphics! That "low-poly" scenario came out quite nice!
But controls were a little tough... Aiming the bomb was somewhat difficult, at times, and that first jump on the crystal cave made me quit... >_<
I'll come back to this later and take the normal route! xD
This game feels so good.
It's simple, intuitive, fun and polished? What else does it need? (perhaps a combo system for multi-kills... and a better ranking system XD)
The controls are spot on! Moving and slashing are really precise and fun! The slashing sfx just add up to everythin!
And man... I'd thought the graphics are great... but then I noticed the shadows! The graphics are amazing!
Awesome job! :D
Haha, nice game! :)
But a little tiring... a mouse is definitely not the right tool to this task.
Always remember: If life gives you a rubber duck, demand to see life's manager and burn their hose down with rubber ducks! XD
Great game!
It lacks a concise art style, music and killing combo... but other than that it's already really fun!
Sorry, I'll probably won't be able to play this... >_<
Seems like my graphic card is too old to run this game... (from the error I got)
It's a ATI Radeon HD3200.
C:\Users\GFM\Desktop\ld48>java -jar teeth-ld28-windows-java6.jar
Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: Error compiling shader: Vertex shader failed to compile with the following errors: Fragment shader failed to compile with the following errors:
at com.badlogic.gdx.graphics.g2d.SpriteBatch.createDefaultShader(SpriteBatch.java:177)
at com.badlogic.gdx.graphics.g2d.SpriteBatch.<init>(SpriteBatch.java:141)
at com.badlogic.gdx.graphics.g2d.SpriteBatch.<init>(SpriteBatch.java:78)
at net.mostlyoriginal.teeth.IntroScreen.show(IntroScreen.java:68)
at com.badlogic.gdx.Game.setScreen(Game.java:62)
at net.mostlyoriginal.teeth.TeethGame.startIntro(TeethGame.java:34)
at net.mostlyoriginal.teeth.TeethGame.reset(TeethGame.java:29)
at net.mostlyoriginal.teeth.TeethGame.create(TeethGame.java:23)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:136)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
Awesome platforming!
But the controls kills it for me... Why can't I set moving to the arrow keys? Unity should handle this without any hassle. (And I did try to change it on the options window)
Though that's my only complaint. The music was fitting, the game felt really polished, with great and cute graphics!
Great work! :)
This was a tough game... This may not be the best way to describe, but I can't find a better word...
It's a great game to get us thinking!
Something I felt was missing is the ability to price another ration. Sometimes, this would be a good option, if what you earned were great enough to buy another one or two (and the other party could always refuse if they weren't able to pay it).
Controls were too slippery. Otherwise, interesting mechanic.
This was really so freaking cute!
Nice little game. :)
At first, I didn't notice that one candy switched the jump key. I thought I had to avoid that one. So I thought that the game is quite boring, since I wouldn't be able to jump after a single mistake...
Well, I was wrong. Switching the jump key is an interesting idea! :)
And that graphics... it's awesome! So many layers on the background, and such colorful and happy atmosphere... quite nice! =D
Nice mix of memory game and maze. :)
I really like games about switching colors... XD
And the graphics are really cute! Though... I found the backgrounds somewhat lacking... =/
Nice arena game! The difficult curve was just right!
First, about the compo version...
It's an nice, really innovative, idea.
But the post compo version... just... wow!
It's awesome!!
The art style of the game is so great and interesting! The small animation when selecting a tile and board moving when it's the adversary turn... And the sfx!
This game is getting really good!!
For procedurally generated music, this was pretty cool! I finally can finally notice auto tracker songs, after many LDs... but this didn't feel like procedurally generated!
The game is interesting, but could really make use of a device with accelerometer. The gameplay would feel much more natural.
Still, I liked this game a lot. :)
Nice job!
The theme was well used and the graphics are great!
But, though I really liked the concept, I didn't like the gameplay that much... :(
I couldn't help but compare it to the based game, and I missed being better able to track down who the killer is. Perhaps if each one had a unique line (like, being able to know about almost every one and every room). As of now, it's possible to know about only two people, at times...
The barrier, together with the "180°" modifier, were nice additions! Especially that modifier... when you already have such few time to think, having to pay attention to the details made it somewhat harder.
But the game lacks some sort of progression or score... otherwise, the game gets boring (to me), since there's no reason to keep trying and choosing a direction. I could simply keep pressing "left" and "right" as soon as I entered the stage, only failing when the "180º" was game...
It took me a while to understand what to do, but mostly because I didn't pay attention to the instructions and because I expected the info displayed by sense to have something to do with position of the character (instead of being a mere counter).
That aside, this was a nice game. Too slow to my tastes... I think that tweening and animations could be faster. There's no gain in keeping it at that speed. (My computer may be making it slower... but it's not the only culprit XD)
But the idea itself was nice! I liked trying to figure out the best combination with the fewer moves... though I don't know (nor did I search for it) an algorithm to do that...
Oh, and cute graphics! :)
Really well done game! It's really fun to play! :)
The fact that you have to stop to aim really add up to the overall gameplay, since it keeps you from simply moving around until you stumble at a good spot.
But I had some troubles with the hostages hitbox. At times, it was larger than it seemed to be.
Definitely a nice idea and interpretation of the theme. Nice game! :)
I liked how new characters interactions can combo with others. :D
Played for a while but found no boss... and since the gameplay stayed the same for a while, I just quit...
It's a nice game with great music (reminded me of Gundemonium series) and graphics! But it was too repetitive... If only this was taken care of, this would be a great game!!
This is an amazing game! I liked how, different from the others "you only got one arrow" games I've played so far, this is the only one that you really must choose when to use that arrow. The enemy behavior and how you can control it just add up to the fun!
And the sfx... watching those two goomba-like enemy chatting while I tried to make them come closer was funny.
But man... just how do I get past that goddamn scorpion without using my arrow? @_@
I think I already know how to flee from the cyclops battle (if that's indeed what should be done, since I could only get there without the arrow), but I failed when trying...
Well, I'll just have to try again later! =D
I really liked the graphical style! So cute and simple!
The game was also moody, in that you create a relationship between the player and the creature...
Nicely done! =D
Nice game. :)
It was quite fun and challenging. I only have two complaints:
1 - That goddamn "emergency exit"!! I fell on that... >_< And the previous level to that was the hardest! (though it was way easier on the second try)
2 - Bombs! Their explosion made me jump, sometimes making me miss a jump. Also, they seemed to explode randomly... if it would only flash red (for example) before exploding...
All in all, a nice fun game! :)
This was really fun! I was able to get to the Queenpup twice... only to be beaten twice. XD
It's not quite as hard to get to her when you figure out how the game works... but defeating her is another story. (shes too fast to apply only the same strategy >_<)
It's a pity that you couldn't take part of the compo. Even with the reduced time, this game is really well done, fun, and looks gorgeous! I would like to play more of it some day! =D
Also, it kind of reminded me of "Company of myself"...
Hope you have more time next compo. =D
Man... this is a hard game!
The "nearly blind" could be a lot less hard if sfx's volume were based on distance... Then, perhaps, it would be easier to notice when a fire ball jumped near you.
Great job!
You've made a 3D game... with hand drawn graphics. That, by itself is awesome!
And sorry... but I couldn't understand what was happening...
Seeing 2D sprites in a 3D isometric game is always nice. XD
Good job.
Great game and nice polish!
I kept watching the menu for a while, until I thought there were no more lines... XD
The graphics were really good and nice using of the theme, associating it with a real problem!
I didn't expect this to be this good.
Yes, it's a simple game, but if you added better graphics, it would surely be fun (specially considering it's a LD game). At least, the controls were well made, and that's a lot, really!
Great work! :)
Keep improving and try to have more free time next LD.
Great polish! :)
This would be way greater if the arrow was affected by gravity, though...
Great use of the theme. And holy crap! So many great puzzles...
Congratulations! :)
I'm playing on a windows computer and the controls felt sluggish... At times it worked flawlessly, at other times it's troublesome... perhaps my timing was off. On the third level, for example, the arrow appears before going to the next step, but it only work when pressing enter on the next one...
Otherwise, except for the lack of levels, this was quite nice. :)
Nice one button game! The controls were great! Though there was only one button, it was really clear how to trigger each action.
This a well done game, I can't say otherwise. I liked (your usual) "pixel-art in a 3D world" style. :)
But I didn't find the game fun at all... :(
I felt the game was only about mashing the 's' button... and that's it. I didn't feel compelled to keep playing it only for a higher score...
This was somewhat hard for a one button game... XD
Still, nice game! And great length too! The game wasn't so long that it got boring nor so short that it wasn't fully explored!
Now, who's the madman who sends real packages disguised as bombs? XD
My main complaint about this is game is that it felt random to me.
The notes were indeed on the right time, but being a long or a blue/purple note didn't seen to matter, nor the stave on which the note was. Being a LD game, I can see many reasons for those... but since it's a rhythm game, with great focus on it's music, I felt annoyed by those facts...
The song was nice, though. :)
The graphics are great in this game! And well done sfx!
That ending!! It made me smile. :)
And wow! This was amazing! What kind of weird transformation did you apply to those pictures? :O
I refuse to look at the source. (until I think more about it XD)
なんだこれ~
すげえじゃねの~
This was definitely funny! Typical Jiggawatt humor... from what I've seen from your posts.
And it's so much more user-friendly then some of your previous entries! (actually, I've only played the last one =X)
Really fun to play wrecking havoc and looking for new expressions from the judges! =D
Nice sfx. The voice was a great addition! :)
The difficulty was nice. But I prefer more fast paced games (like bullet hell shumups...), avoiding only in one direction was kinda boring... If I could maneuver through the waves, now that would be pretty cool! And if the hit box was smaller and everything moved faster.... *¬*
(ok, sorry... that's just my preferences XD)
At first, I tried playing with the weapon but as soon as I died I switched to the shield. It's way more useful. Since both of them just destroy one threat and take the same time to recharge, the gun should only be used one you know a good shoot will clear your path, while a shield can help you like that and protecting you while avoiding stuff.
All in all, a nice little game.
Amazing game! Now, this is polish!! The menu, by itself, was already interesting!
It was way easier than I had imagined after reading your postmortem and the game's description... still, it wasn't easy. And I'm not even that into puzzles! (normally... XD)
I think that the difficulty grow nicely and every level was well designed.
Good job! :D
This was fun. I've liked the Harvest Moon games for a while, now (though it's been a long time since I last played one...) and you were able to make a game that reminded me of that (in a good way). =D
Good job.
It's interesting that having only one bullet made an otherwise action game into a puzzle game.
You guys did 50 levels... I'm in awe! Really!!
I almost gave up finishing your game, because I tried to play in the hard difficult first. xD (if there are more than one difficulty, always go to the hardest, that's my way of playing... xD)
I always on the last world, in the third or forth stage, but just couldn't do it...
Then I tried playing o normal and it was quite easy. XD
Even though it's so hard, I liked this game. The "phantom tiles" could have appeared earlier, they were great to map the level. xD
And the music was amazing all the way through the game! =D
Though the game was quite moody and eerie, I felt disappointed for the lack of (told) history. Ok, she got through that dark passage way... but why was she there? Where did she go to? I don't usually mind this... but I felt it lacking in this game... =X
(perhaps the atmosphere made me want more about the game =D)
Great job!
Thanks for all the comments. =D
I'm somewhat aware of that bug when the player dies... but I couldn't figure out why that happens. The same thing can (occasionally) be seen with the sparkle from the button.
And there's some logic to the bats movements. They have three states: wander (erm... move randomly xD), fly upward and ram at the player.
With practice they can be avoided most of the time, but I know that they can be quite a pain. (especially when they do not move how you want when wandering...)
@SecondDimension: and I even tried to ease that adding a few (4, I think) frames after leaving a platform when you would still be able to jump... xD
@tobbez: How did you do that? @[email protected]
I was pretty sure it was impossible two activate both buttons... I even tested frame-by-frame to be sure! Did I break anything at the last second...? I'll to check that out later, thanks!
Oh, about the ladders... I thought about a way to fix that after implementing it, but so many things broke because of this fix that I just left it that way... =X
Again, thanks a lot for each and every comment! I'll gt back to playing (and commenting) your games... sometime later! =D
@JohnnySix: At first, each time you died a new corpse spawned. But the level became too poluted and I decided to keep only one. If I can think of a good reason to allow that (keeping level design and story in mind), I may do that! :)
Still... not all that likely. =X (maybe for a easy mode... who knows...)
But I'll definitely consider it!!
@Eddy93: I'm sorry but it's not (yet?) possible to save both of them... :(
It's a planned ending, if I make a post compo version. (I'll provably do, someday!)
Simple, to the point and funny game. :)
Amazing game!
It's a lot polished and fun, I'm really amazed!
You took an old game and made something really great and new out of it!
Congrats! =D
RAWR!
Really fun game! It's a shooter with a rocket-hoverboard-riding dinosaur... how wouldn't it be? :)
It's kinda difficult to see the bullet shoot horizontally by the ground units.
Also, why would anyone want a weapon besides the MEGA BEAM? XD
(Just kidding, nice weapons! But my favorite will always be the gigantic laser!!)
I have only one thing to say:
This was the goddamn best jam game I've ever played! Anything else would be meaningless to say...
Still... can't just stop there. xD
WOW! Each battle was unique, tense and totally beatable! There's nothing impossible and you guys used the "activation" clearly to show the weak point.
This felling of awe after battle those titans will take some time to go away.
The audio completed the atmosphere shown by your amazing graphics.
And that last temple... wow... just, WOW!
I didn't feel like I was playing a jam game. Something simple, experimental and/or that should be expanded further (really loose definition, sorry). This game is complete by itself. I don't think there's anything to add or take from it.
Couldn't find the secret bottle, but if the intended lesson was "kids, don't do drugs", I'll definitely won't. XD
Amazing graphics! Very psychedelic!
Nice game about managing a village with only one resource of each kind... this made me keep clicking madly at times, trying to keep up with all the resources I had and stuff I had to do. XD
I got stuck at the fourth dream. I wasn't able to do the jump. =/
Still, I really liked what I was able to play. The dream part was really nice and pretty! All those effects made it way different than the normal world.
How (and why XD) did you guys connect Unity to Flash? From a technical point of view, this is really interesting! (though, I think it's kind of "application 1 sends message to application 2", without much mystery to the actual implementation... don't know XD)
As for the game, it's quite nice. I didn't get to a point where so many baby fish were born as in the picture... but it should feel really nice!
It's a fun and cute game. :)
Dammit! I missed two triangles. >_<
Amazing game. You did well in letting the player learn to play by them selves... I hadn't even noticed that I was walking on water!
Wow! Amazing graphics! The audio was also really nice! :)
Why didn't I read the description before playing... I got to the bottom of the cave playing with the keyboard... while I had a X-Box controller connected to the pc. >_<
Well, that aside. XD
Amazing game! Really, wow!! It was really fun and so goddamn polished! Fighting felt great, but I had some troubles adjust to the new range after I got the trident. The graphics are great, and the hud with the controls reminded me of GBA games.
And the music!! Changing it when you go underwater was awesome!
Really, amazing entry! :D
This game is promising! It's already really good, but it could use some more sfx and it could be possible to build the bunker horizontally, also. I don't know if this would be a good idea, but traverse could be made easier... Oh, also, the achievements could be built into the game.
Other than that, I don't have much to say... Graphics were really good. I liked that you are able to make a (completely autonomous) self sustained bunker, although that seems to be pretty hard.
This was really fun and funny. And wow! For 6 hours, this is really polished!
But it's really hard. >_< I'll try again... later.
The graphics, mood and sound in this game were great! Until I got to the ending... It was somewhat anti-climatic... I mean, what did he find? Why was he going after something (and also what was he going after)?
Still, it's an awesome entry for 48h! =D
Ok... I've got only one thing to say: this was friggin' awesome!
The graphics were great and reminded me of the 16-bit era pre-rendered graphics.
Music was really good and sfx were great.
And gameplay was... really, really fun! I thought it was unbeatable, so I gave up at first (no, I didn't rage quit! XD).
