Nombeast Jr. by Joror 2015-08-27T00:04:00
Hey there, right click wasnt working. It was bringing the context menu from the browser!
Foon → Ludum Dare Explorer → Users → glimaleite
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2017 | 39 | Running out of Power | Fade | compo | Mood | 4.63 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | 👥 | Don`t Sleep | jam | 84 | 4.09 | 4.08 | 3.51 | 4.01 | 4.12 | 3.90 | 3.92 | 3.80 | |
| 2021 | 49 | Unstable | 👥 | Breathe in Puzzle out | jam | 72 | 4.16 | 4.00 | 3.85 | 4.03 | 4.75 | 4.58 | |||
| 2019 | 45 | Start with nothing | a Journey and a Blank slate | jam | |||||||||||
| 2019 | 44 | Your life is currency | A Life's Work | jam | 33 | 4.16 | 3.69 | 4.07 | 3.87 | 4.55 | 3.50 | 3.91 | |||
| 2018 | 43 | Sacrifices must be made | Night's End | compo | 45 | 3.96 | 3.69 | 3.41 | 3.58 | 4.29 | 3.85 | 4.22 | |||
| 2018 | 42 | Running out of space | 👥 | Sweet Squire O' Mine | jam | 123 | 3.90 | 3.82 | 3.91 | 3.87 | 4.13 | 2.83 | 3.30 | 3.94 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Last Stand | compo | 220 | 3.58 | 3.73 | 3.66 | 3.60 | 3.64 | 3.46 | ||||
| 2017 | 39 | Running out of Power | Fade | compo | 36 | 4.00 | 3.38 | 3.23 | 2.96 | 4.32 | 3.98 | 4.63 | |||
| 2017 | 38 | A Small World | Carefulzilla | compo | 29 | 4.06 | 4.10 | 4.16 | 4.17 | 3.88 | 4.32 | ||||
| 2015 | 33 | You are the Monster | Hide, Mr. Hyde | jam | 330 | 3.45 | 3.22 | 3.34 | 4.03 | 4.06 | 3.34 | 3.43 | 62 |
Hey there, right click wasnt working. It was bringing the context menu from the browser!
Good job! It took me some time to finish the game. Maybe because I didn't even think of using the mechanics, all I did was walk, and I still managed to get by. It was fun! Take a look at my entry, the games are similar in lots of ways. Congratulations!
Great story, expertly written! Loved the audio and visuals as well. Just wish I could interact more with the scenery and see the characters, but I understand the option for the abstraction. Really, really great job!
Uh, I really like the vibe and the looks of the game, but the combat isn't working so well, at least not for me. If I move a bit while swinging the sword, it gets canceled. And there isnt a feedback on the enemy when I hit one. Not sure if I'm making myself clear. But the graphics look really good. I also liked the interface. Good job!
THIS GAME IS SO CUTE! Feels so good to grab things and put into the bag. Great mechanic! Interface looks very clean and well done aswell. Solid entry! Great job!!
I see it as a almost finished project for mobile! Its that type of short but addictive fun that people crave for. I really liked the visuals and I also enjoyed the background track. The only issue I had was with the controls. For some reason when I press right, it goes two lanes instead of one. Since it's likely a mobile game, not a big worry, I am guessing?
Parabéns galera, o trabalho ficou muito da hora!
The visual brought me back to the time when I still had my Game Boy! I really enjoyed the detective parts, but I had a rough time with the fighting mode. Great job, guys!
Loved the art style. I wish I could see the results when I ended, even if they were partial only. Still, very innovative and intriguing idea! Parabéns para a galera da Indie House BSB!
I didn't get 4 players to play, but with 3 it was fun enough! Innovative, fun and cute. As others are saying its a risky choice, but it made the game very different from the others! Great job guys!
Interesting concept! Very cute game aswell. I just thought the monster was too slow. Still, great job!!
Hehe, the idea is pretty unique. The controls felt like I was sliding around, like I was walking on ice. Good job!
Very hard game, but I like the mechanics, the AI and what can I say about the graphics, they look amazing! Loved the audio aswell. Congrats guys!
The idea of controlling to things at the same time on the keyboard is so good! I kinda suck at the game, but I really liked the whole idea. Great job!
Finally a game I'm good at! Great art, music and gameplay. Initially I thought that if the knights were to reach the tower, the game would end, but they still have to carry the princess back. Awesome idea, congratulations Thomas!!
Great job on the voice work and texts, I had a blast! The gameplay got a bit repetitive after a while though. Great job!
Oh man, I loved it. I liked the gameplay, I liked the skills, and I gotta say, you really put a lot of good stuff in so little time!! Congrats on the great job!
Really cute! The song is gonna stay with me for a while. I think that it would be very cool if it got harder and harder. It got repetitive after a while. Good job guys!
I'm a simple guy. I see I can destroy stuff, I like it! Well done!
Boss fight was so cool! I wish there were more levels to keep playing it. Great job!
Pretty cute game! I had fun playing it, saved a few dozens citizens and then it got a bit repetitive. Great job, anyway! Parabéns pelo primeiro jogo, Baka!
I really liked the burrowing mechanic. I think you could've used it more, it opens a lot of possibilities. Good job!
Aww man, I loved the art. I had fun breaking random stuff, but the old lady is just too hardcore for me, heheh. Great job, galera! Parabéns :)
The voice over is so funny, hehe. The gameplay is quite simple, but its fun, nevertheless, which is the most important! Loved the graphics and the humor! Great job guys!
Right in the feels! I loved the fact that you focused on decisions, and how being a monster is also a choice. Great job!
Great way to mix platformin and puzzle games. Pretty cool! Great job!
Just uploaded on itch.io now. I don't think I will have any more issues with hosting anymore! Thanks everybody for the feedback!
Guoboism, you wont kill anyone on this game, hehe. Space will interact with stuff only. Thanks for the feedback!
Looks very good, and sets the mood very well. Nice interpretation of the theme aswell. I just wish there was more stuff to do in it. Still, what a good job!!
So much fun! Innovative as hell. Loved the theme usage. Loved the graphics. Everything very well done and in just 14h. What a great job! Congratulations guys!
I was playing a few games from LD while my girlfriend was with me. This is the only one that she actually wanted to know what was going on. She's not a gamer. This means a lot. Amazing work!
Fun game. I couldn't complete it though, so I didnt get to see how you set up the theme. Babymode is still too hard for people not used to play shmups so much. I liked the aesthetics of the game, good job! You should probably make the cues a little bit more evident (I had no idea when the laser would go off). Great job!!
I loved the jokes and the fish obsession haha. Good job!
It's fun! I didn't manage to win, there were a few bugs that didn't let me advance any further.
