Byte Vs. GNOME by Henry McLaughlin
World is way too big given the lack of landmarks, feels like I'm running in circles or something. Didn't feel too much liek a cave either.
Foon → Ludum Dare Explorer → Users → glever
glever leaves an average of 46.0 feedback comments each event.
World is way too big given the lack of landmarks, feels like I'm running in circles or something. Didn't feel too much liek a cave either.
the enemies look cool. Gameplay isn't too exciting, and sound is really annoying.
Cool features, but the presentation is a little slow/weak. I love destroying dirt and causing lava flows. Shooting stuff is fun. Somehow the levels didn't seem exciting enough though.
I died near every time I went to collect a heart..
Pretty cool, although rather open ended objective-wise.. Yes, I can get the sunspot, but cannot find exit to cave other than maybe by going down down and out other side of planet. This I will do.
Wow, love the music, and the game is good fun too.
Hey, pretty cool. I like the simple graphics and controls, although I would've liked to be able to move faster (personal opinion).
I didn't realize that I can dash at first, but after that realization it became a lot cooler (and I died about just as quickly)
Blowing stuff up is great. However, your levels really don't take advantage of this blow anything up ability.. which is sad.
very stylized. pretty sweet.
Controls are rather annoying. I understand how to work with it, it just isn't intuitive.
not entirely intuitive. Interesting idea, but it seems there should've been a better way to discover that all is not as it seems.
graphical style is neat, but gameplay is kinda boring.
Hey, I liked this game. I played the newer version as well, and it definitely benefited from the extra time. real pity you were short of time during the actual competition.
Interesting puzzles, and blowing stuff up with generic explosions is a plus in my book.
I jumped.
only complaint is that the sensitive controls made it difficult to fall in narrow width gaps.
Oh, and quiet music that grows in intensity with depth traversed would be great.
It's not really my type of game. Controls felt awkward and slow, and death was rather unforgiving. On the other hand, it did have some explosions.
Hehe, fun graphics
Pretty great, Pity that the theme wasn't swarms. The controls felt a little weird, but weren't a serious issue. AI seemed to be good, fleeing when outnumbered, and attacking when in full force. Levels, upgrades, etc all add to replay value, which is good.
No goal, as you said. I think player parts are colliding with each other, causing funny movement. I do like the minimal line drawings.
For anyone who thinks that there is only one level: push left and right arrow keys in the menu when play course X is active to change the level. That said, they're all pretty short and you don't move fast enough for the game to be too exciting.
Great looking game, gorgeous graphics.
Plants shouldn't hurt you, they're soft and bend out of the way, that they're dangerous is weird. Beautiful graphics. Bubbles or some particle trail on the ship would've looked cool.
controls are a bit clunky. being three units tall and only able to shoot on the second unit height is annoying. enemies seem to fall under either frustrating annoying (homing bats) and insignificant(things that more or less stand there and let you shoot them)
Eh, it's ok. Doesn't seem to be very hard.
Felt rather buggy. I could occasionally move several times with a single unit, no clear indication of current turn or acknowledgement of change turn button, I moved on top of an enemy unit meaning I was unable to attack him with anyone as it would just select my unit on top of him.
I love the graphics, love the music, all very polished and classic.
Only complaint is the 1 touch dead thing: a 2 health system would be cooler.. I die a lot I guess.
Huh. took me a bit to figure out, but all strightforward then
Doesn't work for me. Also, simple games like this are better off as 2D games.
I liked this game, very smooth graphics and easy gameplay. Good overall presentation.
Nice graphics, plays alright, but unless I'm missing osmehting I can't jump high enough to reach the exit.. (I can double jump in the air, but this seems to not be enough..
Pretty polished. Did feel like it needed musics, but my game didn't have music, so I can't really say that. I like the little engine trail effect. Circles weren't very friendly. I went up to the first one I could trying to be friends, and it hurt me! Perhaps if they were balls of fire or something it would be more obvious that they're out to get me.
Yeah, started good, but was short and lacked an explosion effect.
kinda cool, though not very hard.
Totally got across the sense of being lost. Around my second torch I realized that going on and off a screen immediately would take you to random places. The screen also closed right after the growl, so i must assume that this is part of the inevitable story. pretty neat, liked the light setup.
It's ok, nothing 'new' happens though, so it gets old fast.
! Cannot execute "C:UsersMattAppDataLocalTempRar$EX00.394polluted_caverns_alpha_0.3nengine.exe"
I don't get it, just wander around? Nothing seemed to be happening
I like the X jumps idea, but man those spikes seem to stick me when I think I'm not touching them.. Decreasing their/my collision size would be awesome.
Movement is a bit slow
Great game. You are given a very vague objective, and pressure to get it done. Many little style things are done right: for example, not one hit kill, and not health bar, but rather two hits in short time. The art style with lights etc is great.