But then, I gave it another try and was able to beat it in a few days (around 10). I was really expecting a worse ending...
But I beat the surf ace. Now I can forget surfing in peace. XD
Nice interpretation of the theme! The game was really moody with both the good and bad memories (and nightmares) as background... I really liked this idea. :)
Graphics and sounds were great! Man, that music... Just awesome.
But I have some complaints about the controls... I'm not really a fun of mouse controlled game in which you follow the mouse with a static camera. You see, since the action is contained only inside the screen(in this case, the canvas) when you move the mouse outside the screen too often things get troublesome. If I can't dash nor repel properly right by the border, because I would end up clicking outside the screen. And when I was moving near the border while repelling, my mouse accidentally got out of the screen and called the right button menu... (this totally screwed a run)
There's also the problem that if you move the mouse outside the screen, you'll be stuck in place. It really shouldn't follow me outside, but it could follow the mouse while respecting the constraints...
Still, this was a great game. Those things got in my way just a few times... It's a pretty good game!
This was the best jam game I've played so far (and will probably the best one this time around). =D Really amazing polish! It's such a complete game!
I was, at first, expecting more abilities, but turns out two were more than enough. That last room was quite challenging, forcing you to wall jump.
Graphics were gorgeous! The music, and sfx, were also really good!
Really, congrats! =D
Really well polished and fun game!
Graphics were great and so was the audio.
Now, if you kept working on it and made a larger level (or various) and bosses... that would be awesome! :)
It lacked a bar to tell when a power up was about to run out, though...
The game ended when I was about to turn into a god of destruction... I just needed infinite XP. XD
This was so frigging fun!!! The difficulty system kind of reminded me of AutoRun. In that game, between each stage you also chooses between a easier and a harder path.
Something I really like a lot is that by the end of the game you are at the maximum level. It didn't feel like grinding, even though I could have skipped a few enemies, and I had fun in destroying each one of them.
I can only imagine how great this would be with greater graphics (at least, animated), screen shake and more particles.
Amazing game! The soundscape generated by the actions of everything was simply... wow!
The game was really fun! I'm usually lazy about this, but I liked that it's possible to create a maze a soon as you get the blocking graveyard.
I also liked the fact that you didn't use the theme as a simple "you play beneath the surface", but added meaning to it!
So friggin' cute! I also really liked the songs! :)
Nice game. Kinda too big and slow for a exploration game... but, at the same time, it was quite nice getting the story only from what you found... I specially liked the audio snippets.
I really liked this.
I was actually expecting that ending. Funny and beautiful game!
Man, I just love your music! It' so friggin' awesome!
The simple graphics were a great choice for this game. This, with the ripple effect on the "non-current side" and color swaps made the game beautiful!
Gameplay is really fun! The music matches up perfectly with all the obstacles and this, together with your great music, made this so enjoyable.
Can't wait for the post-compo version. =D
Just played the post-compo. (v1.2.2) =D
The new backgrounds are really cool. And the new songs are great!! I specially liked that jazzy one (fourth stage).
Level 4 and 5 are somewhat harder than the compo ones... but level 6 took the difficulty to another level. I almost did rage quit. XD
Oh, and by the end of level 6 I got some noticeable choppiness on the camera... Since I only got that by the end of the level, I can't help but think if it's because of float point accuracy...
That or the game is running at 30 fps, and the players/stage was going too fast...
Anyway, it's really fun! Great job! =D
At first I forgot the "Close curtains" command, so I didn't understand how to finish the play..
But I gave it another try and it's fun and interesting. :)
Also, people seemed to like my play... XD
Controls are both uncommon ('w', 's' and 'c' doesn't line up nicely, it felt weird) and unpractical... I think it would be better to have two or three rows, for example (in a qwerty keyboard): the 'q' row move things right, the 'a' row left and the 'z' row plays sfx. Then, 'q', 'a' and 'z' should be the same command (e.g., "Open Curtain"), since they are in the same column.
This was fun. :)
I was kinda annoyed by the fact that it require lots of fuel to traverse even already dug paths, but I noticed it's used less than to dig. I once had to use almost half my fuel just to get to the bottom through a path I had dug before hand...
But that's a small complaint. The game was really good and unique. I really liked your graphics. =D
Nice game. :)
Nice use of the theme.
I really liked the idea, but felt the game was kinda unfair... It's too hard to stay close enough to punch people without being hit, but you can't stay far away enough (you'll spend all you stamina, sometime) ... If you could punch down the projectiles (even if this was really hard), I think the game would get fairer.
Great polish!! And the music was so cool!!
It took me a while to understand how the aliens behave but, after that, the game was really fun. I thought, at first, that they could change direction at any intersection... I'll have to read the description more carefully next time. =X
Great job. :)
Got to floor -7, but by then I had already lost my torch and could only see a smart part of the room. So, after wandering for a while I quit.
I hadn't played a proper roguelike game until now, but it was nice. It's a pity, though, that I was able to grab all those cool items but couldn't use them... =/
I don't know if I finished it, but I beat the toadfish and there was a animation... afterward, I only got a dark blue screen and nothing else (running Win7-64bits and Google Chrome 34.0.1847.137 m).
I really like the graphics! It's kind of crude (as in not overly detailed and without clean shapes, like... circles and ellipses with pixel level attention), but this gave the game it's own charm. The world map is actually great! But, overall, I really liked your graphics. :)
Starting with the boss was cool, I had them a motive to keep playing (must defeat that bastard fish!). But then it was only grinding. OK, I had to rescue my mate, but even for that grinding was required... There wasn't much else to the game, which is a pity!
Also, after buying the Speedy Sail there wasn't anything else to spend on and, since I had to grind in the first place (and you earn so much more from it), why should I bother to go after the coins over the sea? Weapons or more ship upgrades would be great!
Also the story was kind of... I don't know? I mean, there was so few of it that I don't know how I feel about it. It could be great, with that thing emerging, but I can't say anything as of now.
I understand, though, that time is really limited during a jam and we often aren't able to fully complete what we first wanted...
It could be a great game, so keep working on it! =D
Now, an idea I had. This game could really use a combo system. Something like Chrono Cross battles, were you have a amount of actions per turn and each attack uses up some actions, with stronger attacks needing more points. I wanted to keep slashing the octopuses, so I though of "combo-ing"... XD
I don't know exactly how I feel about being able to buy health when I've got no golds... still, this was fun! Except for the ten minutes things... this was way too long for me. >_<
This was an interesting take on the theme (got the two endings)... but it isn't expressed so well in the game. I was able to get the overall idea, but... what was really happening? Why were you hiding in a haystack (ok, this one I can think of an answer XD)? Why did the event take place at the beginning? Why defeating the boss one way leads to another ending (damage should be the same... the second form would be better, maybe, because then you would have [spoiler]eaten the boss robe[/spoiler].
Kudos for the recorded audio, that was nice! :)
Also, switching the attack as you lose health was a nice idea, but the jump would get glitchy, sometimes (going forward and backward before stomping).
Still, nice game! :)
Graphics were nice and the music was pretty good!
Nice game. :)
Interesting experience. Graphics and music were great!
But sorry, couldn't really get what I was doing... I placed some of each lifeform, saw some trees grow, flowers blooming and withering and fishes... swimming... I also saw a some flowers dieing after a while... But that's all I could see/understand.
Man, instead of being a simple "game beneath the surface", the mechanic you created from that... it's just awesome!
I really liked it!
This was really interesting and funny... but it got tiresome with a mouse...
Still, I played until it started repeating and the some more. Really nice game!!
Wow!! This game was amazing! Really fun and hard.
I'll have to go back to it in order to finish... I died a little after the music change. >_<
This was amazing!! I wasn't expecting for that...
Wow... just, wow...
I couldn't figure out how to play without the video... I just tried to keep the (known) '1's above and the '0's bellow, since the ones without numbers were never mentioned...
Awesome game! The way you guys used typing in this game was interesting. I don't think I've seen another game like this. I stopped at the third enemy.. it is though! ARG >_<
Everything is great in this game... but the audio... Wow!!
Great job!!
WOOOW!!! This so friggin' fun!! Jumping, and then diving back to the ground, felt so satisfying... so damn good!
You've put some crazy polish in this game, congrats!! =D
(it's definitely going into my permanent folder of LD games =D)
Could be an awesome game! Keep working on it! :)
Flying with the drill while hitting enemies beneath was really fun! Also, the game was really polished!
This is such a pity...
The post-jam game is awesome!The music sets up a perfect mood, the graphics are great and I liked the idea a lot.
But... what you sent/were able to finish for the jam is really far from the game itself... =/
RUDE BEAR strikes again!!!
Fun game! But, gosh... I was OP from the start... why was it so hard?
This really, really fun!
You made me smile, by the end. =D
The song loop was kinda short and got annoying after a while. But, other than that, awesome game! I really liked it.
P.S.: A comment got me thinking... if the short song loop was intentional, it's awesome! WOW! (still, annoying... but that isn't a problem anymore XD)
This was really unique. I (think) figured how yellow blue and purple works... but I still couldn't figure how to progress from a point. XD
Audio was really moody! :)
This game is so polished! Amazing!
This was also a great take on the theme! I just noticed and I say out loud "Why do these bugs have to transform after they lose their shell..."
Graphics were really good and cute! :)
Overall, an outstanding game. Congrats! =D
Well, great and really pretty game!
It's fun and challenging!
But I think it lacked more sound effects... The game could me a lot more alive and dynamic...
Great graphics! The simple animations were really cute! :)
I was able to get to three endings: bed, magic and money. I wish the options had more consequences than it seems... Most of the time, it seemed like only one or two answer were actually meaningful...
Awesome music! The game was really fun, and I found out I could get ready of those threats accidentally. XD
And those graphics!! That planet is so cool! And you even made things get smaller on the distance.
Great job!
Nice graphics and songs! Switching to the virtual world to interact with the real one was a nice mechanic.
The game was nice, but it need some changing... Should I be able to respawn at the virtual world countless times? What about leveling and equips? I know that 72 hours isn't a lot of time, but if you guys make another version, think about that. :)
This could be a lot more fun than it is... my only problem is the interface. I feel like it would be a lot easier if everything was done through the keyboard.
First of all, thanks for the comment on my entry. :) I'm still thinking about how to make a post-compo version... Perhaps trying to write random scenes would give nice results... but that would be too tough to do... I also want to actually write a story, maybe with branching paths... Don't know (yet).
Well, on to the comments about your game. :)
I really like the idea here. It's a really interesting approach to the theme.
I see that you kind of separated "ages" and somethings can be only done in certain ages (like, you can't date when you're too old and you can't learn to code if you're yoo young). But I don't see it as a game, as of now... it's more of a interactive thing...
Maybe you could add more time slices and separate the game into the ages. Like childhood, teens, adulthood, etc. Maybe you would be able to make it into more of a game... Adding short term goals (to a specific age) and long term goals (depending on what was previously done, but only on later ages), and also adding a conclusion after death, saying how you chose to live... This would remove the experiment part of it, but if it was short, it would be possible to play many times and see how things can go differently...
Ok, now after playing the post compo version... Still better. Really better. Now I have options and must choose what to do, and it interferes in my life...
But I still miss a conclusion (and more goals)... Maybe something like TeamPurpleDolphins said...
Nice take on the theme. You could have explained the controls somewhere because, even through experimenting, it took me a while to understand that I can double jump and throw birds, since at first I can't do any of those.
Graphics were great, and the switching between dream (?) and reality was awesome!
And yes, I had to do that! Nice small easter egg. :)
Nice game. The tip was kinda obvious, but the way it's used wasn't. ;-)
This was really fun!!
I enjoyed growing in power as I destroyed the enemy, and it felt fair that I lost mobility when more powerful. The boss battle was really well made! Every part was fun and different.
Great job!
Great game and use of the theme!
The narrator was the best part of the game. It kept moving me forward, for I wanted to know what he was going to say next, and also made me curious about what was happening.
The ending was also quite nice, with all the effects and the accelerated music.
Great work!!
Wow... I played it thinking it was a jam game, but I just saw that it's a compo one... Nicely done!
Lot's of cool point for being able to rip each limb of enemies. XD
But controls felt clunky. Movement was floaty and the swords didn't move exactly like I wanted too... Although I was able to hit what I wanted.
Still, it's really fun! =D
Outstanding entry. Wow!
The game is really fun, the graphics are beautiful and the polish... It's so frigging polished! It could be a "common game" (as in "one not from a game jam") that I wouldn't find it surprising.
Oh, and the snippets in japanese were a great idea! I found it really funny.
But I have one complaint. Although I find it fun (and fitting) that at first you can only shoot from outside the water, the health meter feels really broken. It starts decreasing then I suddenly die. When I'm circling enemies to jump again, many times I grazed one, took what seemed like little damage, and then died before getting away from it.
But other than that, the game is already awesome!
Really good game! Why does these little guys always want to stay together at the border of the island? Do so at the center!! >_<
The mechanic was fun and interesting, and the sfx made those little guys cute and funny. Also, nice gfx!
Nice graphics! How the health is represented is really cool, but not all that practical...
The game is good, but since the bullets go through enemies, it's hard not to shoot those scepters...
Nice game. :)
Very fun game!
The narration was a great special touch.
And wow... that scenario!
Noooooooo. There were too few levels. >_< (yep, I did beat it =D... after some tries... XD)
Nice snake game! It's really fun, and different from the original. The platformer mechanics made this really interesting. :)
And kudos for the nice and simple graphics and the sfx.
Particles everywhere!!! But I have a single complaint: the boss battle is kinda... The boss being able to spawn over you kinda ruins it for me.
But it's only that. Otherwise, this game is great! It feels and plays awesome!
Really good! I was able to get to the 8th tip, but no to the last one.
Man, this is hard! Sounds and graphics were also great! =D
This was really good! The story was really interesting. I didn't see that coming... It was surprising (the psychics powers), but didn't feel out of place.
This game was really nice! The use of the theme was nice, and making the map upside down was a really nice touch. :)
I just think it was too hard with just those landmarks... Perhaps, if you could mark 5 tiles (number picked at random), it would get easier, but not too easy.
This game looks really good and was fun... but it could be way better.
It should had been possible to see enemies on the map (if not always, at least for some time after using a item) and you should be able to attack in any of the eight possible directions.
Oh, but the audio was great! Cross fading between the songs was a great idea! :)
I feel divided by this game... I really like this game. But, it's so good overall that I missed even more the lack of a proper ending.
I understand, though, that 48h is few time... and if you have to recode stuff, you're probably in for trouble. XD
Controls are great. Graphics and the music are superb... but I missed the sfx. Gameplay was... amazing. I really dig the hiding mechanic, especially 'cause I tried to use as few items as possible.
So, congrats for the entry. Great, as usual. :)
Woooooo, fireworks!! Man... those graphics! And those particles... and you get more cannons as you progress, which means even more particles!! *-*
This game is beautiful! XD
The night/day cicle, the shadows and the reflection were also pretty good! Only the anti-alias of the ship wasn't nice, when not day time... but I can deal with that. XD
The music and sfx were really good and fitting. It's great to see a game this polished!
Also, it's really fun. Shooting things, with all this polish, is always fun.
Erm.... What? '-' What happened by the end? @_@
This was awesome! =D
It's really fun. :)
Arg. >_<
Screw venus!!! >_<
But this game is still awesome! That intro song... wow!
And nice graphics!
I liked the fact that every sfx was recorded.
Also, the idea is really interesting. :)
The polish!! This is so polished... wow!
Gorgeous graphics and sounds! The game was really fun to play and kept playing think "just one more time... I'll go better than the previous and then stop"... I played for longer than I expected. XD
Aaaaarg. >_<
If you hadn't said it's possible to win in the description, I wouldn't have tried it for so long... And I was able to get further in the conversation, meaning it can have an end point (different than getting messe by your thoughts).
This was really interesting. And kind of a simulator of how I feel lots of times. XD (though I always keep quiet)
P.S.: After reading your response to VictoryGarden, I see this game in a different light. At first, I thought the game was resetting, not that it was a scenario in his head... This just went from "great game" to "this is way too awesome"! =D
What? XD
I couldn't understand it... thought it has nice sfx!