I kinda see the theme in the game, I mean, you can throw kittens at asteroids, thats something. I think the concept is pretty interesting. Good job guys!
It's admirable that you're doing that so young, and I wish I'd done that when I was your age. Congrats! Now to the feedback: colliders are too big and some explanation on how to play could be useful. You can do that on the post itself, no need to make a tutorial. I didn't get past the first level, mostly because everytime I swapped gravity I went straight to the spikes, which had a huge hit box. Usually you want to make the colliders a bit smaller than the graphics, so the player never feels like he's being "cheated".
The graphics look cool and the music as well, although I didn't get to hear much of it because I was always dying and it was restarting :)
Great job!
@cerno-b Thanks for your feedback! Yeah, I forgot to change that name on that screen, I guess... About the restart thing, you are totally right. That's something that makes me nervous in most games I play and still I didn't think of that on this one. Probably too tired haha. Thanks!
@impbox Thanks! I'm actually thinking about it. I already have a working build, just have to do some fixes and make some sort of terrain generation.
@mooncalf Hey, thanks! That's very good to hear. It's great to know that kids are having laughs because of this game :)
I think this is one of the LD games that I played the most. Pretty fun :) I think that you could do better on making it clearer on whether something is ready to be eaten. It took me a while to figure out that I had to keep breaking into tiny pieces and then use the vaccuum. Also the vaccuum thing could be more efficient.
I really liked the looks of the game and it feels very polished, specially for a game jam. Congrats! Great job!
Hey guys, congrats on completing the jam! I noticed a few technical issues, like the character's rotation felt a bit off-axis and I think that strafing would be better for the controls, leaving the mouse for rotating the character. Ah, I managed to get up on that huge white cube. I just hugged the wall and kept holding the jump button and Voila!
Despite these things I said, which are common in jams, I think it's an adorable game and a good homage to corgis!
Jeez, we did the same game! Check it out haha https://ldjam.com/events/ludum-dare/38/carefulzilla/
Oh, I loved the orbit-shooting mechanic. Lovely graphics, really. I wish I could make pixel art like that. Great job! Any reason why you didn't go compo instead of jam?
Uh the controls are a big problem, I think. Once I figured out that it's better if I just stand still next to the planet and keep clicking at the enemies, I was fine, but it got boring fast. At first I was trying to rotate my ship to line up the shot, but that wasn't necessary.
I like the way you built your storytelling. Good text and good UI. Good job!
Ha! I think that's the first game I see using Day/Night. I like how it was implemented. I'd like to point out that it took me a while to figure out that I could go down (dig), even with the shovel in my inventory. Yeah, I know, kinda slow here haha.
I really liked the main character art. Lovely animation and design!
Congrats, great job!
Hey! Very cute. I love the flat art style. It took me some time to understand the controls, but after I got it, it was fine. I do think I should point out that the levels were too long. Once again, loved the art.
Great job!
Pretty flat-art graphics and very calm gameplay. It's a relaxing game, specially with the music. I managed to finish it and people grew happy and prosperous hahhah
Great job!
SO CUTE!! The music fits perfectly with the graphics and the gameplay, congrats! I loved the concept of snowglobe and when that hand appeared to rotate it, I just loved it. I think there are some pretty interesting concepts to be explored in this game. Great job!
This serves as a good base to expand on! It took me a while to understand the building's purposes, but all made sense after that. I enjoyed the song, although it felt very familiar to me. Not sure why though, maybe something similar on Mario Kart 8?
You guys should consider working more on that, even if there are so many games like that out there already. Maybe if you find a nice twist it could get some attention.
Congratulations!
Absolutely adorable! Loved how you blended the background image with the pencil and paper style. Gameplay was kinda repetitive, and not so fun. I'd say that it is a very interesting aesthetic experience, and the kind of game that is not about fun, but more about the mood, I guess.
Great job!
One of the best presentation's I've seen that far. Great art, super polished and smoothly animated. Felt good using the sword and that made me feel bad because I was slashing people, and I think that's exactly what you wanted. Absolutely great job. I think it could be less repetitive, which would make it more fun.
You nailed the graphics and audio, creating an intense sci-fi exploration mood. I loved it. Gameplaywise, I'd say that the movement feels a bit clunky, mostly because of the snapping and pausing for a while. It felt too unnatural to me. The level design works well enough and you did a very good job teaching me how to play it without saying a word. Great job! Congratulations!
Oh my, at first I couldn't do bug clearing and rotating the planet at the same time. I loved that you made me try harder on multitasking, something I'm not great at! The song was funny, was that made by you? I noticed that when a bug gets his way you play something from Kill Bill, right? Pretty cool.
You asked in-game to tell if you should continue working on it for Steam. I think that it can be a good choice for kids, but I think the graphics would have to be more appealing to them and they won't get the references of muppets or our-god-Cthullu.
Congrats! Good job!
Hey, I just played the compo entry and I really liked it. Super well done and very different from all of the other entries. It took me a while to figure out that I was supposed to click on the robot to make it start moving. I guess this was the only problem I had. I'll play the updated version as soon as I have some more free time.
Loved the art style, spot on! :) Great job!
This is very nice. I felt like I was playing a board game. Reminded me of Carcassone. Lovely art, lovely music, very polished and well done. It took me a while to read the Game Over text, it is too discrete. Besides that, it took me a good amount of time to understand what was going on, because I was just trying to match borders and... well... that's it.
Congratulations! Great job!
Hey guys, thanks for the feedback on my game! Now it's my turn. Like some people said, the music is pretty nice. I get it that some people didn't enjoy the right stick rotating thing, but I kinda liked - don't really know why though. Still, I'm not sure if you should keep it if it demands the use of a controller.
The graphics are very cute and it really matches with the audio and gameplay. Bravo! I think that the game could be shorter. At one point I was like: oh, I will never get those 30, even if I think I am doing a good job. I think you should probably aim at 20 or so?
Congrats for going to a different direction other than using small planets!
Resource management is hard to get it right. I think you guys did a good job, specially for a first jam. I think that having some HUD that displays all states and resources would be very helpful. Also, I got confused on my first playthrough. I thought that there was only 1 town, so I just kept feeding that one, lol. The other one soon died.
I think you have some very interesting levels, and then you have "Encagement" which was a drag, I just skipped it. I don't know why, but it felt good to eat my enemies. Kuddos for the level design and different idea. Oh, and finishing the compo! Nice job!
Very unique game! I don't think I've ever seen a game with phagocytosis before. I had some problems with the controls some times. There were times that it felt like the lines were too heavy to drag, and sometimes they would follow the mouse without any problem. I'm super curious to how you've implemented these controls! The audio worked well, establishing a nice mood.
Congrats, great job!
