Ten Second Defense by Super Hamster 2013-08-28T01:01:00
Nice. I like the spastic way the basic enemies run around. A little tough to get started, and could use a countdown or warning when the game/wave starts.
Foon → Ludum Dare Explorer → Users → ghostmaple
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Caws & Effect | jam | 736 | 3.02 | 2.70 | 2.75 | 2.85 | 3.92 | 2.92 | 2.68 | 2.97 | |
| 2025 | 58 | Collector | 👥 | Monster: The Collectoring | jam | 506 | 3.35 | 3.00 | 3.07 | 4.30 | 4.23 | 3.52 | 3.25 | 3.35 | |
| 2023 | 52 | Harvest | Kana Kompost | unfinished | |||||||||||
| 2022 | 50 | Delay the inevitable | 👥 | Screen of Death | jam | 244 | 3.89 | 3.69 | 3.75 | 4.03 | 4.50 | 4.16 | 3.90 | 3.89 | |
| 2021 | 49 | Unstable | Ghost Crabs of the Deep | jam | 2.00 | 2.75 | 2.00 | 2.75 | 2.75 | 2.75 | 2.75 | ||||
| 2021 | 48 | Deeper and deeper | 👥 | A Watch or The Incredible Shrink | jam | 257 | 3.94 | 3.64 | 4.40 | 4.28 | 4.55 | 3.75 | 2.86 | 4.07 | |
| 2020 | 47 | Stuck in a loop | 👥 | Loop2Loop | jam | 784 | 3.50 | 3.18 | 3.40 | 3.47 | 4.13 | 3.20 | 2.52 | 3.32 | |
| 2020 | 46 | Keep it alive | 👥 | Polka Never Dies | jam | 891 | 3.62 | 3.25 | 3.59 | 4.12 | 4.20 | 3.94 | 4.00 | 3.75 | |
| 2019 | 45 | Start with nothing | Chomp.io | jam | 2.50 | 2.75 | 2.12 | 2.62 | 2.12 | 2.12 | 1.50 | ||||
| 2019 | 44 | Your life is currency | 👥 | Salvage | jam | 434 | 3.54 | 3.45 | 3.23 | 2.58 | 3.95 | 3.69 | 2.17 | 4.04 | |
| 2018 | 43 | Sacrifices must be made | 👥 | Send In The Interns | jam | 34 | 4.16 | 3.81 | 3.58 | 3.75 | 4.13 | 3.87 | 3.97 | 3.89 | |
| 2018 | 42 | Running out of space | 👥 | The Longest Jump | jam | 752 | 3.24 | 3.19 | 3.01 | 2.51 | 3.67 | 2.46 | 3.41 | 2.71 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Tristakto | jam | 1033 | 2.94 | 2.85 | 2.94 | 2.44 | 2.14 | |||||
| 2017 | 40 | The more you have, the worse it is | 👥 | It's the Wurst | jam | 305 | 3.70 | 3.55 | 3.58 | 4.08 | 3.86 | 3.20 | 3.84 | 3.31 | |
| 2017 | 39 | Running out of Power | 👥 | Lola's Barkade | jam | 208 | 3.69 | 3.56 | 4.04 | 4.21 | 4.60 | 3.82 | 3.95 | 3.90 | |
| 2017 | 38 | A Small World | Beebuzz Soccer | jam | |||||||||||
| 2014 | 29 | Beneath the Surface | Amongst the Sand & Spice | jam | 591 | 2.81 | 2.58 | 3.23 | 2.94 | 2.37 | 1.53 | 2.00 | 2.18 | 60 | |
| 2013 | 27 | 10 Seconds | Noah's Tasty Confusion | jam | 569 | 2.40 | 2.56 | 2.76 | 2.84 | 1.76 | 2.41 | 2.95 | 2.00 | 44 |
Nice. I like the spastic way the basic enemies run around. A little tough to get started, and could use a countdown or warning when the game/wave starts.
Before I started up the game, I thought that control scheme was going to be awful. After playing it...neat. Took a little getting used to, but I like it. Got that flamethrower/plasma gun upgrade just in time!
Man, it's rough when they drop down directly on top of the computer and you have to shoot them out of the air. (A fire up/down would work well for this.) Nice work. How'd you manage that platforming AI/pathfinding?
Excellent in-game text. Just enough to get the point across without interrupting the game. Funny stuff, this game.