And the model is definitely a rabbit! The drawing, on the other hand... XD
The game was really fun. :)
I liked a lot that it's cyclical, though it's quite easy and short.
The graphics were nice and minimalistic... but I think the background should be more contrasting with the platforms. But lighting everything around the player was a nice addition.
Audio was really good! The music was simple, but nice, and the sfx added a lot to the game.
Good job. :)
I'm amazed by how well made this is! The graphics is really beautiful, an the song is great and soothing. The core mechanic was also quite new, for me. Although hard, I had fun trying to pass each level.
For it to be perfect it only lacked minor polish, in my opinion: sfx for the boulder (push/drop) and torch. It's a simple thing that makes a difference in such a high quality game. Not having those doesn't take anything from the game, though.
An outstanding game. Congrats. :)
Woooow! So amazing! Your use of the theme was great, and the narrator... Awesome game!
Nice use of the theme.
It was actually quite fun, trying to back stab other players. =D
Amazing! Everything is so good... graphics, audio and gameplay...
The game was also really well balanced. At times I thought it was quite easy, but then I'd be to far from the spot light and everything (noise+anger) started to build up... until I was able to control everything again. It was fun maintaining this balance. =D
OMG! This was amazing!
When the game started it seemed to be just good... but as the story progressed it got better and better.
The animations were funny, and I really liked the graphics and the music.
Nice game. The graphics were great and the idea really nice. There's usually (as far as I can tell) few stealth games on LD, so it's nice to see one of those. :)
But I had a few (minor) problems with the gameplay... movement wasn't as fluid as I expected: going into/out of a hole wasn't always effortless, as was picking items up.
Also, a few times I died while being away from the cook, and she wasn't even looking at me.
But it was fun, nonetheless. :)
Nice game! At first I didn't like that the controls were a little slippery but I got used to it while playing.
The graphics are cool, and kudos for the game boy based colors. :)
Now, the level design was awesome! This is were this game really shined. I wish there were more levels, though...
Great entry! I really like your character design, but the others gfxs were kinda lacking...
The main mechanic was really cool and the levels were well made.
I really liked this... but for this exactly reason, I'll have to be more critical on the comment. I hope not to annoy you. :)
Although I liked the console idea, I wanted two things in this game related with the main mechanic: more variables/game objects (e.g., hitbox width/height) and a better console. Seems like (from gameplay) you tied the input with the gameloop... using flash event handling is way better, and not all that difficult (even if using a framework, like Flixel, in my case). Instead of modifying the index/value with a "isKeyDown()" from the framework, you could modify it on the KeyboardEvent.KEY_DOWN event. There's a example of this on the template I used (though it's for Flixel).
Also, having a actual console would be way cooler... but also harder to do...
As for the game itself, I wanted there to be solutions that didn't require that I kill myself (like, setting y_speed to -1, getting to a check point and dieing to respawn with hacks disabled).
Still, congrats! It would be great to see a post compo of this game! =D
Nice game! It's good enough for me to want to give it another try, going after a different ending... but the movement is kinda clunky. I see that you fixed the problem of constantly clicking, but the path finding still annoys me... I would get easily stuck at corners because the player goes straight to where I clicked, ignoring the geometry of the world.
Still, the idea was really nice, and you've gotta some great graphics and audio. :)
Ha! I finally defeated every virus! I won!!
...
Wait, that was only level 1? O_O
Level 2 got way harder... I got to 10 years and 300 and a few days...
Pretty fun game! It's amazing how polished it is. It felt like a normal game, not a jam one! It's probably the best game I've played so far (and that I'll play in this edition)!
Well, on to feedback about the game...
- I don't think shooting shouldn't be random, or there should be and upgrade to fix this... it's the basic well to get cells, before putting any turret... it shouldn't make you randomly miss.
- I was able to break level 1. I used 1 turret to aggro every enemy and another one to kill them. Then I just had to keep evading (and bringing them near the turret) until I had enough cells to buy better/more turrets. Still, it was really fun!
Congrats!! =D
The trail was a nice lil effect and I thought I could use it to check were I've already been... then I noticed it disappears after a while. XD
Nice game. :)
I really liked this... and it really amazed me.
That's life, "beneath the surface"... Living it self is a problem to be solved. You try to solve it by breaking it in smalls tasks... but you'll get overwhelmed by it sooner or later. But no one tells you what to do. You choose what you need and how to get it, trying to make the most of the journey. After all, you are left with nothing by the end of it... but did you enjoy it?
I think that's what you meant...
Thank you for this amazing experience (and food for thought XD).
The fact that enemies can freeze tiles is an interesting new rule.
Nice guy. Graphics are awesome and really remind your others games! :)
Those are only cubes! Why are they so pretty? Amazing graphics!
The mechanic was interesting... but I'll have to get a color wheel to fully experience it. XD
I found it really weird to be a pseudo-turn based game... movement is tiles based, and the turn updates when you move... but it also updates after a maximum time. This was interesting, but weird.
The concept is really interesting. :)
It wasn't clear to me that I won when I got to the stash.
I wasn't able to find any water bottles, so I thought I still had to do something to give it to Mr. White... But since I had already dug my way around the door, I had actually reached the end...
Nice game. :)
Amazing game! It's really fun... and so pretty! The gameplay is already a lot fun, can't wait for the post compo version. =D
At first I didn't understand what the tornado does, I thought it wasn't implemented (after reading the tutorial), but that is a nice power, since it's different from the others.
This was intense. Gosh, it got really tense when those steps got closer.
I liked how you used the theme. Though it's in the usual sense, you really focused the gameplay around it. The sfx really helped with the immersion. Also, the simple graphics felt nice. =D
Cute typing game.
Thanks for all the comments. =D
I'm still not so sure about a post compo version, but I might go back to writing stories for my games (as when I used RPG Maker, some years ago).
@Jonochrome Arg! I'd press the keys to complete the text, exactly so I wouldn't pass the options... I should have thought this would happen to others. >_<
@GrooveMan At first, I was going to do that... but then I decided on naming the masks and left the options like that...
Oh god! That ending!! I was kinda expecting something like that... but wow! Really good!
Graphics are already really nice, but the game need a little more polish... sfx and some particles would make this a lot better. =D
Amazing game!! The graphics are superb! I also really liked the story, even though there's only few meaningful interactions (so far I noticed two points, when Leos talks about his relative and on the dragon hunting choice). Still, I thought you were able to nicely convey both characters feelings and stories.
Congrats! :)
Amazing game! I really liked the main mechanic, and how the worlds are different (the color palette, song and dangers).
Graphics are really simple... but also well done and cute! And that waterfall... just... wow!
Congrats
Great graphics, as always. =D
I really liked your game, and was able to get the bad and normal ending... I may try again later for the good ending. :)
Probably what I liked the most in this game is the fact that each day you get a different phone call and journal, and that the story is told through those. It's a really nice touch. :)
The game was funny. :)
The intro was really cool. :)
Cute graphics. It's really well done, congrats. :)
Woooow! This game is too awesome!
I really need to get together with some friends to play this in multiplayer.
It's great that you did an AI! It's probably way funnier with friends... but it was nice being able to play right alway. Also, the AI is challenging and fun!
Congrats! =D
As soon as I saw the image I remembered "Charon", from LD#28. :)
Nice graphics.
The idea is kinda nice (and loosely based on the theme), but I found the game to be too unfair, instead of being hard. Seems like you've played too much of your own game and wasn't able to tune its difficulty for other people.
Amazing game! =D
It's really nice how the gameplay is completely tied to the story. Even though it touches a serious theme, it's quite funny.
Also, the gameplay is really interesting and fun. I liked how it's possible to weight if the side effects of drugs are going to help or not in your escape.
A gif you posted on twitter got me wanting to play this game... unfortunately it didn't live up to the expectation it set up...
The idea itself is nice, and I liked the graphics. But the mechanic felt lacking... For example, the beat could get faster the better you moved on time. This, way, you could swallow enemies more quickly.
This could be a great game if you kept working on it. =D
Great levels. :)
And the idea is quite original.
Great game!
The game was simple, but really fun. The combination of those nice graphics and the way the story was told made it really cute. :)
Now, although I liked you idea with the music, and didn't like the like the execution all that much... Specially on the later stage, were you flipped a lot through worlds. Perhaps if the transition were smoother it would be nicer...
Great job, nonetheless. =D
Amazing polish!
I really liked the graphics and the music, but it really lacked sfx... =X
Nonetheless, great work! =D
I'm not sure if that's exactly everything you guys did, but... The last thing I did, after exploring the area I found and fought a boss.
The atmosphere kind of reminded me of Chrono Trigger's future (2300 AD), except for the jazzy tune. I really liked the references to Pokemon, FF VII and ScubaBear.
Graphics are great. The battle animation is amazing!! The music and sounds are also pretty good!
It's a pity that you weren't able to finish this, but what you've done is pretty good!
Congrats! =D
Amazing entry, as always. =D
Graphics, as well as the audio, is great! I really liked that the recipe's names are read out loud.
Although simple, the game seems fun... I just need to gather some friends to really test it out. At least, I could play some against the AI. :)
Congrats!
Lots of particles everywhere. *-*
Nice game! :)
Wow. This game is really polished and fun!
Even though the graphics are really simple, there are so many details (like the filter and the animated BG) that it's really good.
Sound effects and music were also top notch!
There were some great songs in this game! :)
The attacking mechanic was really innovative, but also hard. That's not a bad thing, though. :)
I really liked this game. :)
Highly polished graphics and sfx, nice! :)
The camera movement is really interesting. I don't think I've seen that before! :)
The game is also fun. I liked how the thread constraint the movement. It allowed some interesting gameplay. :)
Great graphics!!
I would have preferred if it was possible to use a game pad, but it was a nice game, nonetheless. :)
Amazing quality! The game is really polished!
But I almost didn't play as the mech. The pilot kick is too OP (and fun to use), so everything else was kind useless...
I fell like the game needs to be better balanced...
Wow. This was so beautiful... Both the graphics and how you set up the mood.
It's a pity that you couldn't develop it further.
Woooow! Amazing game! I would really like to see this on an actual board and to play it with friends.
The game is really polished! Having sfx, flashed and animations for every action is great. Also, the UI is great at explaining what can be done at the current turn (and what is happening). Also, the graphics are amazing!
Congrats!! =D
On another note... seems like I found a bug... On the last round, I chose "colonize" to put a new world, but I only had one not colonized. The game, then, wouldn't allow me to take any action... (and thus, I wasn't able to finish my turn).
Took me a while to understand the mechanics, but it's a nice lil' game. :)
I really liked how you had to use the arms not only to move the hearts and gears around, but also to alter the map (e.g., making platforms).
Nice game! :)
Wow! Amazing game!! The main mechanic was already really cool and interesting... but you took it even further!
After seeing the yellow room image, I was able to think up solutions to every other room... but that red one.
That last room's puzzle was incredibly difficult. Solving it was really satisfying. :)
Amazing game, congrats! =D
A game about bacon and potato salad? Why hadn't it been made before? XD
Great game! The audio and aesthetics were top notch!
But it didn't like the camera... It felt like the camera was too zoomed in, or the FOV was too small. It was like I was too close to the floor. This lead to me finding the controls somewhat weird... but it's only a minor complaint. I got used to it by the end of the game. XD
Nice game. :)
It's a neat idea, but it's kinda too repetitive...
Also, it could have used more polished...
Them Katamari feelings...
Nice work with those shaders! :)
But controls could have used some more work... It's quite imprecise. Instead of instantaneously getting to the maximum velocity, you should (imo) have made it accelerate to its max speed. This way, movement would be smoother and more controlable.
Nice game. :)
I think this could be really good as a co-op/competitive game. But, I didn't find it as fun as a single player one...
Great game!! It's indeed punchtastic! =D
Punching stuff felt good and the graphics are great! The song is also good... but those remarks... those were awesome!
But I got tired of it kinda quickly... There seemed to be 2 faster waves, but that's all...
Dammit!
I think I stopped on wave 12... Just another one and it would start getting harder. >_<
I'll give it another try, later! =D
Wow! o_o
Amazing quality! The graphics and the music are superb!
The game is really fun and funny, even with few possible interactions (for a point-and-click). Even the passages were you had to wait and move cautiously were fun because of the animations.
Congrats! =D
Thanks for all the comments. :)
The game wasn't supposed to look like Lemmings... but since I was really short on time I put more than enough player for it to be beatable (if the AI helps XD).
I'm aware about the controls... After +/- 10 hours trying to fix it, that was the best I could do.
Thanks again for all the feedback! =D
Since most of my time was spent trying to fix the pathfinding, I ended doing a lot of things in a rush (and badly coded). For example, even though each type of player should have it's own speed, I opted to make everything equally fast. This made following the path returned by the pathfinder (and calculating jump distance) really easy, but it also made the "game" really stupid.
I might come back to this idea at a later time, but there are actually two other games I want to (try to) make before this one.
A nice and calming game.
I really liked how sometimes planets keep circling each other before connecting.
Good job. :)
Really interesting idea! Great game! =D
I wish I could fold the level more freely. But I see how this could make level design harder... I also kept trying to unfold the level toward me (to make a platform get closer to me, for example), even though I knew that it wasn't possible... I think this would have helped me, in some stages...
I wasn't expecting this at all...
Really bugged entry, but I enjoyed a lot. ;)
It was funny at first, but then it got tiring when I was trying to see all possible "endings"...
But the correct run was funny. :)
This game is so freaking cute!
Nice going with the theme. :)
Graphics are cute and the game felt polished!
But I'd have really liked if you had to keep moving, and fell when moving really slowly for a while.
Nice level generator. :)
The only issue I found is that the water kind of forces a path on you, making some of the levels less difficult than it seems to be. The game did, nonetheless, get more difficult as I got farther, though... Got stuck at last one. XD
Well done. :)
It's quite easy. Requiring to recharge after a number of shots, or having to go after ammo, could have made this game a little harder...
Nice graphics and intro. Hitting enemies already feels pretty good, but with a few effects (or perhaps more punching frames for SnowGirl), it would feel awesome!
The specials were also really cool!
I can see this becoming a really fun game. :)
Graphics and audio are top notch. It reminded me more Lufia II than FF, though... XD
The 'F' to speed up was a great idea! I was going to complain about that when I read that on the description. :)
And that dumb warrion! Stop defending!! The best defense is the attack!! >__<
Amazing game! It is really fun and polished!
The graphics were awesome, and I really liked all the little details you added, with the "warping world animation", the fact that after gathering some snow the tile will be bare... the fantastic throwing animation...
Also, the sounds and music really helped setting the mood!
I really liked this game. :)
But there's one thing bugging me... Was the controller support intentional? Keyboard and mouse controls get disabled if you have a controller connected, though I could play with it and it worked normally after I disconnected it...
Nice, tiny pixel art with filters!! I really like that kind of stuff. XD
The game was fun, but kinda too easy...
I remember seeing some posts about the AI during the jam. Good to see you guys were able to do it. :)
Also, you guys really polished this! :)
It should be really fun when playing with friends. :)
Great atmosphere! =D
I found the game too hard, but was able to beat it after reading the comments and the tips.
I really liked how you made the whole dungeon be inside the screen the whole time. :)
Once again, I'm speechless.
I'm astonished by how beautiful and awesome this is. Flying through the skies felt great (though I should say that I don't like the mouse for that... it always get weird when near the edge of the screen).
The intro set up the mood perfectly. The music really helped during the descend on that well, and the dragon on it's ascend. Then the sky, so clear and pretty, made flying through it and its landscape so satisfying.
As a game, it may be indeed simple. But, as an interactive experience, I really enjoyed it. It's amazing how much more complete this game is, compared to your previous entry. (which had already superb art, but lacked "game-like" gameplay).
Keep up the awesome work!! =D
That's some cool effects for making platforms appear/disappear. =D
Simple and highly polished!
The penalties made the game kept the game from getting repetitive, and the audio really setup the mood.
Oh, and I've yet to talk about those gorgeous graphics...
Really well done! Congrats!! =D
Great game!