Hey guys! Loved the graphics and the idea of the cylindrical tower. The implementation however, felt a bit weird. I guess it's kind of a technical challenge to do that in 3D. One of the things that I think that could make the transitioning smoother would be to crossfade the alpha of the monsters and platforms appearing and disappearing. The jump felt very clunky. Still, despite all that, I think the idea is awesome and could result in some very interesting game!
Congrats on the nice job! Cute graphics and took me back to paperboy days. The fact that I was destroying cars by throwing stuff at them was kinda weird/funny. The achievement system was a nice little touch and shows that you guys were done a little before the jam ended. I'd like to point out that the models are very well done and lovely to look at. The grass texture, however, felt way off.
I'd love to have your feedback if possible, my entry is https://ldjam.com/events/ludum-dare/38/carefulzilla
Took me a while to understand that I'll first move and then attack. Other than that it was smooth. It seemed like the AI was moving kinda randomly. Maybe I couldn't read it's pattern, but it didn't feel like there was one, which makes it kinda frustrating on a strategy game. I really liked the concept and I'd love to play with a friend, though it may be difficult because of one being able to see the other one's play.
The graphics are very well done and the game is very polished.
Great job!
So juicy! Great pixel art graphics and bashing feels good as hell. Great job. What about the tracks? Freaking awesome. I didn't understand one thing though: sometimes I'd rotate super fast, sometimes super slow. Was there some sort of relation between blue bar and speed?
Awesome job!
Holy cow, so much style in just one game. Awesome! Loved the aesthethics you guys managed to work with. I wished I could control the ship with the mouse, I'd be a much better pilot. Freaking amazing job, guys, really. I had a problem trying to figure when bullets are coming at me, mostly because of the camera. But it looks so cool, I guess that's why you decided to keep that angle.
A different take on the theme, it remembers a bit my entry, but in mine you are the feet, haha. It's very hard (not complaining, it felt just right) and I think that you've done a great choice in making the consumables taking some time to actually score and disappear. Also, leaving the dead rat's corpses in there was another cool idea. Poor little rats. Good art and audio was ok, I guess?
Congrats and great job!
Hey, congrats on the compo! I'd love to know more about implementing that line drawing thing! Also, I'd like to point out that on the first try I kept clicking on the menu buttons from the planet.. I thought it was bugged or something. You probably should move those buttons to another place!
Lovely game, funny and interesting take on the theme. Nice job!
That's some unique storytelling you've got, guys! Nice humor and lots of llamaluv. You guys had some good music, but I felt like the one for the race didn't fit for the moment. It was too smooth for the race, I think. Not that I really understand much about audio, just something I thought while playing. Also, during the drilling part, I only got asked to press either R, H or S. Not sure if I was lucky, but it would be more fun if it was more varied.
I enjoyed the message of the game. You guys did a great job, congrats!
I loved the mood. I was totally immersed. Loved the graphics and the weird things happening on the train. I also love the fact that the player is the one supposed to interpret what actually happened. Lovely game, probably the best I've played so far in this LD. Amazing! Great job guys!!
Guys, the visuals are very nice, but it could very easily be even better. You could've enabled bloom and some other image effects and it would be amazing, because the art is very well done and I love this style!
Regarding the gameplay, I think that you could've made the icicles more useful. I was only using lightning and fireballs (which look very good). The camera is a big problem when transitioning from one point to the other one. Some games solve this problem with caching the control directions during the transitioning (like Resident Evil 1 and 2). Not sure if I'm being clear here. Look for static camera movement controls and you'll find a good solution for this problem.
Lovely game and one of the most fun I've had this year, even if it's not innovative.
Great job!
The idea of missing a shot and it eventually comes back at you is pretty cool. It made me want to aim more carefully, though the game doesn't really help you with aiming. I wished there were more things going on, other than just making waves longer and longer. There's definetly space for some cool improvements there.
Great job!
I love the idea! Kinda wished we could customize further the planets, but that's only because I loved the idea haha. Everything worked as expected and I found some funny names in there.
Congratulations, great job!
Very cute graphics. Reminded me of the board game Carcassone. Then you added the 2048 things and I was like: woah, nice!
I got my butt handed to me several times. I suck at it. You could probably add a Restart button, and a background music could be nice. Other than that, everything is very well done!
Congratulations! Great job.
Oh man, I'm totally going to try that art technique with photography on my next jam. Why haven't I thought of that before?
The waves could be shorter. I died at Wave#9 to that flying shooting insect and didn't feel compelled to try again. You probably could make the particles smaller, sometimes it gets on the way and I can't see the insects or the main character.
Really enjoyed the idea and made me laugh!
Great job!
Great graphics and audio. Shooting feels soooo good! I feel like you guys made it too hard at the very beginning. The first wave is too hard, I don't really see the point of starting like that hehe. Nevertheless, awesome job! Cheers to the audio guy/gal!
Jesus, this is hard! I absolutely loved the art style. I read your post about how you did it and it's pretty awesome! Something that bothered me a little was the explosion SFX, it was super loud, at least on my computer. Lovely FX's though.
Effing great job!
Very, very cute. I love the aesthethics of the game. Good job! Now I didn't understand the Happiness thing. I managed to get 25/25 and nothing happened, also it never went down. I believe it could be shorter. I found it was funny, but after a while my personal fun meter was going down. Once I had to drag the house to the villager I was like: screw that guy, what a lazy arse! But still, I finished the game.
Great job, guys!
Wow, beautiful pixel art. Amazing job on the animation of the creature and the miners running scared and popping out blood. Really, amazing job on the art department. Audio was good as well, not as good as the graphics, but still good. Nice mood. The only complaint about the game is that I wasn't actually having fun, but I'm not one to thing that every game should be fun. Amazing job!
hahah, while I was playing I was thinking like: oh, they could totally make the rat thinner, and then it changed to a slim rat hahah. Like it read my mind. The game is pretty simple. Not innovative, but fun and cute. I think you guys nailed the aesthetics! Great job!
Didn't experience any bugs and have fun with swapping between Yen and Triss. What a good life, eh? Pretty fun :) Could probably use some better attack animations and a bit more fluid movement, specially with the jumping. Other than that, I think you've done a very good job and I congratulate you!
Pretty clever idea and well executed. I think that the music didn't get along with the narrative too well. It feels too joyful, I guess. Other than that, it is a very innovative and well done entry!
Congratulations!
I was having fun for the first minutes, specially because it felt really well balanced. After a while, it got boring and repetitive. I think it is a good show of one simple mechanic, usually good enough for a compo. I had no issues playing the game and that is pretty rare on compo entries!
Great job! Congrats!
Please put a playable build so we don't have to go through much hassle? I'm looking forward to trying this one out!