Excellent! Reminded me of the mood of the anxious parts in the original X-Com when you position your guys and hope hope hope you'll scrape through to the next turn.
Hrmm, what OS are running you it under, Lianne?
I dig the idea, I can't wait to see what'll come out of it when you get more than a weekend. Suggested polish: I'd throw a little bit of a pause in there to give you a chance for counters. Kind of a mini-slowdown.
For Tom 7's comment, when you create the executable in GM:S, choose the second file type option at the bottom. ("Single runtime executable (.exe)") No installer needed!
Nice nice. I dig it. Took a little bit to figure out how the kills worked. I guess you need to hit the other player with one of the rotating shields? (Perhaps always move a shield to the front while boosting? A 3-shielder was killed a few times while boosting on a 1-shielder. Luck of the draw I suppose, but led to a couple of "What the heck, man? I totally had you." moments.)
Nice puzzle game. Future enhancements I'd love to have when you get to polishing and publishing (you will, won't you?): ability to take out just pieces of path instead of the whole cell, ability to see what paths I added most recently (in the last turn) so I can erase them when I guess wrong, ability to backtrack a path that I am in the middle of building. Great game though.
Liked the "help" calls being tied to the music playing at the time. (Wish more people cued things in like that.) That subtle click sound when your head goes below the surface caught me by surprise and was a nice touch.
Impressive.
Andy pretty much hit all my main points already. Congrats on getting something working in SDL!
Clever, fun, and funny.
I appreciate the clean pixel art and the straightforward presentation. (It seemed my worm went vegetarian for a while and ran away, but I got him finally.)
Excellent idea for a game mechanic!
I'm a big fan of the tutorial through plot dialogue. It's well done here.
Creative. Gave my brain a good workout.
Neat idea. Something as simple as four weights made for some frantic "no no no don't do that!" times when all the islanders ran to the opposite side really fast.
Great game. I'd totally be interested in seeing a full version somewhere.
Apologies spocker, it defaulted to the awful installer on that last build. Give it a try now. It should be a regular executable.
Nice game! That's a lot of content packed into 48 hours. Nice hook for future work too...
Clean graphics, neat mechanics, and the music's great.
I like that you can beat some levels "under par" by not using all the provided pieces. The crates are a neat idea for providing non-buildable cells. Got stuck on Level 14 with the exit tank surrounded by steel blocks.
Add a link to a runnable version so we can play and rate it, please!
Neat idea, especially the liner/leak mechanic. The controls (laser not quite shooting where I'm aiming) and the fish falling onto me made for a pretty hard game. A bigger pond (so you have a chance to evade and not just shoot or die), perhaps some different types of fish enemies, and a few powerups for variety and you have a winner. Did I mention I totally dig that pond leaking mechanic?
Wacky. I like the hand-drawn look and solid colors. Couldn't quite get the hang of navigating using the map.
Looks great, and the music and graphics build a nice overall mood too. I'd love to play this once it's been fully fleshed out.
Funny stuff!
Nice. Quick and fun to play. Not at all what I was expecting when I opened the game. (Which is good!)
A+ presentation
A rhythm shmup? Whaaat? This is like if you reached into my brain to yank out some of the best memories and mash them together. The rhythms in the third level were both fast and complex and I wasn't quite ready for that combination, but the game had me tapping my foot the entire time. The little polished details were not lost on me. (Things like the reflections on the front of the downbeat ships when you miss and the overall responsiveness of the shots) **Great presentation, great art, and great music.** If this didn't make the top twenty it'd only be because not enough people played it.
Excellent use of design. The more times I play, the better I get with the skills available to me (like dash) ...which then makes it even tougher when I lose it. Probably one of the only games I've ever played where the game is tactically tougher as I get better. Nice.
Phenomenal. The two background games really kept this from being "just" a list of 24 games (a feat in itself), since I was constantly thinking of both of them as I played the others. (Especially once I noticed Virtuaman's energy running along the bottom.) You're really inspiring me to step up my OneHourGameJam skills.
Brilliant idea to fit the theme. Great sense of mood too.
Good stuff, a lot more complete than I would have expected for a weekend's work! Only thing that would make this a more complete package would be some appropriate tunes to go with the sound effects.
@notpresident35 If you can't play the game on the platform supplied, play a different game. Easy as that. (There's 2891 other games you can rate!) If you're really bummed that you can't play this one (and want to!), you can set up an Android emulator on your Win/Mac box.