I admire how you always make really polished games. =D
The game is a bit repetitive but, since it's so short, it didn't get tiring. :)
I really liked the graphics. Everything was represented really well, even though the scale was so small. :)
I also liked the song and sfx.
I think the snowball should had been positioned at the left side of the screen. It would be easier to see and prepare for incoming things... :)
I'm not sure I finished the game... I got to a rhythm-game like part, but nothing happened afterward.
Also, on that part, the controls were too far from the "music score". I still hadn't memorized every input, so I had to look back and forth to search for the corresponding key. Also, not having one lane per instruction made it only harder...
I got a really bad stream of RNG when I was only missing one room...
Also, I sometimes spawned over threats and died instantly...
Still, well done. :)
Really polished! I really liked the way you guys changed the world's perspective in each transition, to keep it consistent with the direction you were entering the scene. This, with that amazing transition effect, was a great use of the theme!!
Although I personally found the game kinda slow, the battle system was really worked for me. I'd attack while entering the next tile, to have more range. Also, I'd attack while turning, to hit two tiles at once... Don't know if you guys wanted it to be played like this. XD
The graphics and the audio were great, and I was able to hear some "Sakura sakura" in there. :)
Great graphics and nice sound!!
It was fun to try and avoid the bugs as things got more and more hectic. :)
So... I was able to beat you game. It wasn't as hard as I expected, after your recent post, but it definitely wasn't easy.
Although, as a fellow game developer, I understand that you wanted the controls to be part of the difficulty, but, as a player, it felt kind of... artificial, maybe? Like, most of the time, I wasn't playing against your game, I was playing against the controls...
After you figure out that you can hold 'up' to jump right after you touch the floor, this stops being a problem. Then, there's the fact that you maneuver better on the air, being able to make a complete stop by jumping and adjusting your speed. So, the only thing left was the slow acceleration/deceleration.
Of course, this is a different kind of platform than the usual (that has more tight controls). Perhaps adding animations to the player and, for example, ice to the floor the controls would be better accepted. This kind of "mind trick" can help make others understand you intent with the game.
Don't take, by all that, that I thought your game was bad. It wasn't!! I only didn't like the fact the most of the difficulty came from the controls, and not from the level design itself.
Still, the game was well made! I really liked all the effects, nice use of shaders, there. I gotta admit that the song loop got tiring after a while, but it was nice, initially.
=D
This was simply amazing.
The game is extremely fun; difficulty was spot on, with some nice trick jumps; controls felt really tight and precise and the overall mood was amazing. After playing this, I must go back on my opinion that there wouldn't be any interesting and innovative use of this theme. You've proved me wrong.
(if not for the theme) A similar effect could be achieved by using a minimap... but it wouldn't be quite the same thing. I could stand in one place planning my next target, but also move around looking at what was to come. There were no surprises, at no moment, but this didn't make the game less interesting, not even easier. And I find that funny because every other metroidvania introduces you to new areas slowly, making o backtrack quite a lot. Of course, time probably didn't allow for much, but having the entire map visible from the start didn't make this a worse metroidvania... It was a amazing game.
Congrats!
I may be biased, since I really liked pixel art, but this looks great! And you just used 8 effin' colors!! Awesome!!
I found the game really funny, with all those absurds situations.
Great intro!!
I found the game both cute and funny. :)
Amazing game! The game mechanics are quite easy to understand, even though the game is so hard to master... >__<
I still don't know how to consistently kill that damned jumping enemy. >_<
I really enjoyed the graphics!! =D
Why isn't there a 'craziness' category, so I can give 5/5 to this game? XD
Cute game. :)
Next time, don't forget to set a maximum speed! Though, it was funny going so fast that there were many snowmen on the screen.
Wow, this is highly polished!
The puzzle that made me look into the guide was the I II III. Also, on the 49 buttons panel... I knew what to, but I didn't know where exactly to draw... =X
I also didn't know how to turn the switch left... I tried moving it (click+drag), but since it turns the switch right when you click on its center, I got kinda confused..
And the binary one I got by look. Was trying to input 366 and, accidentally, inputted the right sequence.
Well, I'm not that good with puzzles nor point-and-click games, so I think this is pretty good and do-able. =D
(but, yeah... too hard for me XD)
The game takes too long to actually start... until level 9 I wasn't even trying...
Something that I found weird is the fact that conveyor belt doesn't change your speed. Although it forces you back, you can't actively move back faster than forward...
Really funny! When a saw a dog (am I right?) inside the computer... I couldn't stop laughing.
I could see some inspiration from surgeon simulator, here...
Well done. :)
I think this is the only game I've seen so far that was able to use the theme in a non-direct way... I didn't even know it was possible!! Well, it was also a literal use, but not the one 99.99% of the participants saw...
I liked the game, but felt a lack of progression... The day started to get darker at some point, but then I hit something and it looked like I went back to the start...
Graphics were great, and somewhat reminded me of a stage from The Lion King for Mega Drive. The music was really fitting!
As everyone else said, it's hard. But that's not a bad thing for this kind of game. :)
My only complaint is: no controller support? >__<
I found counter intuitive, but interesting, that you should time your attacks on the off beats.
Goddammit!! This was great, but my hand hurts! >__<
Slash the sword felt great!! It was really fun to kill all those monsters. Graphics and sfx were also great!
But I, personally, think the music was too badly equalized... some instruments sounded pretty bad... Though, it added a nice mood to the game!!
While I was playing your game I had this unsettling feeling... something felt way out of place, but it took me a while to understand it.
I found it really weird (graphically speaking, only) that I'm running up a staircase and, without changing the speed I'm going at (i.e., the stairs kept coming at the same speed), I could move forward and backward. Enemies also moved independently from me/the stairs...
It was like I wasn't actually going upstairs. Like I was just at rest, until I decided to move.
And, when I saw a gif, I had really liked the background effect...
Other than that, it was a fun game. :)
The graphics are cute and I really liked that boss design. Reminded me of an old mickey game for mega drive.
Nice game!
I was able to unlock the Stalker's Veld, but couldn't do much more, afterward.
Cool mechanic of moving a virtual screen inside the game's actual screen. =D (well, that's how I think it was done XD)
Reminded me of doodle god. :)
I never tried building for Mac. I'll remove those lines about the assets, since they were only useful during development.
I'm finishing to pack it for Linux, so the code won't change anymore. :)
@Aglavra - I feel divided... I knew that it's kind of small, but I also thought that it was the best resolution for this game...
I'm kinda too stubborn when it comes to pixel art. =X
@christopf - Where you playing on Android? Since I just made a direct port, so I didn't even notice that when you die (because you "left winter") and you have to restart the game it can be a pain in the ass to mobile users...
Thanks for every comment. It means a lot to me. =D
@someoneman I had one idea to add a little more interaction, but ended cutting it out. I couldn't think of anything within the story I had made to make it more interactive and fun...
@Rick Hoppmann You compiled from source, right? Unless you downloaded a corrupted package, (somehow) got the song corrupted when "untaring" or "deleted" the song (had it in a different directory from what was expected), I can't see how that would happen...
I didn't commit the song together with the game, I only committed the text file used to generate it. So, to actually run the game, after compiling it from the source, you must render the song and add it to expected folder.
I'll add the instructions on the README.
@rjhunter - Yay! Good to know it worked. I'll look up later about that folder difference... .__.
Again, thanks for every comment! =D
I'll write soon a "proper postmortem", talking about the game itself... Let's see if I can do this this evening.
WOW. This was really interesting! Great game!
You could easily make a harder mode by setting a maximum type that the cats can stay on fire. (I wouldn't play this, btw... I already had troubles with this mode XD)
Simple and well done. :)
This game is so cute. *-*
When I was a kid, I mostly played sega genesis... put I can totally feel the arcade style you went for. You got it really well! :)
Keep up the great work!!
...
What did I just play?
That ending... .______.
The game was great! Really cute! :)
I really loved the frog sfx!
Just tried to run it on linux (Ubuntu 14.04 x64).
I had to install libluajit-5.1-2 (it's not listed on the README). But even after that, the game didn't run. I get the following error:
"error: [string "graphics.lua"]:7: could not init video"
I'll try to play it later, on Windows. :)
Those graphics and the polish... wow.
The sfx and music also help to set the mood quite well!
I got really tense on my third play, when I was able make the baby stop crying and went after the burglar to throw more toys... It was really fun. :)
Yay, it's fixed now! Also, thanks for the linux support!
The game is gorgeous! I really liked the animation of the spawning geometry!
It's also so fun! I retried it a lot of times, trying to beat my best score (around 30 KM, never letting go of the boost).
The only thing that annoyed me was the lack of controller support. I could only rebind the movement (which, at least, enabled me to stop the sticking keys), but the other keys were hard coded...
Couldn't get past the tear... I'll give this another try, tomorrow. :)
I really liked what I've seen so far! It is a great idea!
I can't believe how freaking awesome your games are. Comparing to your previous entries, the benefits of the extra (well, and the extra experience) day really shows in this one. It has so much content (as in "gameplay").
Congratulations! Keep up the awesome work!
My only real feedback is that the power feels too over powered... If there were a limit, for example, it wouldn't be possible to brute force some parts, like the first shielded turret (unless that was intended).
I'm speechless... This was simply awesome... How can you do all that in only 48h? .___.
This was amazing! At first I thought it was a simple strategy game, but then I noticed how quick I get DNA and started spawning lots of genemons... it was awesome. *-*
If you guys added multiplayer support and hotkeys, it would be perfect!
I really liked this game. It's feels great to destroy everything and the music is really rad!
But, instead of what I usually say, I think this game would greatly benefit from having a upgrade system. Getting power-ups is fun in a single run, and it makes sense that the wrecking loses momentum after hitting anything... But, as I played, I imagined getting more and more powerful after each time I played, until I could destroy the whole scenario. *-*
Kinda like how you start really small on Katamari Damacy you start by getting small toys, coins, etc. and afterward you can get a friggin' country!
So, shortly: Great game! The only "negative" point is that I keep thinking about what it could be, instead of what it is...
Interesting idea. You get lot's of cool points... about there are some things that annoyed me...
Good points:
- I liked how you get to learn what the game is about by playing it
- Woow! It's a game that simulates a terminal!
- As far as I could tell, you generate a random password each time! Nice!
Not so good points (or things I'm going to nitpick since it's a "terminal simulator"):
- 'dir' as a command? Seriously? As a Linux user, that was horrible. (jk)
- The lack of auto-complete really annoyed me...
- You read files by running them, instead of having the pass the file as an argument to 'cat' or another "program"
- No numpad support (who types on the "normal" number?)
- No auto-scroll nor limit for the screen's height
Still, those are thing that mostly annoyed me because I'm too used with using bash. People who don't use Linux (or terminals, in general) shouldn't care about that.
Anyways, I really liked this. :)
This game was so cute. *-*
But it was also too slow... The rainbow took forever to fill...
Cute and funny game!
The original key layout was quite awkward, but the post-compo one is good! :)
Nice work! :)
I remember seeing a tutorial image you guys posted earlier... were you able to actually finish the game? I was really looking forward to playing this... :(
The enemies, even the boss (well, the blue pig) ran from me if I had my wok heated... which made the game quite easy. Also, even though the menu song was really cool, the other two songs were, like, 4 notes repeated over and over...
The game was quite fun and difficult. Well done. :)
Why is the counter set slightly on the diagonal? It keeps blocking the movement...
Also, the game got repetitive quite fast... I didn't fell motivated to keep playing (though I kept playing until I got score of 1090)...
Graphics and audio were nice, though. :)
I completely forgot about full-screen... 3 lines of code (more like 7 or so, to enable toggling) and it could had been done.
And since I played with a gamepad throughout the development, I didn't even though about the possibility of miss-clicking the window (even though it happened while I tested the moust...).
@TheScopelessOne - Try right clicking the file and selecting 'Keep'.
Thanks for all comments. :)
@RockhopperGames
If you are talking about, for example, about getting the green stone as the second one, that was completely intended. =D
The screech you here on the spikes only happens if you jump while on the spikes. Since you are touching the floor, it will allow you to jump every frame, without moving... Which results in lots of sounds playing.
Something that wasn't explained is that you can pass over the "altars" to set it as a checkpoint, once again....
@RockhopperGames
Green can be gotten right after red, actually. But about the other two (indigo and purple), I really didn't think they were possible...
Congrats for doing that! =D
About the checkpoints...
As a developer, feel divided. I may be wrong, but the only part that really needs more checkpoints is between blue and indigo. The only part that is somewhat hard is before yellow.
Other than that, you could, for example, re-activate the red altar before trying both green and purple... but they are mostly safe (as well as the path before blue).
Still, I can see how players could benefit from that...
If I expand this game (something that I wish to do, but after updating my framework), I'll go through these comments once again. :)
Really, thanks a lot for the feedback. :D
@Fanttum
Sometime ago, I looked into SDL2's support for chrome's native client, but wasn't able to make it work... So, at the time, a web player is totally out of question.
On another hand, I've read about how to cross compile from linux to Mac, but I still haven't tried... So there's still this possibility. Don't know when I'll get to try it, though. :(
If I do get a work around, I'll be sure to tell you about it. :)
Great game! I specially liked the song, it's quite funny.
Since you guys said that a revolver-only run is possible, I just had to give it a try... XD
I couldn't make it with no deaths, but I did get to the end!
It's also really nice to see more games made in C/C++ and personal engines. Thanks for sharing the source!
Great graphics and awesome polish!! Megaman 2's intro homage was really nice. :)
I really liked the song at first, but it soon got quite repetitive...
I also noticed that the collision was somewhat buggy, at times... so I just had to try to do this:
https://youtu.be/mnJtxPFP1j4
Great game! I had tons of fun (even if not playing it properly... XD)
Rad game with rad/great graphics! It has really nice NES-like aesthetics, which I liked a lot!
I only found the movement to be a little too slippery to my liking...
This is so cute!! Graphics and animations are amazing!!
The song is really fitting to the game's atmosphere!
It's really a pity that you couldn't get the game itself developed further... =/
Great game! Graphics and audio are amazing!
This would be great on a touch device! But with a mouse, it got tiring and repetitive... =/
Still, I really liked this game!
Great job!
Man, this is a great entry... but so hard. >__<
(I think that) I understood how the tentacles work... they try to move toward the cursor in a straight line... But this knowledge is pretty much useless when you are being pressured by a lot of enemies. XD
On my first play through, I got the 'extend' power up first, which helped me quite a lot...
Great game and great graphics! I only found the song a little repetitive...
This game was so fun! But being a Hidra sure is hard...
The idea of dividing the neck on the head's position was really clever!
The ending was really great! I liked the idea, specially for a jam game, but it needs more mini-games... it's a pity you guys couldn't get to do it.
Great entry!
I'm left with a few things in mind after playing this...
It didn't quite feel like I was a monster... it was more like I was a deity/force of the nature that went up to clean the land from it's rebellious people, maybe? I give it that graphics were great (in its own way) and it was quite moody (even if I'm still not quite sure about what I've just played...)
If I were to sum up my experience in a single word, it would probably be... "What?"
Haha, I wasn't expecting this when I started to play the game. Quite funny! :)
If you just had added a score (for each killed enemy) and a health meter, you would have had a pretty cool and funny game. With some SFX it would had been great!
Still, it's quit funny (and really, really, REALLY cute!) on its on. Only not much of game... =/
So polished!
Amazing entry!
Really funny! Seeing all my 'monster' at the end was great!
If I'm a slime... and a monster... and monsters have captured the princess... why am my going again my own people to help that hero bastard who wants to oppose us? .___.
Nonetheless, interesting idea! The graphics are really cute! =D
Seriously... this game isn't even half as hard as you made it be in a post... There isn't even the need for a map, since there's always only a single path that can be taken.
One thing that may cause some misunderstanding is the fact that it isn't said anywhere that you have double jump. Also, the "hardest" of the enemies is the first one, since the room is really small and you have little time to react. Thankfully, you didn't make it RNG based and I was able to figure out the pattern after I died 6~8 times. And the hardest part was it's second pitchfork, since it's quite high and the ceiling is really low...
The rest was quite easy... After I was able to beat the first enemy, I finished the game on the first try.