Wow, this is, so far, the must fun I've had on this LD! I loved the mechanic and how you implemented it. Looks like it can be used to make a bigger game easily. I hope you think about it! My only critique is regarding the size of the colliders, specially the player's. It seemed to be too small, while the bullet sprays were too tight. It took me a while to have a good notion of what would hit me or not. Still, you've done a great job on the aesthetics and on the gameplay.
Great job!!!
I had some laughs mostly because of the writing, and the graphics are very cute, if you are into retro stuff. I can't say it is innovative though, or that I had much fun on the gameplay department. I couldn't restart the game at the end, for some reason. That was the only bug I found. You've done a very good job, congrats!
As others have said, I think the biggest problem of your game is the camera. Hard to see what's ahead, so hard to know my choices of what to do. I jump button feels a bit buggy, I was just teleporting up and then falling.
I think that the idea of losing the controls is neat! You should've explored that more, since the start of the game. It's what make your game different than the other runners out there!
Besides that, aesthetically wise, I can't say I enjoy it, but I'm aware that there's a public for the visuals you've picked.
One last thing, I couldn't pass through the boss. I just couldn't hit him and things were kinda teleporting around hehe.
With all those things said, you've done a good job. Try fixing those issues and you'll have a solid runner.
I was really getting into the game, and then it finished! hahah, pretty short and there were a few things that annoyed me, one of them being the auto-scaling of text while they are being revealed.
I felt like I was inside that hospital, so you totally nailed on the mood. I didn't get to feel afraid, but I'm not sure if that was the intention.
Great job! Congrats!
So, I really like the idea of swapping between stations and controlling different things and managing all that. But the controls felt a little clumsy to me. Also, I died so many times before actually hitting the ground and that was kinda odd. Still, I think that with a little more time, you can make something pretty neat with that idea. Hope you continue to work on it!
Congratulations!
Hey, congratulations on your first entry!
I think you did a very good job on the gameplay. Level design was on the spot, though it would probably be better if you made a few easier levels so the player can learn first. The aesthetic is a bit lacking, but this is kind of a regular thing on LD compo hehe
Congrats!
There were pretty exciting moments when I was playing! I was like: "Shit I gotta build more towers, but I also gotta click the windmill, is ther enough time to swap? I dont know!"
That was fun! I don't see much of the theme in there, but besides all that, I enjoyed and you've done a great job. Congrats!
It's visible that you put a lot of care in this. It is a fun platformer with a nice twist with the climbing and digging mechanics. You did a great job, congratulations! Also, super cute :)
@binarylynx hey, could you try reloading it? The projectiles have gravity, maybe that's what was going on? Didn't happen to me during the weekend :/ Thanks!
@saucygames @shieldgenerator7 @bmopapa thanks for the feedback! I feel like the same issue is happening to all of you. The proper behaviour is to teleport back to the mid of the house when you're hit OR when a new story chapter begins. Was something else happening? Teleporting out of the blue? I couldn't reproduce it :(
@bmopapa you're right, E would be so much better, don't know why I haven't thought of it lol
Thanks a lot for the words ;) Cheers
@pablodap thanks for the feedback! What exactly is glitchy about the cursor and cooldown things you've mentioned?
I get what you're saying, it breaks the flow right? I only realized that on the last hour hehe. About the visual hint, yes, there is, a subtle one, the vignette around the screen.
Thanks for your feedback, really helpful :D
@f1krazy thanks for your feedback! The texts were a pain because I was using a brand new feature from unity (Pixel Perfect camera) and I just couldn't get it right. I'm gonna spend this sunday playing and rating some other games, thanks! :)
E aí seus doido. Joguei aqui. Vou tentar dar um feedback bem completo dessa vez!
Vocês mandaram bem na mood, criaram um clima bem pesado, especialmente nos primeiros 3 dias. Depois eu senti q virou um jogo muito numérico, mas explico isso mais na frente. Lepletiba mandou bem na arte, apesar de ter uns retratos com menos carinho q outros, hehe. Vocês conseguiram polir bem, tá tudo funcionando direitinho, ritmo tá condizente com o clima, tem efeitinho de ruído... o som tá animal, padrão Arlam!
Eu percebi alguns problemas só: - Quem não recebe atendimento necessariamente morre. Isso no começo é forte e é legal a mensagem, mas em 2 ou 3 dias, acaba banalizando a morte dos caras. Chega um maluco com 94% de chance de sobrevivência mas acaba morrendo depois por um corte na mão. Acho que ficaria mais interessante se as pessoas permanecessem ali na fila e a % ia mudando com o passar do tempo. Acabou me fazendo sempre botar os caras com maior chance e que exigiam menos recursos, me tirou um pouco do clima do jogo.
- O lance da chance ser correlacionado com os medkits necessários faz com que dificilmente sequer valha a pena tentar salvar uma pessoa numa situação dessas. Eu meio q ignorei, pq não tinha escolha. Entendo que é parte do tema, mas acho que não precisa ser tão forte assim a proporção.
- No fim que eu peguei, eu salvei a tal da Alice O'Connor, mas pra mim ela apareceu no final do nada hahhaa eu nem sei quando eu a salvei. Achei um pouco estranho isso.
- Último ponto, eu não sabia se tava acabando ou não. Isso me incomodou um pouco, me fez jogar com pressa e ficar dando alt tab pra ver se encontrava quantos dias durava o jogo, ou se era infinito.
Pronto, é isso. Eu falei muito nos pontos negativos, mas eu gostei bastante do produto final. Sempre tem coisa pra melhorar, mas acho que ficou excelente, provavelmente pra mim o melhor de vocês até hoje!
Woah! Amazing! It looks great, sounds great, feels great, and plays great! The screenshakes, the way the camera behaves, the visual feedbacks, the 'hold space' thing, the tension that causes on the player, yeesh. I'm trying to find something bad about it... I guess I've found it too hard and couldn't get more than 1000 meters traveled. But, that's all. Really, huge congrats for the team!
Hey! Congrats on the entry!
What I liked the most: - The overall gameplay and concept, unusual and creative! - The animation of the men running towards the dogs, its hilarious
What could improve: - The lack of sound and a goofy track really impact the overall experience, but that's compo, right? - There were times that I basically had no choice (but most of the times I was doing some sort of resource management); - The graphics would be more appealing if you had maintained the same pixel density across the scenario and characters.
That's it, congrats again for the funny entry! Cheers!
Hello there! Congrats on the entry! It remembered of me that I still want to do some gauntlet-like stuff!