Neat idea, didn't get far enough to get a good grasp of the theme. That's probably my lack of creativity in figuring out what your take on it is. As far as the third piece, it's almost like the worse it is (sadness from fighting), the more I have. :wink: (Also, on my particular machine, it seems to want to crash/hang about 50% of the time I run out of health/fall in a hole.)
Love it. Would like to see it with more!
Dang, so good. The easy to understand controls. The small bits of polish right where it needs it. And the layered music is just what pushes it over the top for me.
Very neat. Initial view was a bit awkward and I felt like I didn't get a chance to try out some of the beefier characters. Bigger levels! Longer paths! Flag repairs? Lots of possibilities for a nice quick game, like a tablet or web portal game, or even more if fleshed out. Nice work!
Clever idea! I want to be on the front lines but then have to keep retreating to stay out of harms way. Keeps the game from getting boring with a stationary "turret" style strategy. I also love (hate!?) when you manage to take down all the incoming and feel like you're super awesome...and then realize you missed a sneaky one that then takes a huge chunk of territory. Nice work.
Nice work as always. It really comes together with all that extra polish in every category.
Neat twist on elves making toys. Didn't realize that most of the level was below where you started (thought it was a pit) until I read some comments here. I like how there's a "pack limit" so you have to return back and empty your vacuum (encourages knowing + exploring the level). It's a nice balanced package where nothing feels out of place.
Very frantic! Needed to keep on the run the whole time to dodge trees and avoid those flaming pits! Took me a few tries, but I finally got it. Art is nice, though some of the items could use a little bit of contrast (dark berries are hard to see on the dark bushes) or up their size a little bit (some of the small things that pop out of the pots) so that I can better plan my path. Nice work team :thumbsup:
Very neat sim/god/farm game mechanics. The art is extremely consistent and clean and fitting for the overall game. Nice work :thumbsup:
Nice work and thanks for throwing that curveball of difficulty at the end to make me feel accomplished when I finally paved my way to the last door. :thumbsup: But seriously, nice work team!
Superb! Excellent art direction, sound, and the puzzles were challenging without requiring hair-pulling. The little bits of polish here and there (wiggly safrificees, yells when they get close to the holes, etc) really up the bar compared to most jam games. (And the Android build is much appreciated!)
Well done, the puzzles were clever and took me a few attempts to get a solution for. Especially the red wall one where I learned about what happens when you switch players in certain situations. (No spoilers!) I initially thought the (blue) fire was for sacrificing only the blue character. The flor bug made the last level very frustrating for me until I learned to stop and jump instead of run and jump. Music is great, art fits well and the puzzles are well done. Nice work. :thumbsup:
Excellent use of the theme. Got me thinking a couple steps ahead...can I turn this stable pattern into this other stable pattern? Can I find another shop that will sell an item for 1 coin so I can keep these 2x2 blocks in the corners? etc. etc. Well done!
Super nice. Great art, good mood (storytelling through extra character poses!), good level design. Though I'm not a big fan of last minute toe-on-the-ledge jumps being required to progress, especially in the *first* jump room...
**Spoilers ahead** That said, I totally love how you leaned into that so hard. I didn't realize how much you allowed for forgiveness/coyote/ghostledge jumping until I was trying to solve the three saw room that's early on. When I did discover it, the jumps were so much smoother and I felt like a BA working my way through the later rooms. I was curious why the good ending sword room had that particular object in it. If the heart box goes to where you die, couldn't it have been there all along? (i.e. On your first death it is teleported from the sword room.) Or perhaps it would be there as an indicator of a previous (and unsuccessful) seeker of the sword? **Spoilers end**
All-in-all, the best game I've played this jam, and better than many in others as well.
Neat stuff. Seems like there's more than the usual number of sims in this particular jam. (No complaint here!) An improvement I'd like to see in the next version is info on what an upgrade will do. Those 3 stars can get to be pricey! The arrows showing synergies was a nice touch. (Maybe I could see what kind of synergy they give by holding a particular key or mouse over? I couldn't tell if houses synergized with each other or not.)
Impressive. Always a fan of a good simulation. Graphics were clean and readable, and the little bits of polish like letting goods rotate were effective for getting the mood across. There were times when I was unable to determine how to get underproducing cities to kick out more goods to meet demand. Maybe it was just the bigger (and soon-to-be hyperinflated) cities eating it up before I got a good look at it. I agree with some of the comments above, I'd be interested in seeing this in a larger and/or more configurable version to satisfy my need for control over tiny worlds!