The graphics are quite simple, but they work nicely for the game and its resolution. Oh, and I really liked that, before the last boss, you actually get to the menu scene!
Nice work! =D
Next time, try to add more feedback, in-game instructions and polish! :)
(can't say much myself, though, because my entry is quite lacking on both feedback and instructions... XD)
I really wasn't expecting for that ending... good stuff! Awesome use of the theme!
The narration was great, but I really missed it during the fights and the last part...
Awesome game! It's got some crazy polish!
Congrats on the awesome work!! =D
I really enjoyed playing it!
When I finally figured how the game works, attack was the most useless stat. I avoided combat at all cost and tried to always fall on an enemy. I also tried to always clean floors of archers, since they gave "free souls", instead of having to lose life battling...
Until I read how stats works, I was expecting that after getting enough attack I'd be able to kill enemies without suffering damage (which, kinda explains my strategy of avoiding battles).
The only thing I wish were different was jumping. Other than being able to jump over pits, I wish could jump over arrows and/or stomp enemies... Maybe for dealing extra damage or being able to damage 'em without being hit... (at least, if you killed the enemy)...
This game is rad! I had a great time playing it! Definitely one of the most fun games I've played this LD, so far!
I'm amazed by how simple the graphics are, but how amazing it looks in practice.
I had to try the post-jam version. The camera works way better in most cases, but in doesn't shows two guards (on the pit), on the last stage... This definitely needs more stages!
Congrats =D
Hands down, awesome graphics!
I did felt the story to be somewhat rushed... It's complete, but it slightly disappoints me for having a single path, with one option at each moment... You could explore examine pretty much everything, but that was it...
I also felt like that, for someone who had just been brought alive, she developed her conscience pretty quickly...
But I admit that those two complaints are pretty pointless, given the 72 hours time frame in which this was done... It's a pretty amazing feat to do this much. Take those complaints as "I really liked this, but I wish there was more...".
The audio was also really great, and greatly improved the game's mood!
Amazing entry!!
Gosh, what a great entry!
Amazing aesthetics! The hand-drawn feeling this game passes is great! Using you voices for all SFXs was a great idea!
But aiming was a little... weird. I couldn't get to aim properly at anything. I'd randomly hit stuff...
Great graphics!
The game was fun, but then I felt like there were way more things than I could possibly react to. Like, birds were coming from both sides and I couldn't roll out of danger, as there were skeletons nearby... I had to choose what would hit me... Instead of only getting harder, it gets unfairer.
Also, I found the controls scheme to be somewhat weird... Why space and mouse button? There's no use of the mouse pointer, so it could had been any keyboard button...
Still, the game has a simple and fun combat system! Well done!
After I don't know how many tries (getting one shot by the red shadow), I was finally able to get to the boss... only to be one shot by it.... Damn... >_<
The game is really well done and polished... but I kinda see the same problem as the one my game has: the melee attack range is too short, which makes you a quick target to attacks. In your case, though, there actually is another option... but this other option is so much better than the melee attack that it seems somewhat useless...
Still, great game and awesome graphics!!
Btw, I didn't quite understand all those little caged animals... I I was able to find three of them... Also, what was the point of all those treasures? It was displayed on the "Achievements screen" and made I spawn particles... but were there other effects?
It really reminded me of Crypto of the Necrodancer. :)
There two thing that I found really weird:
1 - There seemed to be no penalty for standing still;
2 - Both attacking and shielding had very long animations, that could take more than a beat. This made it somewhat weird to try to attack repetitively.
I also found the shield to be pretty useless... I don't know if the space-beam could be shielded, but since they were avoidable, I preferred to avoid taking risks... At least the enemies didn't seem to hurt me... (maybe it simply lacks feedback)
Great graphics and audio! The audio also sync'ed pretty well with all animations, which helped with the rhythm game feel. :)
Wow! Amazing animations and songs!
As soon as I saw a GIF on the home page, I was sure I wanted to play this game. It lived through the expectations!
Also, great use of the theme! This is the only game, so far, that I saw the use of "monster" like that. Really nice!
Congrats!!
I really liked the game's idea! But playing with the controller felt somewhat clunky... The stick was too sensitive and would cause me to jump when I simply wanted to move a little forward... That that was my only issue. :)
Great game!
Really cute game! That songs fit perfectly with the game's mood.
One minor complaint is that I'm not quite found to mouse controls... This game could be perfectly mapped to keyboard or gamepad controls... But that's really just a personal preference...
Cute game. :)
Slime-y character is quite good for playing it single player. You can mine the central platform and keep the other one safe.
Next time, be sure to also add support for keyboard. More people are going to be able to play it, like that...
The title screen is pretty great, as is the background... But the rest of the graphics are pretty inconsistent... There's no single style in them. The floor seems to be a texture mapped to a 3D plane, the passersby are really pixelated and the clown is in a higher res pixel art with outlines... Although each of those are great, they don't mesh well...
The audio was great at setting the game's mood! You guys also did great getting how scary a clown is... XD
This is kinda harsh, but I tried to point out exactly what were my issues with your game... I hope this feedback helps you guys in future jam! :)
So... I think there was too much screenshake and flash when shooting. Instead of making it more fun to play, it was simply annoying and made it harder to see the boss' bullets...
Also, the boss is too big and shoots too fast for you to be able to stand close to it and dodge the bullets. So you must stand away from him, which disable you from knowing where he will shoot from and forces you to dodge simply by having twitchy, split-second reflex...
The audio was also really loud... Since I was constantly shooting (why wouldn't I, on the boss?), the audio was simply repetitive and annoying...
Still, congrats on finishing something! Just finishing a game in 72h hours requires lots of motivation and hard work, so props to that!
Hope to see you guys around next time!! =D
Even if you did rush things, the game came out quite fun and cute! The game is quite simple but, for what it proposes to do, it's quite well done!
I really liked the slime sfx while moving. :)
I liked the idea, but the execution, on the other hand...
The control scheme was one of the problem. I dislike WASD for platformer. It wouldn't be so bad, since I can also use the arrow keys... except the all the action keys were mapped thinking about WASD, so it gets really weird to try to use the left hand only for the actions.... But that's the minor problem.
My main problem was how slippery the controls are. On the level after the one you have to divide into four and each follow a separated path, I had a lot of trouble trying to hit the magenta(?) switch on the ceiling. I would either not make the jump *and* hit the purple stream down people, or I would make the jump but hit the yellow stream up above...
There were some minor problems with how the physics work, like you having to move a few pixel to be able to make a full jump, otherwise some platforms are unreachable...
Still, I really liked the idea! The graphics are cute and the song is good.
I really dig those graphics! It reminds me of DKC, when it used pre-rendered graphics on the SNES.
The game felt... too slow. Perhaps it would be better on a touch device, and if everything move a little bit faster...
The idea is pretty cool, though!
OMG! The monsters became so... fabulous!
This is amazingly polished! And so funny!
Amazing job, guys!
Wooow! Your songs are song amazing!!
It's amazing that you were able to do all that on PICO-8!
The song started nice and fun but it quickly got repetitive... But graphics were great!
The use of the theme was actually pretty great! I've experienced this kind of thing in the past... they can actually be evil creatures, if they want to. XD
Great game!
Thanks for all the comments!
I admit that the game lacked any actual playtest, so it's to be expected that it isn't quite playable to anyone but the developer... XD
I'll soon write a post-mortem in which I intent to address the reason behind most of those issues. But it was pretty much lack of time and direction (I went through most of the jam thinking about doing a game but ending doing something pretty different...).
On a side note, use the scripts to skip the intro or run in full screen! Next time, I'll parse the options from a file... that should be clearer for the user...
Thanks, again, for all the comments!
I've made a post to try to explain the theme, for those who did quite get it. http://ludumdare.com/compo/2015/08/29/explaining-the-theme/
@KK
I had given up on doing web games after I moved from AS3 to C. I tried Chrome's NaCl but it didn't work and I didn't want spend a lot of time trying to get it to work... But you have given me back some hope about being able to do it.
As soon as I boot into Linux (erm, OK... Ubuntu... XD), I'll try that! =D
Thanks for the tip!!
Wow! This game is so polished! Amazing entry!
I'm really impressed with that intro. It setup the expectations really high... and the game delivered!
The audio greatly enhanced the mood. All the different paper sfx are pretty cool!
I must admit, though, that it's quite slow... and a bad choice to play at 10 P.M. (and I was already sleepy...). XD
I was able to complete 2 days, handling one 100% match job in each day. I'll be sure to come back to this later!
Great job!
Man... by the end I wasn't even the worst monster... Humans are just too good at killing them selves. I got a score of 207/442.
Nice little snake-y game. :)
Graphics were really nice, but all the blood splatters made seeing the targets on the floor quite difficult, after a while...
The audio was great at setting the mood!
Really funny and cute graphics! The character's mumbling remind a lot of Banjo Kazooie and it made the cutscenes quite funny (together with the great graphics!).
Great job!
I could nitpick about how I'd prefer if the ship kept shooting consistently while the button was held down or about how I thought the moveable area was too short...
But no! I'll acknowledge all that as part of the game and as part of what make this awesome!
Once again, I'm sincerely amazed by how polished and complete your game is.
Congrats and amazing job!
Really cute game! Audio and graphics meshed really well.
I'm kinda divided about pressing both buttons at once for selecting, since I had some trouble on the menu... But other than that, the game fits pretty well with both themes.
Awesome job!
Interesting take on pinball games.
I liked how you must keep switching between both colors to be able to get all coins.
Well done!
It's really a pity that you couldn't develop this further. I really liked the original idea and your planned features for the feature.
In my opinion, there should be a way to smoothly move and steer.
E.g.: Start by holding L+R to move forward. Release L to start steering right (but you gradually lose speed). Hold L+R once again, so velocity is regained and you go back to moving forward.
Great (and really cute) graphics and music!
However, I couldn't get used to the gameplay...
The "power slider" is too far away from the character, so I had to either not look at the chars and try to guess the timing, or I had to time it correctly but guess the type of shot.
Not to mention that there is some input lag/dropping. I'm not really sure if it happens during the game (probably doesn't), but I got really annoyed at having to press 'D' a lot of times until it finally registered and the game restarted.
Also, a few times I was able to correctly roll the snowball back but the game registered as a miss and I would be forced to restart that round...
Great entry!
I really liked the game's aesthetics. It's so simple, but so effective!
However, I felt the game to be somewhat too random... Even though I could gather resources, I wasn't able to actively use any but fuel and food. The game we do great with an 5th option "craft". If you can only build when resting, it isn't clear at all... =/
Still, the idea is really interesting. Well done! :)
It took me some 6 tries, but I was able to reach warmer lands. :)
Noooo. It was so short... >__<
I'm pretty happy that you were able to finish something. Your games are always great, and I wanted to play it from the moment I saw the first pictures, on twitter! XD
The song was really fitting and the graphics were gorgeous! Even if with some rough spots... like the trees. XD It made for a nice contrast in the background!
The idea in this one is really solid! I could easily see this made into a full game, with mechanics like having to use your beard to swing to get to newer areas and stuff.
Great job!
Interesting little experience! :)
The aesthetics are great! I really liked how simple but effective the graphics are.
I liked this game's idea, but I have a few issues (well, mostly personal preferences) with it:
- It's too slow. For some players, this may be good, but I would prefer it a little faster... I would prefer it if I could make the game move faster (e.g., by pressing a button) or if the game got faster as it progressed.
- The texts take too much of the screen, making it hard to see were you are going to (and making a few moves somewhat tricky, since it hides you and the trap you are trying to jump).
- Turning it too abrupt. It's quite hard to see where you'll fall and when you can turn again (in case of consecutive moves). If turning was smooth, this wouldn't be a problem, probably (even if the player still could only turn 90 degrees at a time).
Still, nicely done! :) I like being extra picky when commenting, so... sorry, bear with me. XD
Also, two things that I really liked when playing this game:
I abused a small glitch, or is it a planned feature?, on the final level which allowed me to complete it without leaving the first corridor. I just had to make a small jump toward the ceiling.
Also, I remember abusing the fact that you can switch direction by turning the world in an specific order to beat another level quickly... but I forget which...
And thanks for the comment on my game. =D
I really liked this game's idea, but two points really annoyed me:
1 - Lack of quick turn: If there were a "double tap A" to switch directions, I would find this really fun and challenging. Without it, it feels like the difficult is too cheap. I'm either forced to spend a burst of air so I can be thrust vertically (which may not be an option if there are no bubbles nearby) or I may be forced into an enemy because there's not enough time to steer.
2 - Too random: Some times (3 runs out of 8, I think) I got no bubble until I was on my last "jump".
The music, however, was great and the graphics really cute! :)
I played for quite a while and was able to get to the third boss (the ice one, beneath water)... however, I only found a save point at the start of the game so, after I died, I was quite unmotivated to continue...
Still, I'm quite amazed by how much content there is. There were quite a few different enemy types and weapons!
The graphics were great and I really liked the music! It gives off a really metroid-ish vibe!
However, one bug (feature?) really destroy this game... I don't believe it was intended to the combuster require ammo to shoot, since I am able to shoot it even without ammo. But, it's required. This make farming for health or ammo impossible.
So I simply had to keep running and trying to avoid enemies at all cost. I understand that this kind of thing happens in jams, so yeah... I can live with that. XD
All in all, amazing job!! :)
Nice idea! It somewhat reminded my of "E.V.O.: Search for Eden".
You were able to get quite a few variations, from what I could see. I was able to get a jelly, a fish, an eel and an octopus.
The song was a great match to the first part of the game, with the simple graphics. And it wasn't even nearly as bad as you made it seems (with the "feel free to mute it anytime" XD). I quite liked it. :)
(Also, on a side note, thanks for the comment on my game! =D)
Great job! Even though I've never played in a game & watch, it really captured the feeling of playing in those old, low-res handheld games (we used to call 'em "mini-game", here...)
My two cents: I think the activation of doors and valves should had been sync'ed with the game tick. It would make a lot more sense, to me...
I really liked the idea, it's really interesting!
However, the execution didn't live up to it, in my opinion... It's simply too random.
Days would pass and I rarely could take an action. I felt like I had no control of the game at all, which is a pretty bad thing on a survival game...
One way to make it less random would be to allow the player to circle between action targets (e.g., the shelter, the crops etc) and after X days the action would take place. Perhaps each action could have its own cooldown, which the actor would have to wait until doing something else...
So... I apologize if I worded myself in a discouraging and/or impolite way. I really liked this game's idea, so much that I really wanted to give my sincere feedback/criticism...
(I only played twice, but I already spent quite some time playing... Perhaps if I played more I'd have a different opinion. I'll try to play it again later and say if anything changes, for me :) )
OK, I'll settle with a highscore of 60.
Fun game! I'm quite amazed by how simple and effective graphics and audio are. The game also is amazingly polished, with tons of tweens, little animations and SFXs...
Great job!
Got to the secret ending! :)
I wasn't expecting to see a two-button metroidvania game... kudos for being able to do it!
I really liked the limited and bluish color palette! The audio was also really fitting for the game.
Great job! :)
This game is quite challenging, but the tips were of great help to understand it. After a few playthroughs, I was able to try and play for sometime without running out of brown resources (instead of not having the slightest idea of what I was doing).
The most difficult part of the game, for now, is detecting the "root" of a branch. Without knowing it, it's pretty tough to clear a branch and save the containers... But I can see how that is actually part of the game.
Well done! :)
Cool concept but the input destroyed it for me. :(
Using A to turn left and B to turn right didn't feel natural to me. I was forced to always think where I wanted to move, to which direction I had to turn and which button I had to play. There was usually no enough time to do that.
Text boxes and switches just made it worse. While on a streak, moving was quite OK. But I usually had to turn pretty quickly after any of those, but I had already lost my flow, by then...
If input was reconfigurable (which is pretty easy to do in Unity), I could had used the gamepad shoulder buttons and it would map much more naturally to the action.
Other than that, I don't have much to say... Cool graphics and audio, and (again) neat idea.
Great game!
Audio and graphics are pretty rad! ;)
Also, the song kinda reminded me of the Sega Genesis' synthesizer... don't know, just felt like songs from that console.