What I liked the most: - the ghosts after the time is up! - hitting green guys felt good, probably because they died in one shot and the sound was sweet; - straight to the point gameplay; - I believe the level was procedurally generated? It didn't feel the same between different sessions;
Some suggestions: - the green guys spawner was too similar to the green guys, it was a bit confusing; - I felt that some enemies were immortal, because they wouldn't die, but then I realized that they just had a large pool of health. The impact didn't feel like it was causing damage, you know? The green guys were the exception. - the camera felt too close. I could only see things when they got too close, felt uncomfortable;
Cheers, grats on the compo :)
Man, that's just amazing. It's a complete game, ready to be released, and it's bloody fun. It looks good, it's fun, it's creative, it sounds good. Everything is just so bloody good. The only thing that was a problem for me is that I only noticed you could slow down time after I read about it in a at the itch.io page. After that, the game was so much more enjoyable hehe.
It's just incredible. The amount of polish, the amount of little design things, the level design... Just release this somewhere else already lol
Cheers!
Bloody hell, what an amazing idea and great execution. I loved the idea of deleting stuff out of the game. The way you alternate between opposite moods. Just amazing.
One thing I think could make the game a bit more usable is to have some sort of indicators on people that still have dialogues left on them, I feel like its the only thing that could make the game better.
Huge congratulations to the team, great jam entry, the most innovative one I've played this year.
Cheers!
Hello! Congrats on the compo entry!
What I liked the most: - Art! Everything looks so good (except the mouse cursor). - Drafting! I like it a lot and I was happy to see that on video games as well. - Easy to understand, cards do what you expect them to do.
Biggest problems for me: - It felt like a math game to me after a while. Since there was no randomness involved (except for cards drawn) or skills, I was just doing the math for each round. This made it repetitive quite quickly (but most games get repetitive to me quite quickly). - A little balance could make the game more fun. Make the battles go faster, I'm sure the game will be more fun. Add some granularity (go from 1 damage per spell to 10, that will give you the ability to make the attack 25, for instance, or 2.5x the damage of spell). And a few randomness on the effectiveness of each card would be cool too!
That's it. Huge congrats!
Hello there, congrats for the entry, compo is maddening and you've made a pretty good job!
What I liked the most: the track and the way the flames get more intense as time goes by. I really felt like 'I gotta get out of here asap' and I wasn't even looking at the temperature! Also, I enjoyed that there were paths that you simply had to pass through the flames. Graphics looked good and I had no bugs whatsoever.
What I disliked the most: I felt like the inventory popping up everytime was unnecessary and got in the way of the gameplay itself. Also, I think that one easy thing to make the controls better is if you move faster between the grid cells. The transition is just too slow, in my opinion.
Cheers!
Hey there! First of all, congratulations on the entry! Compo is crazy and completing it is a big achievement, at least on my book.
Ok, let's get to what I liked the most - I liked the idea itself. Tossing things away, hoping Archibald doesn't mind that much about the pokeball you just sacrificed (hopefully it was empty!). - The description lines were well put out and were ambiguous enough to remain interesting for the whole playthrough. - I like the way you showed 'our health points'. It's simple to implement, it's easy to understand as a player and it is uncommon! I just wouldn't refer to them as clouds on the tutorial, I think it should be Icons.
Biggest problems for me: - It gets repetitive quite quickly (most games do, anyway!); - I started enjoying the music, but 15 seconds after I was tired of it already lol; - When I played, I though there was an end to the game, maybe this is what made it feel more repetitive. I wanted to get to the end of it because I was hoping for some conclusion. I made it to 19 items. - The animations of the trees... they kinda made me a bit dizzy!
Congrats again!
Yay! I won! Congrats on the compo entry! I had fun playing it, even though sometimes I was getting a bit angry with the aiming (my fault, I sacrificed it for MORE BULLETS)
What I liked the most - the idea of upgrades debilitating other attributes. - levels were designed instead of being procedurally generated and it still offered a pretty good length for a game jam entry. Also, the way you were introducing new enemies on further levels. - overall funny writing.
Biggest problems for me - projectiles too small! Shooting peas becomes a bit frustrating quite quickly, specially at the beginning when they are so slow (the speed can be increased though, but not the size). - the movement could use a bit smoothing.
Overall, it's a really good entry!
Cheers
Hey! Congrats on the entry!
What I liked the most: - Diagonals! I've seen tons of games over the last years use this type of gameplay, but they hardly ever use diagonals. - Game feels and plays great! Its charming and funny!
What I disliked the most: - Diagonals! LOL, I see why that's not such a common thing. It's hard to get it right and it usually feels like the timing is off (as a player) - It got repetitive real quick.
You did a great job, congrats again ;)
Cheers!
Hey there! Congrats on the compo entry! It's a fun little game, its funny because I was working on a beat'em up just last night.
What I liked the most: - It's humour. The boat thing made me laugh out loud. Definetly caught me off guard! - The idea of sacrificing an attribute to boost another one, and the idea of abilities having a sort of penalty, it's elegant! - You mentioned the 3d art, but it's not problematic at all. It's fine, it is a compo!
Biggest problems for me: - The animations of the attacks are a bigger problem though. The punch didn't feel like punching and many times I thought that the animation didn't play (but I enjoyed the exaggerated running animation though haha). - Because of the attacking animations, sometimes I felt like the impact on the enemies never happened, even though I was facing them and attacking them. Not sure if it's a bug or the animation just makes it more confusing. Oh, the kicking animation was good though!
Congratulations one again on the entry, we all know it's hard and compo is even more!
Cheers!
Hey there! Congrats on your first jam! The fact that you started with a complete compo game is amazing, really!
The game is pretty simple and I agree with the others who said the difficulty ramps up too slowly and when it gets to the last level it drastically changes. One other thing I noticed is that the undecisiveness that you're trying to show us doesn't really come into play. He is actually very specific and clear to what he wants, hehe. If it changed mid level, then this aspect would've become more clear, I guess. Also, what @lex said, there are other ways to increase difficulty, but I get it, compo makes us go for the easier ones hehe.
Huge congrats on the entry!
Hey! I gotta hand it to you, I am really impressed with what you've managed to achieve on these 48 hours of the compo! A roguelite in such short time? Holy cow! I got to floor 6 and level 7 or something.
What I liked the most: - The general atmosphere you've created with the audio, writing and graphics; - Its a roguelite! In 48h! It works just as I'd expect, but with 3d graphics! Lovely! - The writing was pretty cool ;)
What could improve: - I didn't see any other enemies besides the skeleton, don't know if I went far enough, but it felt like if there were other enemies, I would've seen them by then; - The whole sacrificing thing barely affected my gameplay. I chose to not sacrifice all the time and there was no punishment (I understand that some enemies spawned or something, but they never were a threat to me);
That's it, huge congrats for you!
Cheers
Hey! Congrats on the entry, compo is crazy!
What I liked the most: - The way you taught the game in just a few seconds, very straight to the point, I appreciate it.