Good stuff. Took me a few tries to figure out how the robed units work. (Melee vs ranged, generate from nearby friendly units vs enemies, pull from dead enemies or just when they get hit, etc.) Once I realized you could go past level three on each unit, it was all over.
Any tips for losing the game after you've been killing+leeching things for a while? I want to see my game over screen and get you that raise. (If I've done my math right, I need to use upgrade about 30000 times = 60000 taps of the Z key. And I can't put on an auto-fire app because Z also exits the game over screen. Ack!)
Had to close my game where I was past (at least) wave 6000 because I broke the game so badly I couldn't die. (Too many robed Leechers! I did manage to get a screenshot of one of my level 8000+ units before I accidentally sacrificed it.) Here's my score beating your boss. Happened to stop on a nice even number, too. Looking at the scores I've seen, I don't think your boss's score overflowed, more likely the score penalty for letting an enemy through is much higher than defeating them, at least late in the game. (Perhaps it is simply higher for tougher enemies, as it looks like your boss let the last ~566 waves through to end the game.) Screen Shot 2019-05-23 at 9.21.13 AM.png Screen Shot 2019-05-20 at 4.45.33 PM.png
Very nice. The tiny pixel work is great and I loved that the credits were a part of the game. Would love to see what this idea could turn into if it were part of a larger project.
Super solid entry and one of my favorites this jam. I suck with a mouse in situations like this so it makes me crave a touchscreen-oriented version so I can just tap/swipe to grab and throw.
I don't feel like there were any rough edges that stick out. The graphics, design, interface, and audio all fit well together. (Though I did find myself playing with my food a bit so I could hear more of the "dinner" music.) Great work, team!
Great entry. Had tons of fun working out the solutions. The Skip option is a nice touch. Graphics are great, sound effects and tunes were good as well. The music was enjoyable, even after three almost-complete playthroughs. This game has that great combo of mechanics and puzzle design that makes me feel awesome when I get it figured out. Well done!
Hit a small bug in the last full level - Once you place the wireable block and play->stop at least once, that block isn't selectable anymore. So I wasn't able to move/remove it because it doesn't show a cursor, as it acts much like a non-user block does.
Neat stuff. The use of vigor as a secondary resource is a nice touch and makes for some interesting resolutions, especially if you're not paying attention.
Nice entry. This twist on the typical tower defense is enjoyable and the speed-up on the music is a nice touch too. Polished and well-packaged. After three plays, my best score was 430 saved. (So close, only ~15 eggs unhatched)
Three nitpicks (because it's a good enough entry that I'm down to just nitpicks!) - 1) The title screen shows a rather funny crab grabbing a seagull. I want that as a tower! 2) I saw a few comments that didn't understand how the upgrades worked. My guess is that it's not clear that you have to be in range, since I continually had this problem when the I lost my crab in the fray. Suggestions: Color/mark the player in a slightly different way from the tower crabs so it is easier to find (different color, circle underneath it, etc.) and when in place/upgrade mode maybe mark the max distance you can target towers somehow. 3) On my first playthrough I couldn't quite understand what the different towers did so I eventually tried to just use urchins (poison?) and umbrellas (long range?). I came back to the game page and read the descriptions and it all made sense from there. Tooltips on mouseover perhaps?
Neat concept, my very first shot grazed my grandfather and he bounced directly into a virus. RIP. I like the pushing mechanic and it made me want an alternate mode for the game where the viruses are immune to the shots and all you can do is push the grandparents around to keep them safe. (Similar to one of Maxathon's mechanic suggestions)
@Maxathon - That would be a different game entirely, and you are free to make it! This one is about keeping the grandparents alive by destroying their antagonists with laser bullets, and to me fits the theme well. If you'd like to have some input into @rob-avery's next game, perhaps you can team up for LD 47 in October!
Neat concept and good execution :thumbsup: Music was good and the character art was a nice addition. Had fun through most of the game, except the last level. (Spent around 15 minutes trying to get through just that final challenge. The small holes leading to the bottom right switch were especially frustrating.) All together a pretty good game. You really nailed that moving day feel of "You move there while I move here. No wait, stop pulling!" Nice work!