I think that this game could have used automatic shooting, instead of having to mash the button. Shooting doesn't make you slower/stops you, so there's no real reason to stop shooting (though you are forced to stop when dashing). So, why not allow the player to just hold shoot all the time?
I wasn't expecting the shapes to be used to form the figures... really interesting use of the theme!
Oh, and the heart/ice-cream was great! It got me thing about were the "triangle" would come from!
I only missed being able to skip a shape (when it had no use) and gaining additional time per figure completed.
Nice game!
I really liked the idea and music is pretty good!
However, I found the inputs terrible...
Since you used global orientation, instead of local, the ship rarely moves in the direction that I want it to go. It gets even worse since this is a bullet hell, and any split second wasted thinking about what to press to move away from the bullet might mean your defeat...
Wait, did you just teach propagation of traits through a game? That's awesome!
I really liked the idea and use of the theme. :)
I really liked the story and the use of the theme. However, I felt the game was way more slow-paced than it needed to be.
I got curious about the name and had to search what '哀れ'* meant... only to learn that the title forms a single word. Great title, right on point for the game! =D
* I don't know if it'll be displayed... =/
I really liked the graphics and the audio.
However, I feel like the game needs some serious balancing:
- Punching takes too long and is too short given the animation
- Also I think the collision gets weird if you turn around mid-punch (the projectile seems tied to the sprite).
- Everything explodes on touch (knockback is way too high)
- You can get thrown into another hazard and die because of a single hit
- Enemies are affected by knockback and might get thrown into you because your punch had thrown him into something else (e.g., an enemy hits a cylinder and is thrown back at you)
- Although there are 3 slots for health, you seem to die after only 2 hits
Simple JRPG. There are just too many random encounters to my taste...
However, the abilities and their side effects were quite nice! I found that using shard->torch->gob->repeat (and occasionally regen on the turn before the last) was way too OP... it's probably less so on the later floors, but on the first few ones there was no way to lose using that strategy.
All in all, nice game!
Oh, and fyi, the music stopped playing after the first encounter.
I'm curious... Was this also done for the #LOWREZJAM or is the low resolution just a coincidence?
You got me with the "advanced controls". I really like when games allows its mechanics to interact with each other, leading to interesting new mechanics. That said, grass slide is too OP (not a bad thing, though).
The game is quite good!
Graphics are simple, but well done and with a consistent style. I also liked the chiptune-ish sounds!
The main mechanic, of switching forms, felt too overwhelming. You are introduced to all forms at once and must memorize what each should be used for...
I ended up using only tiger+grass for horizontal movement and fly whenever I needed vertical movement.
Perhaps if you had made more levels, introducing a new form each level... don't know.
Great job!
The game is quite simple and somewhat show that you lacked time... whoever, it's in nowhere nearly as bad as you made it sound... in fact, I liked it quite a lot.
The strategy of trying to control the enemies so they would collide kept my interest through the game. I also found fun in trying to get past enemies as quickly as possible.
Also, the game was quite polished, with lots of animations, particles and SFXs, which really helped with the feedback.
Great game!
You should feel proud of it! =D
It was pretty nice how the music changed to match the current state. :)
Amazing game!
I still need to find the secret on the last chapter... and replay it yet again to try and understand the story.
However, even without properly understanding the story, the atmosphere felt amazing!
Not all that hard, really. As soon as you figure out the level's puzzle, it's quite easy.
Even if you did only use free/open assets, I few like you could have chosen ones with a more unified look.
The main mechanic is interesting, and could potentially lead to fun levels. However, the game didn't play well... The player jump was too high but too short, flying with the ghost felt weird (instead of as if the creature was actually flapping its wings)...
All in all, it was a nice entry, specially for your first time. :)
Amazing entry!
The graphics are great and look really cute!
The shapeshifting mechanic is really interesting and lead to some fun movements possibilities (e.g., switching from 2 to 1 right after jump to get the longest vertical and horizontal movement at the same time).
The songs were amazing and really matched each area.
I like this a lot!
@Flygamer101, erm... yeah... I'm sorry about that. I almost wasn't even able to finish this version (the story, specially, was really rushed).
That was supposed to be only the intro to the game. You'd later have to explore the prince's castle in search of items. Each one would unlock another piece of the story, that you would have to put together at the end of the game... Unfortunately, I didn't have much time.
I'll think about the zoom, but, for now, I think that it actually needs more contrast between the prince and its attack and the background.
Thanks for the comment! =D
Thanks a lot for the comments! =D
Nice game!
Morphing was an interesting new mechanic! :)
I also really liked the flavor texts... "Your pawns are to big to hold the key" was my favorite one. XD
The mechanic was quite interesting, but I found the font somewhat hard to read... 'Q' and 'Y' were the letters that took me the most to get used to. Because of that, I was unsure, for sometime, whether the keys did actually always neighbor each other.
The graphics and audio are pretty good and suited each other greatly!
Well done! :)
P.S.: The Linux build didn't work on my Ubuntu 14.04 64 bits. But I didn't look into it, since I simply played it on Windows, afterward...
Funny sound effects!
Amazing experience!
The music and the sfx makes this game's atmosphere extremely strong! The theme was way more subtle and abstract than in most games I've played so far, but also way more remarkable!
The game left a pretty great impression on me! I just feel like you guys didn't have to be so explicit at the end of the "default route"... That took away some of the interacting with the game, since I was told what to do, instead of being allowed to play around with it and find out the other ending for myself...
Still, I can see how important that decision was given that people could take this game as having a single route and rating it after playing only half the game. So, you guys probably did right in adding that message on the end of the "default route".
Congratulations for the amazing game! =D
Other than what has already been said, the hitbox is also quite imprecise. I'd often miss the slime even though I was clicking all over it...
Since there's no real use to the mouse, other than inventory management*, you could easily map the action to a keyboard key. (*aiming the gun could be handled by the direction the character is facing!)
I'm a fan of both 2-players/1-controller and 2-controllers/1-player, so of course I liked the idea! In one of the few games I've done outside game jams you have to either control 2 characters at once or coordinate with another player in a precision platformer...
With all that said, this game feels too familiar. I'm used (but not necessarily good!) with this kind of multitasking.
(I apologize in advance if you feel that I was too harsh on the following points, but I really liked the game idea and wish to point out all my problems with the game's controls so I may help you, the developer, to enhance it :D)
However, this game has some controls problems...
- Platformer controls feels unresponsive: Too low acceleration/too high max speed. This makes the second level way harder than it was supposed to be.
- Player doesn't get moved horizontally by the snake. This is visible from the first moment that the snake appears, but I must admit that it wasn't exactly a problem (though it would make the "staircase" level easier for single player)...
- Fixed height jump: This makes the third level from the left (on the pictures) pretty much impossible. The player has to time the fall of the character so it may safely pass beneath a dangerous tile... Sorry, but no, thank you... I'm done after a few tries.
I couldn't figure out way, but I also felt like the snake is too slow/unresponsive... Perhaps I'm too used with playing Nokia's snake on older cellphones, where the snake's head would move a whole tile a time... But I could get used to this.
The music is great and combines nicely with the game! And except for the level I mentioned earlier (the one on the third screenshot), I really liked the level design.
If the controls were fixed, this could be a great game! :)
Also, if you get to add controller support, be sure to map the left stick to the player (with the left shoulder button for jumping) and the right stick for the snake. ;)
P.S.: Reading through the comments, I may have been the only one to think the snake was slow... Oh, well... XD
Although the mechanic is interesting, there were a few issues with the level design/implementation...
On the first level with boxes (level 3), the player can easily solve the puzzle simply by trying to advance. After falling into the pit, it's natural to push the box onto the wall (solving the puzzle by accident). The fact that the box's image on the other image is hardly visible only adds to the confusion.
At least, the following level forces the player to understand the mechanic. However, there's no indication of what's going on, and the flipping animation ends up hiding the level transformation and causing (again) confusion.
Then, on level 5, the player is forced to abuse a bug caused by Unity's physics in order to progress. There's no explanation of why the character jumps higher on slopes, nor any indication whatsoever. This is quite different from exploits like Super Smash Bros. Melee's wave dash (http://supersmashbros.wikia.com/wiki/Wavedash) and Towerfall's hyper jump (http://towerfall.tumblr.com/post/101753964326/hyper-jumping-primer), which became part of the metagame (and weren't enforced by the developers).
For reference, the bug can even be reproduced on flat ground, by pressing two jump keys (e.g., spacebar and up) on two following frames. This is way easier to be done by stepping the game execution on the editor.
I apologize if the comment came out harsh, but I hope that you find these remarks helpful. :)
Quite a fun game, though I did felt like I was fighting against the controls....
I find it quite interesting that this game is (to a certain extent) both a precision platformer and an action one, while having tile based movement. Now that I think about, the style somewhat reminds of the platforming on Oddworld: Abe Oddysee/Exodus...
However, the most difficult thing to me was jumping. The game has no leniency, and if you try to jump one frame after pressing right/left on a ledge... you'll fall. That and the fact that the hitbox seems to be the full tile of the sprite. I fell into the crocodiles a lot of times because of that.
I don't know if this was intended, but jumping on "climb-ables" (ladders and such) is way faster than actually climbing them. I was able to skip a whole section on the lab, thanks to that.
Great game! My favorite room was definitely "who put these here?", the one with lots of single tile platforms and lava on the bottom... It was the one that made me pay the most attention to how jumping works in your game.
Also, must say that I really liked the graphics!
Interesting and funny game. :)
Thanks to it, I learned that triangles can make pretty good wheel. (I had to try that... XD)
The web build is quite difficult to play, since it doesn't lock the mouse to the game, and the mouse eventually moves outside the screen... Other than that, I liked the game! :)
I can see where you were going with this... It could be really interesting! :)
My 2 cents: what if, instead of selecting an whether and touching where it should be applied, the player had to print some QR cards with the weather?
Didn't know it's possible to make games in Go... Nutz! ;)
This game is some cute!!
I'm amazed by how polished and alive the game feels. I had an amazing time playing it! =D
Congrats!
It's always nice to find another SDL2 user. :)
I really liked the graphics but, as others have already pointed out, it's kinda too easy/unbalanced... And if the player don't hold D, everything happen too fast and it's really hard to react to anything...
Nice reimagination of space invaders! I really liked that you had to beware of projectiles and falling/rolling enemies, since they could get in the way of your arrows.
The boss battle was also a nice addition!
It was so short... >__<
The graphics really stand out! Everything looks great, and the low-colored palette is really effective (as well as the contrast between character, interact-able stuff and the background).
I liked the song, but it felt somewhat repetitive after a while...
The cog mechanic is fun and interesting. If expanded, it seems really fitting for speedrunning.
But, nitpicking, the camera felt too slow. Either it should move quicker and adapt for your current speed (e.g., showing what's bellow you when you're falling) or you should be able to control it (even if only slightly).
Nice going with the story driven/narrated game! It reminded me of Bastion... perhaps it was an inspiration for this game? :)
It took me quite a while to figure out the layout of the third room. The perspective gets in the way and makes it really hard to see that there's a passage to the right of the room. The door that's opened doesn't look like one, since it isn't even visible in the first place... Perhaps a top-down view would had worked better...
Great game! The graphical polish and the 80's aesthetics really shine through your game! :)
And, of course, amazing song!
However, I must agree with everyone else who said that the game is too simple and repetitive. Perhaps two "simple" modifications would already greatly enhance it:
- Add jump or roll (so the player may avoid enemies)
- Make enemies come back when they reach the edge of the world (instead of simply destroying them)
The player would still get overpowered by the end of the game, however there would already be some variations to the gameplay. :)
After that, I believe that adding more enemies with specifics attacks/vulnerabilities would be the way to go.
First of all, thanks for the comment on my "I'm in" post and on my game! =D
I tried to play your game, but I couldn't find libGLEW 2.0 and libpng16 through apt-get... So I've built it and bundled it into a package! There's even a (untested) 32 bits version. :)
You can get it here: https://dl.dropboxusercontent.com/u/55733901/random/age_of_oorgh.tar.gz
If you upload it to itch.io, it should even work through the itch app.
The game is indeed simple, but I can easily see why... Developing in C from scratch (without a base lib) seems insane! It's also too difficult (and crashes if I close it before the ending... XD)
However, I really liked the graphics! Specially the hunter. Its animation came out really cool. :)
Nice job! Hope to see you again on future jams! o/
Amazing game! The atmosphere is fantastic with gorgeous graphics and music!
I was able to get all endings, but I'm still don't quite get the last one... (the one involving jellyfishes).
On my first playthrough, when I was dismantling the last part, I stumbled upon a puzzle. That was the first clue I got about the other endings... If that was intentional, you've done an amazing job on pointing players toward the others "non-trivial" endings!
While running from the Quetzalcoatl I accidentally teleported/clipped into the floor. This made running quite easy, since it became an endless fall with no dangers. XD
The graphics are great! You just could have toned down the screen shake a little... It got quite in the way with the game. I missed a few jumps and ended falling into traps because of it...
Cute graphics and interesting mechanic.
However, the game is too easy, right now. I only crafted swords, but that was enough to hold the enemies back.
Also, I got quite confused with the controls. Sometimes, I would mistakenly press spacebar instead of Z (to increase the number on the anvil).
It's definitely a start! :)
This game could really use some more speed. If the bomb was separated into two items, one that simply hit enemies and another that simply create a flame, you could make the hit give less damage but be way more frequent. Often, after throwing a few bombs, I'd walk around gathering resources ignoring enemies, since the flame would deal with everything. Also, this type of game asks for frantic action (seems like you did go for that, with all the effects and how fast enemies spawned), however player movement got into the way, being slower than everything.
Also, it's too dark! It is usually hard to see enemies and all... Some light spots seemed to spawn, later, but they didn't add to the overall illumination, so they didn't really help...
Other than those two points, the game is pretty well done! :)
Nice lil game! The mechanic is interesting, but, at times, I got confused with which key would move the magnet in the desired direction.
One thing that I really missed was being able to hit the enemies with the traps (or even traps colliding with one another).
Crazy good! I just wish it had gamepad support... but after all that content and fun, I won't complain about anything.
Congrats!
Great atmosphere! The graphics, specially the "noise" shader, really sells the idea that you are a drone exploring ruins.
I only you had succeeded at adding any interaction at all (e.g., puzzles using all 3 drones and their light... or using one to find a tune and singing it with other...), this could had been a nice game!
But I know too well how this kind stuff go, so yeah... XD
Cute graphics! The background coming to life as you passed by the gears was a great addition!
I found really interesting how the mechanic allows for simple-looking levels, since the player creates their own maze as they solve the puzzle.
However, the platforming needs some polishing. The jump button won't register if the character is at the edge of a platform. This makes the smaller platforms (and jumping through some gaps) quite hard, at times...
If the second picture list all levels, I was able to get to the last one, but simply couldn't beat it. Since there are only two platforms and the movable box, it's quite hard to maneuver in mid-air. Some sort of simple background could help giving some reference...
The mechanic is quite interesting, but teleporting felt somewhat finicky (specially on that final level). At times, it wouldn't teleport no matter how much I had zoomed into the desired position. It was also quite hard to know if I had zoomed enough to be over the pit and on the platform... This could be solved if instead of a "monocular rift" the player had a "binocular rift". ;)
It took me a few tries to understand the game, but I was eventually able to beat it!
Although I would like to complain about the lack of UI (when walking around the ship) and how it makes more difficult to understand what's happening, I must agree that controlling a ship (specially an ancient tech) would most likely be like that. After a while, I was even able to easily parse all the information that I needed (although I'm still no sure what most of the components represent).
On the radar screen, I felt like there isn't much besides trying to avoid bullets and enemy ships. I may be wrong, but I didn't feel like trying to get closer to enemies helped aiming at them... However, encounters always resolved quite quickly, so I do think this is a problem at all.
The graphics are great, but they require some getting used to (specially within terminals). This isn't a bad thing, but I'm afraid it can turn some players down... D:
I really liked the chiptune-ish/lo-fi synth music! It's a perfect match to the pixel art graphics!