- The mechanic of finding the right route, it's fun and mentally engaging.
- I appreciate that I didn't feel rushed at any moment.
Suggestions: - I feel like the movement was a bit weird. Sometimes you went a bit off-center and kept hitting the collision box, instead of moving to the intended position. I think that you should've used grid movement, it would be more accurate, since the cells are soooo tiny!
- The camera was a bit off as well. It wasn't centering the character properly, but it was following it, and that made it a bit confusing.
- I think that if you split the level in smaller chunks and make the past chunks invisible, it will be more readable and easier for the player to understand what's going on.
Took me a while to understand what was going on. It's really important to teach the game! You can do it here, even now, after you've published the game, so make sure you do it!
I like the looks of the game, nice colors, fairly simple graphics, but still look nice, mostly because of the palette. The font you chose is also fitting with the geometric style of the art.
Congratulations for your first entry, starting with a compo entry is crazy and you've successfully completed it! Cheers!
Gosh, what an amazing job you did there. Loved the visuals, loved the audio... the gameplay as well... I only have 2 nitpicks: control scheme is weird (responsive, but odd setup), and those spikes are a bit misleading, it's not clear that ice cubes can pass through them, for instance. And the levels are so clever. God damnit!
It's the best game I've played so far, I can see this becoming #1 in most categories.
**somethings I've noticed that could be even better: - I feel like the order of the levels are a bit scrambled. There were one or two levels that were pretty easy in the second half of the game, it felt like they were trying to teach me the basics.
Cheers and congrats
Hey there! During my first run, when I got turned into a priest I can just kept playing, unsure if it was the expected behvavior. So I just went as a priest to the altar and became that shady guy again, by touching it. And then I got stuck on the "Start the Sacrifice!" thing, and nothing happened, even though I pressed spacebar as you mentioned in the instructions.
Then, on my second run (I had to reload the itch.io page), it worked properly. I was going back to the start whenever I was hit by the good guys.
The things that I liked the most: the level design MECHANICS (not the way you placed them, but the ideas behind each obstacle), the music and the art of the priests.
What I disliked the most: - I had to go back to the very start at every failure. It's not a big deal, specially because its a short game. - On the second floor, there's a specially evil jump you have to do. It felt really out of place, because the other parts were designed more forgivenly (is that a word?)
That's it! Congratulations on the entry, being able to complete a compo is crazy and you deserve praise for that. Cheers!
Wow! It's amazing how much you've done in such short time. Great writing, interesting characters, solid gameplay and quite a complex game, and you've nailed it. You've nailed it brilliantly. It took me a while to understand exactly what was going on and how to earn proper cash. I ended up just sending people to their death not really understanding the consequences of doing that.
Do you intend to keep working on it?
Huge congrats for the game, great job!
@jsec maybe it bugged? It happens sometimes... you can restart the game and hold shift to go super fast and reach where you were before. Sorry about it!
Show de bola! Tive aqueles problemas que te comentei, que não consegui fazer alguns pulos na trama aí, como ir na porta certa pra conseguir a comidinha, mas tirando isso e alguns errinhos de inglês q não atrapalham em nada, me diverti e devorei o jogo rapidão. Achei muito massa tu ter feito algo totalmente fora da casinha huahua. Parabéns!
Parabéns, pessoal. Por completar a jam e mais ainda por sair da caixa! Fico feliz de ver galera de Brasília fazendo esse tipo de jogo. Era muito mais simples fazer algo mais arcade, especialmente por conta do tema, mas vocês fizeram uma parada focada na experiência e levando o meio pra uma outra direção. Parabéns! Algumas coisas técnicas podem ser melhoradas, mas jam é isso aí. Vou listar porque acho que é legal ter feedback construtivo, então aqui vão os nitpickings técnicos: - Transição entre as fases podia ser mais suave, fazendo uma interpolação dos efeitos gráficos - A animação do movimento da personagem não parece combinar tão bem com a atmosfera proposta - A fonte utilizada nos diálogos está com baixa resolução, atrapalha a leitura
No mais, é isso, parabéns mais uma vez, abraços.
E aí, seus doido.
Joguei até o final, achei q fosse morrer mas de repente ganhei huahuaua Tão de parabéns por concluir, ainda mais fazendo arte e programação em uma pessoa só! Uma coisa de design q eu sugiro é deixar mais clara a condição de vitória. Eu ganhei meio que sem saber o porquê. A música tava legal, mas alguns efeitos sonoros tavam meio estranhos e com o mixing meio zoado. A IA dos bichos tava meio marromeno também, mas jam é isso mesmo hahahha
Parabéns aí, Homero e Phillippetta!
E aí, pessoal! Parabéns pela Jam, é sempre tenso entregar, hehehe
Eu joguei sozinho e acho que não deu pra aproveitar tanto quanto seria em multiplayer. Tá bem facinho, eu cheguei em uns 20.000 pontos sem ser acertado, achava até que se tomasse algum dano perdia, mas daí tomei e nem perdi hehe.
A direção de arte tá bem fofinha e a execução tá sólida. Só acho que faltou mais coisa de gameplay pra mudar as coisas de vez em quando.
Abraço!
Congrats for the entry! I love the concept of playing with a horde of characters, it's something that I've been kinda of thinking of working with, but couldn't find a nice idea for it yet. I think that the way you did is brilliant. The controls are interesting, because you feel like you're the pack, not just a single bird, and this has advantages and disadvantages. It can be a bit weird to control, but I think it feels just right. Killing a few crows to generate new ones is brilliant and fits the theme perfectly.
I didn't manage to kill the king, but I had fun playing it!
First of all, Congrats for the entry! The game looks good and with a very creative art style.
As everyone else is saying, it was hard to understand what was actually happening. I thought it was a single player at first, which made me a bit frustrated after I realized it was a multiplayer game. Still, after messing around with it a little bit, I was able to play it, even if it was like a mad man playing chess against himself.
Congrats!
Pretty nice game! I usually dislike clickers, but this one doesn't involve that huge inflaction based gameplay, which was a relief. I had fun playing it, and only died when I was close to 4 minutes. It's fun, the writing is fun, I like the mechanics and the balance (though I think it could get harder faster, but only if you take more time to explain the consequences of each organ).
Looks good as well and the sound is ok.
Congratulations on the entry, one of my favorites so far!
Congratulations on the entry! It sure looks good and has an interesting gameplay. There are so many things that you can toy with with this movement mechanic. I'd love to see some moving platforms, or some sort of timer to rush the player. I feel like you have an interesting idea, but could've developed it further. But I know, jams are intense, right?
Congrats and great job!