Respawn is annoying.. controls aren't great. Walking into the side of a spike and dying is mindbogglingly frustrating.
Nothing personal, but I just got frustrated trying to play it, it doesn't feel smooth.
Cool idea and concept, but not terribly fun. Stress map is cool to see.
This is a really cool idea, but rather easy and short. An idea for difficulty/gamelength would be enemy has small castle near you, and then bigger stronger castle farther away, and bigger still and stronger still even farther.. etc.
Still, I really liked the game.
Meh. It's ok, but it doesn't look pretty, and the cutscenes are kind of annoying.
Kinda neat, but also kinda too simple. I got bored before too long. The use of just arrow keys for multiple moves is nice, since it keeps the controls pretty simple but adds some depth to the gameplay.
Fails to initiialize, vista 64 bit
I like much the models/animations. Gameplay, however, is sadly slow paced. (slow walking speed, only able to select one unit at a time.. just makes things take too long to be cool)
Very amusing. Cool gameplay due to varying enemies and procedurally generated maps. Only complaint is that my physics box is not a line at the base of my sprite (where I touch the ground), as banging my head on something when I think I'm in front of it sucks.
Difficult to control, yeah.
Cool, but digging up while jumping is annoyingly difficult. In contrast, digging down is oddly easy, and makes the wave easy to outrun. Small tasks like gem collection would've been nice to break any monotony that exists.
Huh. Not bad, although it's not terribly exciting either.
as for space not working: it is either due to a keyboard problem (only left arrow OR space will send input at once), or a programmed feature to prevent you from switching layers when you would be colliding with the back layer. (I think it is both.)
So much polish, great job. It looks gorgeous, lots of artistic touches to keep it pretty, like the light circles in front of the turret and the square particles that fall, and the buildings shaking and falling into the ground when they're destroyed.. I am impressed. Looks great and plays just as well. 79500 points :)
Didn't seem like a cave, and frictionless movement is annoying :/ Scoring single and double digit numbers is frustrating, if you got say 10 points a drop it'd be oddly more fun.
LD17 — Islands (28)
I HATE ISLANDS by nitram_cero
This was funny. The bird sound was cute although it got to be annoying after a while.
I think the horizontal position of the helicopter is not limited, however if it becomes greater than the right edge or less than the left edge you are drawn at the edge and must hold the arrow until you are back within the world dimensions while seeing yourself not moving.
Radio Silence by Terry
This was kind of cool.
I think I relied on audio much less than was intended; I foudn most of them by wandering in a methodical way around each interesting looking island.
And then my screen faded to black. Is this a game over screen? It's kind of like the underwater thing except jumping doesn't make it go away.
Deep Under an Island by Sparky
I found the level featured in the screenshot hardest somehow. (For getting all of the pellets) Also, backspace had not been mentioned at this time, so I got lucky when I found R.
The later puzzles looked very rushed and weren't very difficult.
Yeah, I didn't see any islands here. The title doesn't count.
The premise is cool, and I like the art style. It could definitely benefit from additional / more challenging levels.
108 seconds of loneliness by Draknek
This is cool, the puzzles do seem to have taken some thought to make.
I'm stuck on the fourth? level.
islands by increpare
What?
Paradise Fort by Hempuli
Yeah, I had a hard time with the controls and was confused as to what my objective was at the start.
Pirate Panic by triplefox
This is a cool game.
Yes, level 3 is possible. Space passes. Enemies can shoot each other.
I'm having a hard time with the moving enemy levels, since they're slightly more complicated to predict. Curiously enough it is possible to stand on top of an enemy and it cannot shoot you.
Ok, wait, I've figured out the AI now. the trick to getting the moving guys is realizing that they do not dodge bullets, instead they simply try to maintain a line of sight with you.
A Fishing Adventure by Sophie Houlden
Finally made it to the top of that tower of boxes, and accidentally used jetfish instead of hoverfish :(
Arks of Mercy by Tenoch
Kind of cool, though the controls seemed a bit awkward. I would've preferred a point and click system to an arrow keys and space bar system for precision reasons. I accidentally removed a beacon instead of bringing up the menu to place a new building near it several times. It also wouldn't hurt to have beacon rings always visible.
Also, night time looks like a lack of shading rather than a darkness.
And for the record, I liked the green and pink color scheme more than this brown orange one.
Eviction by Wobly
Shooting at any given height is hard when you cannot partial jump or aim your shots.
Island Defense by CapnRat
Mouse to rotate the shields was ok, but the keys to switch active islands was pretty awkward when you were somewhat unsure of which island it would set you to next.
Is Lands? by Tom 7
Didnèt realize what I was meant to be doing at first. Cute graphics, although the game was pretty short.
Piratey Tycoon by Tyler
It's mentioned above, but I'll mention it here:
Love.exe is for the framework, and the .love is the game file. To run the game, open the .love file with the love.exe (drag the .love onto the love.exe)
Jetpack Island by elemental
I'm getting a "this file can only be downloaded 10 times" message from rapidshare. Mediafire and google sites both allow free uploading if you're looking for an alternative.