Amazing work! =D
I know too well how things may go... Hope you are able to finish your entry, next time! =D
The content is there! Graphics, audio and gameplay looks and feels great! I'd love to see it expanded, even if only into a short game. :)
The difficult curve was on point for an arcade game. I was able to survive for 3.57 min, when it got too overwhelming to me.
Graphics looks great and are really cute! I specially liked the idle animation, with the kitten stretching out... It's so cute!!
Sound effects matches the graphics perfectly. It greatly enhances the feedback and polish of the game.
The songs felt really different from your previous LD stuff. Even so, I felt some of your "signature" in the "game state song", and the songs matches greatly the game's aesthetics! It's really good! (but I did miss some of your "more 9-bit-ish" sounds...)
Overall, the game is really polished! Despite having done it in a shorter time frame, both of you did great! :)
Wow! How did I get so many comments, already? o___o
Thanks a lot, guys! I'll try to play and comment back your games. :)
The unfinished state of the game is mostly my own fault, for trying to "properly" (i.e., in a mathematically correct way) fix a bug for over 6 hours... But I did have tons of fun and finished something, which makes me pretty happy.
@pi_pi3 Actually, that is a real "feature". If I hadn't forced the player to clip through the platform, they could get stuck at the corner (this bug is common to all of my games). Letting go of stick, moving it to the other direction or jump would free the player, but I wanted to test this ugly and hacky solution... :P
@Elit3dGaming Wait, you were able to figure out how the game works from that brief description? I'm really impressed! Unfortunately, that is all there is to the game... =/
@WERT Studio (@kai20), @NEETsoftLD Which OS are you running? Is there "game.log" file on %APPDATA%\com.gfmgamecorner\Burning Light\? Is there any error messages if running from a command prompt?
You were in to something great... It's a pity that you ran out of time. =/
I really liked the graphics. There are a lot of details, like the coloring of switches and the BG. Even if simple, you paid a lot of attention to the graphics.
The songs greatly add to the game's mood.The "talking" sfx (and the kitten's) is lovely, and you did great to use a sfx to signal that the door that is out of view opened. I only missed a SFX for jumping/falling.
The mechanic was great for puzzles and you did a great introduction/"tutorial"! On that note, I believe I noticed something interesting on the entrance...
Since the player is on the switch, on the last line of the guy at the entrance, the door briefly starts to close as you advance the text, showing that it will close when you pass (and reinforcing what the NPC said). Was it intentional? If so, it was an amazing introduction to the game's main mechanic and story telling!
There are a few issues with the game...
- Movement seems to be tile based, but there's no clear indication if a tile is walk-able or not. Also, movement is way too slow...
- The turn limit feel arbitrary. Since the level isn't procedurally generated, as soon as the player learn all the spots where they can progress, the game become quite easy (independent of the number of turns)
- I song was way too short and got repetitive quite quickly.
Interesting art! I really liked its hand painted aspect. However, something felt straining to my eyes... I couldn't really put my hands onto the cause, but I believe it was the contrast between the static background and the fast-scrolling foreground.
I'm sorry to say it this way, but I feel like the music doesn't match the game at all... It's as if I had muted the game and was playing something else entirely...
I liked the idea of an open map that you should chart and explore on your own.
A few notes about the game:
- Getting a clue for the star position only on the first few seconds of gameplay is quite rough.
- It took me quite a while to understand that you refill food when you touch land. Before that, I would avoid lands at all cost, since the ship get somewhat stuck.
- Since on your first trip you reach clouds that disappear, it's not clear that the map has limits. I see a few possible solutions:
1. Change the edge of the world. Instead of using clouds, you could play with the old belief that the world ended at its edge and put a fall there...
2. Make the world "circular". Instead of getting blocked, whenever the player reach when edge, they could continue sailing from the opposing edge...
- Trying to connect stars that are really distant from your ship yield some interesting "bugs"...
The game loop takes too much time upon failure. There really should be a reset button, if I know I've missed and I want to retry.
Also, I find it quite weird that no platform has any friction at all. The bomb just keeps rolling...
Interesting idea! But given the control scheme, I selected only marines and only used its '1' ability alternately. :(
For a platformer, the layout of the level is quiet strange... There isn't any real "platforming", the player simply falls to its objective. There wasn't even a situation that required me to jump...
You really should learn to use Unity's UI system! If you had set the anchors correctly, the UI would be automatically resized, and no one would have trouble because of the screen resolution.
I had two issues with the controls: there's too much stuff to micromanage and the controls are indeed weird. I can see a few different schemes that could solve those two problems at once:
- Use RST commands: Instead of having to use the keyboard for everything, it could be used only to select the character that will act, its action and how to move (as a group or as an unit). Then, the mouse could be used to move the group and to select a target (on which the unit would use its selected action). Given the level layout, this kind of pathfinding would be really easy to implement.
- Have one button per player: Instead of assigning 8 buttons (one per player, per action), 4 buttons could be assigned for action, with a separated one used to trigger between the main and secondary action. This seems way more natural for me, specially if gamepad were supported (e.g., each face button on a gamepad for each character action and the shoulder buttons to switch between action and group/unit mode).
Still, I must say that I liked really your idea! But the implementation needs more polishing...
Great game! :) The graphics are pretty good (but the waves are quite too repetitive).
At first, it wasn't clear that you spend food every time a crew member comes out (nor what's the cook role), so the resource management didn't make a lot of sense... but after trying it for a few times, I got the hang of it and was able to complete the game. :)
My only (minor) nitpick is that switching pirates takes too long.
Really funny! =D
This final boss could have used some slight anticipation for last boss attack (the hands, actually). Even though it's quite easy to dodge by simply moving sideways, it felt somewhat cheap not being able to intentionally dodge (instead of running away until I escaped it).
Also, the fire hitbox seemed too large. Perhaps it wasn't adjusted to the rotated sprite. A simple way to fix that is to, whenever a collision is triggered against the hitbox, run a second pass against a circular hitbox. That way, as long as the center is properly set, there will be no issues with rotating the sprite.
Nice game, great mood and really good concept! The transition between rooms feels really good!
However, I couldn't handle the difficulty. While the concept of sending the player back one levels seems nice, it felt way too punishing...
But yeah... just a noob complaining. XD
Something that would help massively with the difficulty is making Tom's hitbox smaller. The player must be quite precise to properly shield him...
At first, the puzzles did seem interesting. However, after learning how to properly switch a bit without modifying its value, it got somewhat boring...
From that point onward, completing any level was simply a matter of spending enough time rotating everything with the dumb algorithm of only cycling 0 'bits' or bits that are to have their values modified.
However, if there were a score system (e.g., solving a level within N steps), the game would have been enjoyable for longer.
OS note:
The game worked almost fine for me, on a Windows 7 x64. Since I have Java 8 x32 installed, I simply ran the 32 bits version of the game. However, there was no music, even though the SFX did play just fine...
I played until level 18, but then stopped because the difficulty hadn't increase in any way. The enemies did get faster, but as long as only one enemy appears at a time it's quite easy to dodge and destroy it...
The mechanic is quite interesting, though! If the seeker enemy had been used together with any other, this would have played a lot better. :)
The lack of air control didn't really bother me. However, making everything run on a global timer did. (at least, it seemed like it).
However, I must leave a note about the controls. Usually, it's easier to action-focused games to work without air control. Platformers, on the other hand, usually require the player to precisely reach a point from another. Either the controls should allow that or the level design. Look up Oddworld Abe's Oddysee for that. It's a puzzle game with real-time platformer elements. But since it was built on a grid (even the movement), you either can reach the destination or not (by design).
It's way more of a gamble than skill whether or not the player will be able to reach the last lizard with proper timing to reach the lever, than the wasp than the following platform. Also, forcing the player to adjust its position on the last few platforms was somewhat cheap...
Another really important thing: if the player can die in your game, make them get back into action as soon as possible! Be it by skipping scenes or having a quick restart button.
Other than that... nice lil' platformer. :)
I was expecting more than a single boss... Or, at least, a proper ending... I don't know... :(
I didn't like all controls to be mapped only to my right hand. I preferred to have the jump button completely separated from the movement... It's also quite easy to mistime a attack, pressing 'down' exactly after getting hit and getting killed while in a invulnerable state.
The graphics were pretty good, though!
Amazing aesthetics! Seriously, this game is so beautiful!
The concept is really neat, and the levels are really well done. However, I missed a move count tracker. I can see how it wouldn't fit this game, though, since it has a more relaxing atmosphere, but still...
Well done! =D
Nice idea. :)
I don't have much to add from what has already been said, though:
- The walls are somewhat hard to see.
- I accidentally clicked on the menu button after falling into a gap and lost all my progress.
I've played/beaten this game a while ago and still haven't been able to come up with anything to say...
This game was simply amazing. The graphics are beautiful and the sounds matched perfectly.
After seeing the development GIFs I thought the main mechanic was going to be interesting, but... wow... I still am at a loss of words to explain how awesome it felt (specially that last section).
Congratulations and amazing job!
Neat game! I was able to find most of the games, but I'm still not sure what to do (if anything) with the table and the sock...
I couldn't figure out the aim of the Nerf gun, so my battle against the slimes went pretty terribly.
I really liked the graphics! It's really cute and fitting the overall atmosphere of the game. And are the player procedurally generated? Theirs bounciness is great!
RB/5 in all categories!
Theme in particular! You did great in using the theme to complain about it! I also didn't like it, and I've seen few games that have actually benefited from the theme. Most games could had been made for any other theme...
Seriously, thank you for being vocal about the theme. :)
Really interesting concept. The aesthetic is also pretty good! However, there are two nitpicks that detracted from the overall experience, for me....
The game is nice and fun, but I felt that the Tetris RNG was quite bad (you can read up how TGM handles that here: http://tetris.wikia.com/wiki/TGM_randomizer), giving repeated pieces and bad starting pieces quite a few times. Enhance the RNG would allow to more safely create a stack to save "acquire-able ammo".
Since the tetris doesn't run in real-time, if the RNG did help, one could pause the game when it had a 1-piece well and an 'I' piece to easily score a tetris a recover a lot of ammo. As it is, it was quite hard to do that. (I tried... >_< But I must admit that I'm a terrible Tetris player)
I did feel like the 100 robots target is too much. On a playthrough, I eventually stopped trying to gather ammo and kept circling around the level to avoid the robots. Even though I survived for around 450 seconds (and the spawn speed did increase, which is great!), there was no end to the robots. How long would it take for every robot to spawn?
I've been coming back to this game quite often. The more I play it, the more I like. But at the same time, the more I get annoyed by parts of it.
Most of my sessions last around 7 minutes. I usually take down around 50 robots. This mean, that I should be able to keep up to the pace you said and I would be able to beat it in around 10 minutes. However, to do so, I feel like I can't make any mistake.
That far into the game, any mistake on the tetris part (no matter if entirely my fault or if the RNG is to be blame*) means (to me) that you lost. If you try to bomb and restart, there's still no guarantee that you'll be able to quickly refill your ammunition. Also, enemies spawn so quickly that time is too short to properly try to do anything at all on the tetris side... And that's considering that I've given up on anything better than clearing two rows at a time (though the one tetris that I was able to strike felt pretty good), so one could say that I've been playing more "cautiously".
Some times, when I'm trying to evade hordes of enemies and regain ammo, I'll end up getting trapped by a newly spawned enemy and have no room to escape. This could easily be solved by requiring some distance to the player when spawning enemies. Trying to gain time still wouldn't be free, because the player would still have to maneuver around enemies.
I'd also really appreciate the "next piece" feature. I usually can't really make informed decisions about where to place pieces. I simply pick a placement that seems less worse on the long run (i.e., blind guess).
Thanks for the detailed comment back! I'll probably come back a few more times to this game... until I finally beat it! :)
* I understood that you didn't have time to implement anything better, but it's quite common for me to get consecutively 3 of the same piece. There's a moment the there's nothing else to do, except trash your stack.
I finally did it! :)
It took me 798 seconds, and I got a tetris mastery of 128.
Neat idea, but I couldn't really understand the input choice... Using the keyboard itself to input the room indexes would had been so much easier... Why force the use of a virtual keyboard?
I also found it quite funny that the sequence of events doesn't change, but every room number gets randomized between playthroughs.
Nice concept! It's unfortunate that you didn't have time to add more levels. :(
I would advise three things about the wall jump:
1. Make the character stick to the wall briefly, so the player may hold the other direction before jumping
2. It feels weird to have a static constant speed for a while that suddenly vanishes. The player should be able to manipulate that speed (e.g., holding toward the wall should make the jump sharper, but not necessarily allow wall-climbing)
3. Sliding (even if briefly) is really helpful on giving the player more control.
Also, I personally prefer games with variable jump height. Again, it gives more control to the player. On that note, it would be great to be able to control the jump's height after wall jumping...
The art style is pretty neat and I really like how the house is always perfectly centered on the screen.
That said, the art also hold back the gameplay quite a lot. There's no clear distinction between what blocks your way (or not). You are able to bypass some trees but not others, one of your legs may pass through a bush but the other gets blocked...
It's not clear at all what's happening. :(
So yeah, even though I had some issues with how to properly control the house, my biggest problem was not being able to understand what I was colliding against...
A playthrough video would be great to show us how the game should be played. :)
I really like when games use colors as part of their mechanics! =D
The concept is pretty neat and funny, and it worked really well as the game's title! The graphics are great (nice touch with all the references!) and the song worked great alongside the graphics to create the game's mood.
However, I feel like it's too difficult to control everything... Pushing two people together doesn't guarantee they will mate, and there's no indication of how long any given person will live. In fact, I still don't know if people die after some predefined time or if there's a way to prolong their lifespan...
I usually end up raising the population to around 40 and then I leave them do their stuff...
Anyway, most of my complaints are because I'm bad at this game. Even so, it's quite fun to play! Well done! =D
P.S.: I just read your comments on this game. I'll later play it again trying to pay attention to all that. (I did notice one person getting desaturated once, though... now I know why XD)
Well, the tips you gave are good enough to give the players an overall image of what happened. However, from there, I was pretty clueless as to what to type. I ended up resorting to looking into the source to see all options...
If I understood it correctly, there isn't much to do in the game, right? As soon as the player has seen all command, they have to connect everything in their mind and then quit...
To make this more into a game, you could keep track of what commands the player has already uncovered and, at some point, automatically play an end sequence.
What an amazing idea! Congratulations! =D
Amazing game as usual! I'm once again impressed by how complete your game is. Time and time again, you do an incredible job at doing a complete experience! Even though it seems like you put it up on Steam Greenlight on the heat of the moment, I completely agree that this game is worth it (even more since you are still developing it)!
Seriously, amazing job! I really liked the game, its aesthetics... basically, everything! =D
I was able to reach level 5 on every stage, but hasn't been able to progress much further from there...
After 13 min, 51 seconds, being hit 65 times and restarting the game once... I did beat.
I get the point of the screenshake, but tone it down a line, please. After some time, it stops being useful as a way to show the robot's weight and starts to simply be an annoyance. If it was less frequent, it would be fine, but the screen shakes violently at every step from the robot. Well, mainly on the second phase, which seemed the hardest, to me.
The controls are a bit annoying/finicky. It took me quite a while to understand that to grab the boss while airborne, I had to release the up key and only press D. After that, both the second and the last phase became a lot more manageable. However, it was still quite difficult on those phases to hop onto the robot's head. The inertia you maintain after jumping from its "wings", usually sends you flying uncontrollably in a random direction. I was only able to beat it by mashing 'D' after hopping away from the wing (instead of properly landing into it before pressing 'D').
The last phase was also kinda of a joke... I was only able to approach it by using the initial hill, since the boss wouldn't laser at that height. Also, I had to abuse a lot the fact that the laser only seems to hit you when you are grounded.
But, overall, I must admit that I did like it! And the graphics are beautiful!!
@TijmenTio, 2m 49s on my third try! Your turn! :)
@Hempuli, playing it yet again, I can say that it's possible to get used to the controls... In a way, that's similar to my own entry: I know exactly how to control and beat it in under 1m 30s, but I was well aware that not every would enjoy it (nor even understand how to move fast despite the slow walking).