Ahhh so refreshing to play this! Congratulations on the entry. It's a brilliant idea, one that I wished I'd thought of. There are two things that I think that are easy to implement to make it easier for players to understand what's happening: - Highlight the metrics that are being adjusted according to your current choice - Pause the time while the player is still selecting something (not sure if it's paused, but I felt rushed to decide nevertheless)
Thanks for this game, it's pretty neat!
Beautiful game, great mood, good controls and amazing feedback. Amazing work, guys, congratulations. I do have some minor nitpickings: - Hit detection seems a bit off, sometimes I think that I'll hit an enemy with my attack, but I don't. Same happens to projectiles that I think will not hit me, but they did. - Enemy AI design could be a bit more interesting. - Took me a while to learn that the character can die. I understood from the beginning that the altar could not die, but I didn't know that player could.
That's it. Amazing job, congrats!
Woah, I thought I was ending the game, when I realized it was just the tutorial! Huge congrats on the game, it has some very interesting ideas and you've managed to implement so many different things, it's amazing. There were times that I wasn't sure what to do, but eventually I understood after experimenting a bit. Also, I had some trouble remembering the colors and their respective mechanics, you should probably teach them one at a time.
Once again, congrats!
Hey, congrats for the entry! For a first timer, you did a damn fine job. Compo is extremely hard, and the fact that you delivered your first compo using Unity for the first time, it's mind blowing.
The issues that I had while playing it: - I ended a level while clicking to attack (I didn't know spacebar worked as well), so I clicked an upgrade by accident - I didn't fully understand how my life was being affected, because I never felt like I was being hit at anytime
Great job!
oh
my
god
I never experienced hallucinogenics until now. LOL. I loved this. I want to open the source code and the unity project and inspect everything. So many amazing effects, the visuals are just mindblowing. The level design is masterful.
The only nitpick that I have is that I really wished for some plot or something. Oh, if you work more on that after the jam, if you added some voice acting with some crazy story, I truly belive it would be a sellable product on steam and itch.io.
Masterpiece, my friend! Congrats!
Great game, one that comes with a huge punch in our stomaches, remembering us of how shitty things can be outside of our bubbles :(
I just have one suggestion: I think that you could have saved the impact and reveal for the end, and not give the spoiler from the start. I think it would be just some changes to the text, and obviously, to the title of the game.
Massa demais, Suamito! E parabéns demais por conseguir concluir compo, é foda pra caralho, e ficou tudo muito coeso e atmosférico.
Aaaaaah I loved it! You got some interesting puzzles there, holy cow. When I understood that I could become tinier, I just had a huge smile. I loved the level design, loved the way you represented visually the instability and the mirror mechanic. I just wish I could see the main character's face, but I know, this would make the camera behaviour a lot trickier.
Lovely entry :)
So smooth! Incredibly polished and extra juicy. Those VFXs are beautiful, and overall aesthetic is so coherent. I'm guessing you opted out from graphics because you used premade assets or something? You surely deserve some credits for making it all cohesive. The spin on the theme though is something I've seen in quite a few games already, so it's not super original, but that's the only not great thing about it. Everything else is superb, huge congrats!!!
Hey there! Congratulations for completing the game. Nice graphics, specially the environment. I wish there were more levels with more mechanics! My only nitpicks are: I couldn't see the character at all, just its hat, and the platforms were sometimes reacting strangely if would hit it kind of in the corner or so.
Congrats again on the visuals!
Woah, I think we have the LD winner right here! Amazing job, it's a full blown ready to release game. Amazing art, very clever mechanic and lovely tracks, with tons of production value and a whopping amount of levels. This is incredible, really! I just couldn't figure out if there were more elements related to "unstable" besides the mechanic (not saying that's not enough though)
Hey! Congrats on the entry, it is quite fun, except for the exploding cows, those poor little things.
Overall art is coherent and pleasing, but it took me some time to understand what I was supposed to do, and those treadmills are super fast, it put a lot of pressure on me haha.
The main thing I'd suggest is to make everything a bit slower at the beginning. There's just too much information at the very first 30 seconds, and time is not on our side on this game. I'd probably make more simple levels at the start, so the player understands the basics, and then introduce new mechanics and more adapters as the player advances, so he is always learning, but in smaller amounts of information at a time.
I'm not sure I was clear enough lol, let me know if you need any clarification on that.
Fala galera! Que bom que vocês subiram uma versão com controles alterados e menos impossível, hehe, eu fiquei super frustrado jogando a versão anterior, não passava de 10s. Dessa vez consegui terminar e prestigiar o jogo do começo ao fim :D
A execução tá bem feitinha, dava pra botar um pouquinho mais de feel aqui e ali, mas não tive nenhum bug em nenhum momento. Achei bem bonitinho e bem da hora a música. A coisa que eu achei q ficou faltando era uma aderência maior ao tema. Acho que acabou ficando praticamente só na parte visual e em uma mecânica (nota bomba), e foi pouco. Eu praticamente não consegui olhar pras consequencias do meu erro, porque eu não podia parar de olhar pra track debaixo hahhaha.
Parabéns pela entrada aí, galera, tudo de bom.
Pretty fun game you got here! Huge congrats for completing it, especially Solo. It's super hard, but you've nailed it!
I didn't manage to complete the game, I stopped on level 4 because otherwise I wouldn't have time left to write this haha.
What I liked the most: style, feedbacks, how everything is thoroughly explained through good level design.
What I think could be improved: I feel like you've taken too much of the player's control, and it can be frustrating to just want to take a small step to the side and you have to go all the way to that side because the meter said so. I ended up frustrated sometimes because I just wanted to move like a meter, and I felt like it was just because I wasn't lucky enough. Maybe if the meter would go down slowly after completely filling it would give the player some agency back, while not removing the instability from the mechanic. What do you think?
Congrats again!
I feel like I just used drugs, even though I never did, lol. I got intrigued! I was playing just to see what would come next and I was happy to see Unity's screenshot lol! Funny little experiment, guys. Congratulations on the entry!
If you have some spare time, please, take a look at my entry, it's a mix of rts and bullet hell https://ldjam.com/events/ludum-dare/41/last-stand
Woah! That looks amazing. Loved the graphics and FX. The concept is pretty nice, even though the start of the game can be a bit slow. Ah, the UI took me back to the times of playing Final Fantasy VII on the PS one, lol.
Congrats on the entry! If you have time, please take a look at my game, its a mix of RTS and Bullet Hell: https://ldjam.com/events/ludum-dare/41/last-stand
I loved it! We had the same idea, but executed it completely different. What I most liked about your game is that you can control it very easily with the mouse which makes it possible to get away from almost impossible situations. The game looks really good as well. The only complaint that I have is that I couldn't figure out what the number 3 building did, and never managed to make the 4th building. I also didn't know how to win the game?