Pleochorism by smn
Gah, that title text is annoying.
Also, having to press space bar between every level gets to be a nuisance.
Puzzles are challenging, although there is a lack of variety in puzzle elements. (I made it to "additions" before I got bored/gave up.
Island Defender by Gobo
Wasn't sure which file was the game at first.
It's rather awkward to play. Units appear to be idle when they are gathering resources and attacking. Selection of units is limited to point and click, no way to select multiple units unless they are on top of each other in which case you probably only want to select one of them anyways.
L'il Guys and the Floating Islands by AClockWorkLemon
This was a fun game, although there were a lot of little things that bothered me. I feel like this was not the intended solution to the second last level: http://i40.tinypic.com/f1yzxt.jpg
You are unable to place in front of the edge of a passing cloud, which is random and annoying. If you build in connection to one of your other objects you can still remove the old object. This means you can place a button on a bridge or a box and then remove the bridge/box without removing the button. Right clicking to remove has to be on the precise half of a tile that is the object, not anywhere on the tile as you might expect.
The box cannot be placed on a conveyor belt. The bridge can be built next to spikes, bouncers, and flags as if they were platforms. You cannot place boxes directly on spikes (even if it's intended, it's annoying).
Losing a level resets it instead of simply resetting the lil dudes. Start lil dudes, clear lil dudes, Pause lil dudes buttons would have been very nice.
30 is a lot of lil dudes. 10-20 seems much more reasonable.
The tile outline of objects in the bar at the top made everything look like a box.
Stopping after 8 made it when it said 10 seemed weird. Why not let me watch the last two make it as well and say "perfect!"
4 Islands by Tozy
Even the temporary looks good in my opinion.
The world map boat moving is slow.
This is impressive for how much had to be done to make it work.
From the screenshot I was expecting a very different game than the one that I got.
Jealous Gods by ChainedLupine
The art is very cool, but the gameplay is kinda boring.
It seems to be more or less just click and hope they don't get knocked away by his fireballs and magically disappear.
Although the knocking away is kind of cool, it makes me feel much less powerful than I think is intended.
And yeah, I initially assumed I was the other guy. The red eyes and the horns have that "enemy guy" feel to them.
Dnalsi by bildramer
My unit was hard to find since he is tiny and offscreen to the topleft and roughly the same color as the water that he is sometimes on. Also, it is possible to select enemy units. I couldn't get into this. The resource numbers were illegibly too small, as were the unit sprites. Also, it's hard to tell when resources are/are not being harvested when here is no movement/animation associated with the resource gain.
Still, the map generation is good and it looks cool.
If the world was smaller, and everything drawn at 2x scale this might be more fun.
Also: there were two exe files in the zip. I think they do the same thing.
The Forgotten Isles by Tempest
This was fairly impressive, if only for the fact that it seemed polished.
I liked the fact that the newer memories made me question the few memories that I had, although I was able to guess most of it after the third memory.
Some more variety in the type of objects within the maze would help to reduce the feel of wandering in a maze and more so wandering an island. (trees, not just bushes)
Jump Pirate by snowyowl
Very difficult in the later screens.
I became rather lost early on, unsure of which doors I had previously visited. Edges of screens that are walls confuse me.
Simon Haigh's Pirates! by Haighstrom
The "night" effect was very sudden and unexpected.
The gameplay seemed to be just traveling in circles looking for targets, no skill or strategy involved and it wasn't fast paced enough to be mindless fun.
Still, leveling up still has that mystical appeal, and getting stronger feels like an accomplishment.
I can't comment on the art if you didn't make it.
You are me now by eli
This is really cool. I like the quote at the start.
The platforming was a bit clunky because the horizontal acceleration of the player is so small one has to back up and get a running start for even the simplest of jumps.
The mind switching mechanics were very neat, although it wasn't immediately obvious that it was the pink squares on which my ghost was able to walk.
Also, the whole world felt like a single island, and lowering the water level felt like seeing more of the one island, not allowing access to another island. This is a small complaint, but the game seemed to imply that I wanted to get to other islands, not just more of this one.
Mad Hatter Island by Devlin
My biggest complaint is that multiple hats do not stack like a tower.
Also, distance jumping off the edge of a platform is hard sometimes.
Pee Wee Pirates by frosty
Pretty cool. Treasure seemed hard to find. Maybe some indication of "there is treasure within 5 tiles of you but you don't know where it is"?
Dare Islands by XMunkki
The mechanics are very cool, but the game doesn't have a lot of variety with time. Some variety in what you have to handle or check points to give a sense of accomplishment would've been nice.
Islands of the Stone God by jarnik
I sort of figured out that some stuff would interact, but I didn't feel like I had much control. I never found reason to jump.