Neat concept, the flavor text when observing is a nice touch. The controls were a little tough for me to get the hang of, though I later figured out you didn't need the mouse to make selections. (Maybe add the controls into your description above or to the itch page?) I was a little confused why I needed the scalpel to cut things when there's a knife right there on the cutting board. Altogether, nice work!
Also, if you are going to use assets from outside the your team (e.g. sound/music), the general rule is to remove yourself from ranking in that category. (And if some are from your team and some are not, just mention that that category should only be judge on those alone.)
Good sound and music. Very clean and straightforward presentation. So much of this feels fully fleshed out and ready for a store release. Nice work.
Wasn't sure how to do more than one word at a time until I tried going parallel to the existing word. After that, it's much easier since there's more to work with. Quality of life request: Be able to move letters around in the tray without needing using the board as a go-between. Also, perhaps the ability to scramble the tray letters. (I'm the kind of scrabble player that needs to stumble upon a word chunk to build up a word.)
I love environmental sims, so this is up my alley. Sometimes it's hard to tell which way the wind/embers are moving since the majority of the effects want to go straight up on their own (like smoke tends to do). No good ideas here, maybe make the smoke dissipate a little faster (and larger)?
After a while, I really just stopped caring about what the ground looked like and just moved around. The "protect the forest" idea is intriguing and I'd love to see some mechanics added revolving around NOT burning certain things. (Like turning forests/cities into grass/flowers over time, etc.)
Great entry. Good design, good music, good art, few bugs for a jam game - all ties together into a nice package. I'm a big fan of the "should I hide and stay alive" vs "try clear the board for that bonus segment" choice when I'm in trouble. The variety of gun segments & augmentations is neat as well. The decision to make the head's bullets bounce was a good one.
You all know how awesome this is already, so here's a few tweaks that would keep me coming back again and again (in a loop?): - Gamepad controls (analog + two triggers = heck yeah) because I keep losing where my mouse is in all the chaos - A fix for the teeth enemies teleporting into you (it's a jam, totally understandable) - Downloadable version (but don't get rid of the web version!)
The VO work is a nice touch, and gave it a lot of extra character. I'll have to think about adding that to more of my future entries, it's been a while.
Nice. The gameplay music and the clever use of 3D parallax to give the whole scene depth were the high points for me. Those turtles are relentless, and I think you did a good job giving each of the animals a different movement style.
Absolutely beautiful experience. Will be surprised if this doesn't end up high in the rankings. Love all those little bits of polish that bring it to life.
@wild-fat This may the only time in my life I get to say this without winking afterwards, but “that’s not a bug, that’s a feature.”
The inevitable deterioration of the device is primarily told through two visuals: single dead pixels (a failing LCD screen) and glitchy vertical lines (dirty/corroded cartridge contacts). Though I understand there’s a certain flashy item in one of the games that might repair one of those a little bit…? :wink:
Super cute, and very clean presentation too! Nice work team. Wasn't expecting to find a new puzzle mechanic among all the entries, and this was a cool surprise. (And I managed to keep the cubs playing for 22 rounds after a few tries :bear: )
Nice entry, had a lot more fun than I expected typing words. You all did a good job bringing all the different bits together. My best score is 1325 so far.
Excellent complete package. Not sure how much further the relationship can go, I last managed to have a chat with ~~redacted~~ the hero at level 15. Nice work.
Nice work, super clean too. You all did a good job keeping the various 2D/3D/sound/music fit together. 494 was my best score after a few plays.
Nice, and heartfelt.
Excellent mash-up. A little tough to get those perfect shots!
Nice mash-up. Love the idea of the multi-blocks, especially that it's not a standard tetrimino set. Having the coins around to collect is a brilliant way to keep the player entertained while the pieces are falling and keep them always looking in two places at the same time. 👍
Nice work! Couples totally break my brain, and hard mode was a pleasant surprise. Highs were 5359/1660.
Every little piece - audio, writing, art, effects, capitalism - helps elevate the rest into something bigger than their sum. Nice work! (And composer, get that tune on Soundcloud please!)
Nice work, I like how you all used signal in a variety of ways throughout the the mini-games & score screen.
Maybe there was some lag because it's a web build, but it felt like maybe the keypresses were a beat or half-beat late from where you intended in the song. Still totally playable though. Nice work, team. And to the composer: Parts of your catchy melody earworm'd me off and on for a good chunk of the afternoon.