Hunters of The Northwest Passage by PsySal
Neat idea, but I found it pretty difficult to really get my head around what I needed to do to play well.
Foon → Ludum Dare Explorer → Users → Gilvado
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥉 | 2009 | 15 | Caverns | The Killbots of Cavern Station | compo | Fun | 4.07 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Po | Cm | Te | Jo | Tw | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Rpg Combat Bananaramatime | compo | 14 | |||||||||||||||
| 2009 | 16 | Exploration | Deep Field | compo | 23 | 3.42 | 3.26 | 3.33 | 3.50 | 3.08 | 1.00 | 2.10 | 3.36 | 2 | ||||||
| 2009 | 15 | Caverns | The Killbots of Cavern Station | compo | 16 | 3.67 | 4.07 | 4.00 | 1.84 | 2.21 | 2.50 | 2.54 | 4.06 | 18 | ||||||
| 2008 | 13 | Roads | Highwaymen | compo | 10 | 3.80 | 3.80 | 3.53 | 2.33 | 2.67 | 3.53 | 2.70 | 2.93 | 3.18 | 2.91 | 2.83 |
| Year | MiniLD | Theme | Game | Rank | ||
|---|---|---|---|---|---|---|
| 2009 | 11 | Sandbox | Pendulum Ninja! |
Gilvado leaves an average of 14.0 feedback comments each event.
Neat idea, but I found it pretty difficult to really get my head around what I needed to do to play well.
Neat toy. Think there's potential for procedurally generated Martian ruins, with scientifik diskoveries.
Windoze?
So cool! Feel like the levels should have been a bit smaller, maybe.
Kinda wish there was more shooting of dudes, and dodging of bullets. Still, a decent entry.
Psychedelic. I like it :D. Although it's really hard to hit the damn diamonds.
Liked it :). The dragon kicked the crap out of me 3 times, I guess I won't see the end :P.
Neat ideas for a puzzle game, but obviously lost steam as it reused the same mechanics. I think you should have made more 'huge chain reaction' maps. The one map of that was the most interesting.
You posted motivational whale!? 5 community points!
Also: the rest of the game was pretty good, but I found that the controls felt a bit random. Also, it's too easy to get stuck, even *with* the ladder packs. I think that having a dedicated 'ladder' button, with you able to carry more than one ladder (perhaps you have to buy them?), instead of actually carrying them physically with you, would have worked better.
Really feel like this would have been stronger with puzzle elements.
Looks pretty, sounds good, plays smoothly -- I like it :).
So. Damn. Pretty. Physics feel great too. Would have preferred a bit more depth to the gameplay, but then, after the rest of the entry that might be asking for the moon :P.
Some really cool ideas, but it's gonna be tough for people to judge if there aren't any games up when they want to try it out. I played it, and thought it was teh cools.
So I totally didn't notice the part where you said, "and nobody else is around". Awkward. Hilarious, but awkward.
Overall, I like it, it's a decent puzzle game with hilarious subject matter.
As you commented, it's an exercise in frustration. Although the light effect looks neat, ultimately the game is just about wandering around, hoping something works out.
Really like the look, the sound (both music and the 'Caverns Approaching' voice). Felt that there were some issues with depth perception and whatnot, perhaps if you shot a line out from your ship to the currently closest point of world geometry, with a number that tells you how far the distance is? Then the player might be able to get a better feel over time for when they're skirting the edge of something.
You move much too quickly to be precise, the view is too zoomed in, and the jumping feels really off. Still, for a first entry it's quite impressive. Much better than my first entry was :P. Liked the music. Simple, but not annoying.
Just want to comment that you probably shouldn't put the link to version 1.1 in with your other links -- some people might think that it's ok to play and then judge that version. Most people put it in a separate post, which a person can easily find by looking at your journal. If you do want to put it in this post, then you should probably put it in the body of the post with a note above that says, "Post Compo Version: Not for Judging".
Oh, and I loved the game :). Both the normal and post-compo versions. Think that with some tweaking it could be really fantastic.
I feel like there should be a neat experience in here, but I have no idea how to find it. I can't get anything like your screenshots to happen. You should seriously consider posting in depth instructions on this page.
Liked it, but thought it could have done with some additional goals (maybe random gems show up that you can collect for bonus points, but they're out of your way?.
Perhaps if you had a regenerating supply of both stalactites and stalagmites, represented by numbers, and you could click on the ceiling or floor and it would shoot out immediately -- meaning you could attack anywhere at any time. As it is, it's much too easy to just have nothing to attack with where they're mining.
Weighing in with everyone else -- what we use to develop in is our own business. Forcing everyone to run from source isn't a good plan when you could find a site that would support 60 meg uploads, which for the record I'd be ok with d/ling.
Impressive for 5 hours, but the 'movement is acceleration' mechanic is WAY too hard.
Thought this was pretty awesome. It's definitely too tall (the screen), which I was guilty of as well :P. I found controlling the game when you were upside down quite difficult, which only compounded the general difficulty of the game (which was very high). I felt that having a respawn after 5 or 10 seconds, and lower starting health, would have worked better than just killing you off completely, and high starting health.
I got to the first level where you had to escort the ambulances, so not very far.
First of all -- thanks for putting together the megapack. Very helpful.