That may be a bad thing though! Leaving the game as is would make it enjoyable only by a small niche...
Either way, I had fun! Great game! =D
While grounded, this game seems really nice and fun. However, as soon as the player jumps, it gets pretty impossible to control.
There's too little horizontal control to the jump and it's too high. This makes trying to aim at the... "drops on the ceiling left by slimes" quite hard. Not to mention, trying to maneuver around the stage is also quite difficult, since you became an easy prey when moving from a platform level to another.
Graphics and audio are really nice, though! :)
Just tested on Ubuntu 14.04 x64, but unfortunately the audio didn't work... I tried to rebuild it, but failed to do so since my SDL2 is still on version 2.0.3...
I'll definitely play this again on Windows, for the complete experience. :)
What stood out for me was this game's atmosphere. The graphics and the survival aspect really create an isolating environment.
The game balance never really let me think I was fine. Even when I had foraged enough food and water, I was always worried if it would be enough...
All around, well done! =D
(And it's was good to see more games made in C! I'll definitely check your lib later :D )
I had two issues with this game... Well, one bug and a nitpick.
Many times, the spotlight beneath the ghosts would disappear after a while (usually when another ghost entered the screen). If a sprite (or circle polygon... whichever) had been used instead, this probably wouldn't have happened...
The punch animation also doesn't have any real "punch". The monster simply moves its hand in a uniform way forward and then backward. I'd give you two advises:
1 - Move the hand slightly backward and then punch forward (and quicker), and leave the return animation as is.
2 - Try to apply this post's tips: http://gingercatsneeze.tumblr.com/post/145037677357/1-ah-fai-was-a-chief-animator-for
Those two aspects are key to the gameplay, so they should be re-worked for the best possible enjoyment. The spotlight bug isn't so troubling, but it hinders the game when there are too many enemies on the front row, because that makes its quite hard to see what's happening on the back row.
The overall mood that was aimed was pretty nicely achieved! :)
I understand that the game is supposed to run infinitely, but there's no sense that the game gets harder or of any progress whatsoever. Yes, from time to time a new survivor may appear, but that's it. And yes, there's the days counter, but even that didn't really make the game fell like it was progressing...
It isn't clear if "reinforcing" indeed makes the barricades last more or if it only repairs them. I interpreted it as being the later, though. It would had been interesting if you could make the barricades stronger (i.e., permanently increasing its defense modifier) by reinforcing it.
As for the art-style, it's too inconsistent. Some things are outlined while others aren't. Each sprite has a different scale factor.
The "Hold 'z' to move right 'x' to move left" text is really misleading. It gives no explanation whatsoever and only confuses the player, since the game is mostly based on "tapping" and "releasing the move on the proper timing". Simply changing it to "Use 'z' to move right 'x' to move left" would make it a lot better.
The mechanic is interesting, but I couldn't get the hang of "walking" correctly (even though I was able to beat it once!). Climbing (i.e., the last section), on the other hand, was quite easy and fun.
One big issue I had was the last step of the "stair case" (before the vertical jump). Since the ceiling is low, it's quite difficult to jump for enough horizontal momentum without hitting the ceiling. The fact that the player must fall within a certain range of the edge (otherwise, they can't push themselves right) only makes this harder.
Simple animations could really help here. If instead of cubes the legs were two rectangles, it would be easier to understand when a leg reached its maximum distance. Also, rotating the cube forward could be used to better show that they got stuck on their leg (as if the cube tumbled on its own leg and fell on its face... kinda...).
It took me some time to get used to the mechanics (specially about which direction I'd continue running toward after flipping), but then the game provided a pretty great and fun challenge! :)
My best score was 51.50.
Haha, really cute and accurate game. Well, except for being able to make a completely bug-free platformer from the start. (I probably got really luck with the RNG...)
Jokes aside, I really liked this game. I missed your usual "9-bit" songs on your previous entry, I'm really glad to see them back. Don't get me wrong, that entry had pretty good songs, but there's something else to be said about your trademark chiptune sounds.
The realistic SFXs were a really funny choice and worked well with the game.
Really good game! Most of my complaints about the collision have already been fixed on version 1.1, which is great! :)
One bug hasn't been fixed though. Sometimes, you may slip after starting to clean any stain on the floor (if you press the clean button while moving). If you move out of the stain's hitbox (I'm guessing), you won't be able to neither clean the stain nor leave the cleaning state... essentially, softlocking the game. :(
This can be easily avoided, but still... it should be an easy fix, if you have the time. :)
After a few tries, I was finally able to 100% it! =D
The graphics are pretty great! In particular, I really liked the cleaning animation! (also, it did somewhat remind me of Mother 3... :D)
The audio is great for the game's atmosphere! It really helps to make the player feel nervous about how much time is left.
Congratulations! Great job! =D
Ugh! The last snake level... :persevere: I don't know how long it took me to beat it...
Nice minigame collection! I couldn't get some of the references, but overall I enjoyed it.
The background of the minigames was quite cool! Characters and the hub world were... "less good", in comparison. :slight_frown: Unfortunately, that created an expectation of the game could had been if you had more time for enhance all assets...
The songs also quite good, and the hub world theme seemed fitting!
Hm... I liked the idea, but not so much its current implementation... :slight_frown:
My main issue is with the game's pacing... The tutorial is overwhelming and after it you are directly dropped into the game. I failed utterly at parsing all the information and memorizing it for the game.
You should had introduced each mechanic separately, giving the player time to play around with it. Or, at least, it should be included in a README or on the game's page...
After surviving for two waves (i.e., two messages from the alien), I finally started to understand the game... But then, I had to manage everything happening while I tried to devise a strategy.
That aside, I really liked that you can control the planet's rotation. It took some time to get used to, but it's a pretty interesting and unique way to manage acquiring resources.
The battle system was also pretty cool! It took me quite a while to notice that the light-red tiles decreased the action by 1.
All in all, this is a nice game, but it has quite a big wall that must be overcome.
Thanks for the comments! :smile:
@huitre The sfx was a last minute addition, so I didn't have time to check if it were too much or not before submitting... But I'll pay attention to that next time! :)
Also, I hadn't noticed that sentence... I must have been tired when I was writing this page. It's now fixed, though! Thanks!
@michaelb Good point! I usually deploy a script that does that together with the game, I completely forgot about that...
Thanks for all comments! :smiley:
SFX was really rushed on the last few minutes. Next time, I'll be sure to put more attention to it and make the text sounds less annoying. I was aware that it could happen so... yeah...
Until some time ago, I would always at least start post-compo versions of my entries. However, I won't be expanding this game just now. There are at least two other projects that I would like to develop before that... But I'll definitely do something story-driven... one day! (shout-outs to my [LD#29 entry](http://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=7375) :slight_frown:)
@sorceress I have to agree about the black outlines. I usually avoid it as much as possible, but I tried to be as conscious as possible about it and only outlined characters and objects.
Oh, and I forgot to initialize the player's position. So he always starts on (0, 0)... Which I believe was the cause of the bug. XD
I really liked the experience! This is a nice little music playground. =D
At first, I tried to aim with the cursor (i.e., the hammer), so I found aiming at seeds quite difficult. However, I later realized that you are supposed to aim with your actual mouse cursor, and not the in-game one...
@cyberstarlight I was playing on linux, so the cursor was actually a white square... I'll later play it again, but on Windows. Then I'll think about what would be intuitive for me. :smiley:
I must agree and say that @mox suggestions does sound great! :)
Amazing game! I played it for a good while...
The game is incredibly polished and fun, but the amount of details that went into to the graphics is something else!
Some minor points that could use improvement:
* When trying to jump from the last few pixels of a platform, I would often spend my bomb jump. Adding a few grace frames after you leave a platform would solve this. * Since jump is triggered while the button is down, instead of when it's pressed, I would accidentally expend my bomb jump right after the initial jump. * Hitbox of the cannon's bullet is too big! I was standing over a cannon and got hit by its bullet. (this is mostly salty, since it finished my best run XD)
I'm not really into grindy games, but you were able to keep my interest until the end!
Really polished game, with great graphics and songs!
Really cute game! It almost made me feel bad about defeating the Desumaton...
It's quite interesting how simple the graphics looks, but how many details you were able to add... I could notice the bg parallax, particle effects on explosions, the trail... Not to mention how much the white outline helped make everything standout!
And those faces... They are great! Specially how they move from the center of entities, selling the sense of velocity! Not to mention the player's hidden health bar! I did really dig your graphics! :smile:
The game is really fun! If only the camera moved slightly ahead, revealing where you are going... As it is, running away from the boss is quite hard (as asteroids may suddenly appear in front of you).
I think this is the first time that I've seen someone use Unity's input system correctly in a jam... :cry:
Leaving that aside... XD
I really liked the game! It seems like it would be pretty fun to play with a friend! I did map both witches to the same gamepad though, trying to use both analog sticks and the shoulder buttons... Which didn't work too well. XD
All mechanics felt really interesting, and they were introduced in a really good pacing.
The song was amazing, as always! :smiley:
Really cute game! However, I must criticize some of the controls:
* The character should stick to the wall for a while, so holding toward the opposite direction (before a wall jump) wouldn't make you fall * Sliding seemed really fun and cute, but made you lose speed too quickly. Therefore, I avoided using it as much as possible. :slight_frown: * The camera takes too long to move behind the player, sometimes.
The wall run mechanic was quite fun, though!
This is most likely a Linux bug, but I was unable to unlock neither medium nor heavy units. The unlock button was always lit up, but I couldn't press it... Actually, the camera would reset when I tried to click anywhere. Which leads me to point 2...
Using Unity's input system is a big plus! :ok_hand: But the choice of the suicide button being 'S' kinda back fired there... And the you ignored it for the rest of the inputs... :slight_frown: I was also unable to rotate the camera with the mouse or zoom in with the keyboard... Luckily, I didn't have to zoom it at all, so this wasn't a real issue, but still...
As others, I was also able to win simply by spamming light units. (kinda a necessity in my case, because of the aforementioned bug)
Still, all in all, I must congratulate y'all in finishing something and polishing it! It may be unbalanced, and I may have had issues (probably because of Linux :sweat_smile:), but acknowledging when to stop and start finishing the game is quite a skill on itself... and you did great in this! :slight_smile:
I really liked this game!
Graphics are really simple and lovely, and the song and sfx fit in nicely! Trying to control everything indirectly was quite fun and funny... I would usually accidentally hit enemies (instead of being able to aim).
One minor nitpick is having to go back to the keyboard to start and restart the game. Since the entire game is controlled with the mouse, those actions should also be activated with it.
Couldn't get it to run... Seems like my libstdc++ is too old. :sweat_smile:
```bash $ ldd bin/bin | grep not bin/bin: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.20' not found (required by bin/bin) bin/bin: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by bin/bin)
$ uname -a Linux gfm-ubuntu 3.13.0-116-generic #163-Ubuntu SMP Fri Mar 31 14:13:22 UTC 2017 x86_64 x86_64 x86_64 GNU/Linux ```
I could try compiling it from source, though... Add a link to the description and hit me up, please. :smiley:
I also highly advise you to follow [itch.io's guidelines for homemade stuff](https://itch.io/docs/itch/integrating/platforms/linux.html#homemade--low-level-engine-advanced), to avoid this kind of issue...
Quite fun and funny!
I really liked how y'all used voice acting for most (if not all!) SFX! The song seemed to loop too soon, but it was cool the way that it changes as you get more stressed!
The graphics were quite good and I'm impressed with how complete this game is!
Well done!
This was really cute! (maybe "moody" would be a better word, since this wasn't really happy, and I usually associate cute things to happy things... well, regardless)
I really liked the idea, of the game of either trying to succeed alone or having to sacrifice yourself for others.
After way too many tries, I succeeded at being a really selfish doggo:
gfm_dwelling_0deaths.png
Don't know if intended, but that can be done by exploiting jump off the plant on the frame (or almost) it withers.
On my first playthrough, I finished with the help of 6 other selves. :)
Pretty fun game!
I would usually expect this to be a game about finding the enemy's weakness, but using the enemy's own element worked really well and was really intuitive!!
The way that your health works doesn't seem all that intuitive... I only understood it after reading your note. Perhaps, if the enemies played a little sound effect and the particle effect were less subtle (like, small explosion when they deal damage) it would be more noticeable.
I completely agree with @alexrose!
But I also have to add that I found it somewhat hard to properly aim at enemies. When I run diagonally at them and press `attack`, I expect the character to hit toward where I'm running (i.e., diagonally). However, since it only punches sideways, I usually miss and get quite confused about it.
This was amazing!
Incredible polish, graphics, art, game and atmosphere!
My only complaint is about the controls (combining stuff was quite hard), but the post jam version is already much better! :)
This game is really adorable!
The recorded voices add a lot to the already very cute style. :)
I've finally found your game! I meant to play and rate back earlier, but the game isn't listed on @grim's public because of issues on the new site... Anyway!
~~I'm still quite confused. I'd go with something like @knightowl and say that the character died on a train accident... are the coins a reference to the Charon?~~
A quick Wikipedia search (to learn how "Charon" is spelled in English) shed some new light into this! I didn't know the name of the river... Now the title make so much more sense!
There's only one missing piece, for me. There is a coin right at the start of the game that got overridden by another one on the second (or third) carriage... I wonder where it can be used...
The game is definitely interesting, and I'll probably keep wondering about it for a while. :smiley:
I spent a good while during the start of my playthrough hovering over every thing and reading the mouse-over texts, so I didn't have many issues with the game.
The only information that I felt was missing is that building towers (and having villages/shrines around it?) gives you the deity's resource. I went through most of the game without building a single one, until I almost ran out of stones.
Overall, I liked it, but it could use some more polish...
I got really confused with the level geometry and the exact position of blocklings. Adding a shadow beneath them would be really helpful. The world could also use some shading, as it's also somewhat confusing...
Each level has a different spawn point and there's no indication of it. You are forced to start running it before even thinking about the solution, only to be forced to restart when you think of a solution.
Also, in some maps the UI get in the way of the map. Simply being able to move the camera would help a lot! There was even a level (after the green blocklings appears), where I couldn't even see the exact spawn points... so I had to give up.
I gotta say, more than difficult, this seems to be unbalanced.
World generation doesn't seem to account for the fact that you'll have to maneuver around planet(s) to get to the station. At times, simply trying to apply enough force to launch you toward the station (or simply away from a planet) will make you get grabbed by another planet's gravity faster than you can react.
The game end up being more luck than skill based, since having a good world gen. helps way more than any skill...
Still, you were able to make me keep playing for quite a while, getting as far as area 5... So, yeah... I quite liked it! :sweat_smile:
The light effects and the death animation are really cool!
EDIT: Forgot to add a picture of my failure... just because XD
gfm_rashlander_score_000.png
I liked the idea, but I felt that I was mostly advancing by luck, instead of actually being able to plan out my play.
I get (and liked!) that you can only influence the initial state. However, there are so many variables afterward that it becomes really hard to adjust after missing on the first try. Every small adjustment changes the result dramatically.
Not to mention, there are 3 variables that must be considered when hitting the asteroid: its vertical position (seems only to be relevant when there are nearby planets), its horizontal position (as you explain on the game page) and the strength... Perhaps, if there were only 1 variable (e.g., the strength) that controlled everything, it would be easier.
Or, perhaps, if the planet's gravitational influence was milder, it would be easier to control the destination. That way, it would be less about the perfect placement and more about learning to control the game...
Or, maybe, I simply suck at this game. XD
Graphics were really cute, though! And, again, I liked the idea! I only wasn't able to play it well (i.e., I couldn't "learn the game").
I liked how you used the theme, but yeah... the game is still kinda rough... :slight_frown:
The controls feels somewhat unresponsive... The player simply stand still after shooting or hitting anything, instead of playing a little animation or anything. This cooldown should have been better explained...
I also had some trouble with the actual inputs, at first. Since the game screen is too big, I couldn't see the controls when I entered fullscreen mode. Then, since this game uses an unconventional control scheme, I was utterly clueless about how to control it... I later saw it and was able to play the game, though!
Next time, describe the controls on the game page. Or, at least, don't hide it after a few seconds!