As for the game, I liked the overall look and feel of how it played, but I felt that the map wasn't well balanced to bring out really tactical gameplay, especially with the cards mechanic. Too much randomness. I felt that a more deterministic mechanism to control how far you move would have worked better, along with a map that had more restricted movement.
Still, all that being said, it's fun! I'll be trying it out with some friends soon, I think.
Drove down the rode for what seemed like forever. Decided to drive off the road when I was down to 1000 left, because I was bored. Died instantly. I don't doubt something interesting would have happened when I stopped, but it took way too long, and I decided not to do it again. I'd prefer if the distance you have to go at the start was more like... 1500 instead of 10000.
Thought that it was a very interesting premise, and mostly well executed. Reminds of Jason Rohr's games -- Passage and the like. Felt that a game where you explore themes like this doesnt work well with an instant death mechanic. After exploring it for a while and then dying, I didn't want to have to go through all the early stuff again to find out what happens.
Difficult -- you can't go very fast or you'll die. Not particularly innovative, but it works. Would have preferred if there were pick-ups or obstacles or something like that.
Lots of neat pixel art, the sound slowly building in power was very unsettling. I felt like it was trying to be surreal for surreality's sake. Much like a dream, really. That's a legitimate goal, but just not one I'm personally interested in. I felt it would have been better served making the dream center around a significant event that's recently (or long ago) happened in the character's life. Then it could have built to a logical conclusion (a revelation, and waking up). Of course, all this is just my personal bias in what I'd look from for a piece like this -- if you were looking to make something surreal, meandering, and purely dreamlike, then I'd say you succeeded.
A lot of fun, but gets impossible to even maintain your city very quickly. Sometimes I removed roads without meaning too. Maybe make so you can't remove them? Still, excellent overall.
Tutorial is really neato, but I felt like the controls on the chopper were way too heavy. Just too hard.
Cool game, but I'm just terrible at sliding puzzle games :P. Even the first level took me a long time.
Really fun, great mechanics, love the pacman inspiration. Gets really hard at the end! Would have preferred if you spawned in a random location -- sometimes a bunch of enemies would cluster nearish to the beginning on one of the main roads that you have to go down, and I'd die over and over again.
A very impressive achievement -- both as a 4k, and as an LD entry. My personal fav to win overall. Wish there were more levels.
Beautiful, but ran unbelievably slowly. Not really playable.
Enjoyed it, but found it fairly difficult. Didn't make it too far in.
Also found it pretty enjoyable. The absurdity of driving the Trojan Horse like a deadly tour bus was hilarious. Controls were good, though it was hard to control (if that makes sense...). I played your online version and it only loaded/rendered new sections of the map when I hit an edge. This made the game very very difficult, as I wouldn't know what's coming. Other than that it was great!
Enjoyed it. Think it would have been more fun with a less brutally punishing score system. I have no idea how you got that 6000 in the screenshot! Or maybe I just suck at it... Either way, I think that removing the part where it subtracts from your score and giving the game a time limit (2 or 3 minutes) with saved scores would have worked better. Gas trucks could still subtract points, or perhaps stun you for a while. Just my 2 cents :).
Liked the buffalos :D. Pretty fun, although the building material restrictions got really tight at the end.
Totally hilarious introduction, a good idea overall, enjoyed it. Still, there was a lot of pop-in when loading new sections, that made it hard to plan what to do next, and the turning was *incredibly* tight. Slower turning and the ability to turn while stationary (as shrt mentioned) would help.
At first I found it kinda hard to catch the guy, but after I realized that all you have to do is drop a roadblock when he's driving the opposite direction of you, just as you pass him, and it forces him to turn around onto you, it became very easy.
I think this game could do with some additional gameplay elements, but I can't really think of any. It just feels like there should be a very extra things there.
Overall though, I liked it -- nice graphics, fun gameplay, if short-lived.
Decent, overall. Felt like a bit more variety in gameplay would have been an excellent investment.
Turned way too slowly. Difficult to control. Hilarious concept.
Very cool, and impressive polish for a 48 hour game. It was fairly slow and difficult to manage, could do with better UI. Still, this has the core of a great game in it!
Interesting concept, a bit of tweaking and I think it could have been fun. A larger screen, or smaller characters/cars, tighter collision detection (not really sure when I'll refill a hole or get hit by a car), faster player movement, and the ability to hold two sets of pothole filler at a time. Still, like Hamumu said, a valiant effort :).
Very cool game, but I found it very very hard to control. Also, sometimes the collision detection felt off. Not sure why I died sometimes, not sure why I lived at others.
Really cool graphic style, worked really well. Interesting game, though the controls were really tough to get a hand of, just way too tight.
Very polished and awesome entry. Ghost and enemy-less racing games are pretty easy to make, since you only have to worry about the player and the track, but this game builds on that simplicity and makes something really amazing. A great accomplishment for a 48 hour game.
Think it would have made an interesting game, considering the targeting/shooting is simulated and not deterministic. Too bad you didn't get any gameplay in. Are you still working on it post-compo?
I liked it, overall. Pretty particle effects. Also couldn't find a way to restart after you lose (which I did a lot >__>).
LD26 — Minimalism (1)
YLBIN by intripoon 2013-04-29T03:24:00
Awesome new take on the old snake formula, really impressive!