If you have some time, please take a look at my game, they are similar. https://ldjam.com/events/ludum-dare/41/last-stand
I liked the general mood of the game and the visuals, but after fooling around a while I had no idea what to do!
I tried pulling stuff around, tossing them around, placing them on that thing with the buttons but nothing ever happened.
Still, congrats on the entry!
Parabéns, Suamito. Essa situação do jogo é bem delicada e a gente faz cagada nessas situações mesmo com as melhores intenções. Quanto a parte do jogo em si, gostei que usou um filtrozinho, dá uma sensação de polimento legal no resultado final do jogo! Acho que você podia ter sido mais agressivo com as setinhas pra dar mais jogabilidade, mas entendo que não seja o foco e realmente não é muito importante isso.
Acho que você acertou em escolher a câmera de cima, qualquer outro ângulo com pixel art poderia parecer arcade demais. Assim parece bom pra jogabilidade e parece tratar melhor seu mood de jogo sério.
Parabéns pela entrada e que venham as próximas jams. Só não gostei de não ganhar agradecimento especial. :D
Hey, congratulations on your entry! It looks good, and I loved the music. The idea is fun and can become something a lot bigger and less repetitive. I like that you added a good variety of enemies and towers, even though I couldn't see them doing much, because I was constantly trying to run over bugs.
I had some issues with the controls. Specially when going on reverse. I can't really understand clearly what I think went wrong with them. They just didn't feel good and I was constantly steering to the wrong direction.
The overall vibe of the game is pretty neat! Congrats!
Ah, if you have some time, please take a look at my entry, as I'm still short of a few ratings: https://ldjam.com/events/ludum-dare/41/last-stand
Hey! Good job! Congratulations on delivering the entry. I know what you mean of time running out, haha. I think you delivered a cool rhythm game, but the dating sim I can't say I really understood what was happening.
Naturally, it reminds of Tindr, but I'm guessing that's the part that you didn't have enough time to finish?
Still, I enjoyed playing it. The aesthetics have a funny take and the music is cool as well, even if kinda wierd ;)
Well, if you have time, please, take a look at my entry at https://ldjam.com/events/ludum-dare/41/last-stand
Pretty cool entry! I suck at Tetris, and the fact that I can't see the next piece makes it even harder for me. I loved the fact that after a while, the last piece put on Tetris actually becomes your projectile on space invaders! Also, I really enjoyed multi-tasking between both games. I agree with everyone saying that the game could be a bit faster. I still wouldn't be good at it but it would be more fun and intense.
Congratulations! If you have some time, please, take a look at my entry, it's a mix of RTS and Bullet Hell: https://ldjam.com/events/ludum-dare/41/last-stand
Hey, congratulations on the great job! As everyone else is saying, yes, the game is SO CUTE. I loved the art style and also the audio matches it pretty well. Loved the game over screen. Who cares, right? lol
The gameplay itself is repetitive, so after like 5 minutes I was done with the game. The octopus looks AMAZING.
If you have some spare time, please take a look at my entry at https://ldjam.com/events/ludum-dare/41/last-stand
Ah, what a great entry. Probably top positions here. Looks amazing, sounds great, plays very well and super polished. The only thing that I can't compliment is the theme, but other than that, everything is super solid.
I'm amazed that you still managed to make some sort of AI to compete with the player. I took a huge beating, naturally. Really guys, congratulations, great entry.
If you have some time, please take a look at mine at https://ldjam.com/events/ludum-dare/41/last-stand
Oh, how I wish I had that same idea before! I loved it! I wish it was faster to swap between numbers, so the game could be more intense, but other than that, I had fun confusing the heck of my brain. Dodging, going back and planning felt good, shooting as well. I really wished you had implemented audio though, it makes a huge difference, even though I didnt implement on my game either lol. If you have some time, please, take a loot at it at: https://ldjam.com/events/ludum-dare/41/last-stand
Hmmm I really like the idea, but there are a few things that could easily be improved that would make the game more fun.
The controls are WAY too sensitive. I understand it's important to be able to move quickly from one side to the other, but it's too much right now, IMO. Also, the inertia is getting in the way as well.
The graphics look good and I had no bugs happening whatsoever. It was funny to see the score and how many goals had happened and I didn't even notice lol.
I think that the game is cool but with those fixes it will be a really fun game to play on the go on a phone :)
Ah, if you have time, please, take a look at my entry. It's a blend of RTS and Bullet Hell. https://ldjam.com/events/ludum-dare/41/last-stand There's a build for MAC in there :)
This looks like it took a long time to create! I enjoy the whole aesthetics of the game. So far, I'm constantly embarrassing myself on the game, trying to make freinds, but no luck so far. The starter deck is unforgivable, lol.
Congratulations on the nice job! If you have some time, please, take a look at my game at https://ldjam.com/events/ludum-dare/41/last-stand
Hey Mancha & Osório! I replayed your game tonight and I have a few constructive feedbacks to give.
First, congrats on finishing and delivering the entry on time. It's always crazy and sometimes traumatic and doing that is already a victory in my book.
Now onto the game, I really liked the looks of the dungeon. The background looks really cool, I was expecting to see more of it! The Rhythm part I must be honest, it just felt like regular action points with a different UI. I was expecting something that would be more connected with music. But overall, that's a good lil RPG you've got there!
Congrats on your first compo!
The game looks very good. Its visuals are charming, interesting and cute. The idea is pretty cool as well. It has a random factor, but still gives you some sort of control over that, which is always fun for me.
I do believe that you should've made the Trees with less health. Also, one thing that was kind of annoying is that the slot only reads the 'fire' input after like a second or so once it begins spinning. That made me hit tons of bombs at my initial attempts.
Despite that, I think that you have created a really interesting world in so little time, which is absolutely amazing and inspiring.
If you have time, please, take a look at my Compo entry as well. The link is: https://ldjam.com/events/ludum-dare/41/last-stand
Cheers!
Good job, but was I supposed to be doing anything else other than hitting the rythim keynotes? They are not connected to the music at all, they are just random, which makes it really unenjoyable to play.
Congratulations on the entry and keep up delivering games!
Ahhhh this is so polished and good looking! Congratulations on the entry! It takes some time to learn and the curve is a bit steep, but roguelike games tend to be like that.
It's so cute as well. You nailed the visuals!
Congratulations on a great entry! If you can take the time to look at mine, it still needs a few ratings. https://ldjam.com/events/ludum-dare/41/last-stand
Cheers
That's probably the best I've played so far. So elegantly designed, well executed and polished. Huge congratulations for you.
I kept sabotaging my own strategy and it was driving me nuts. It's really challenging to complete tetris lines and the one time that I managed to get it right was amazing.
Thanks for that game and keep it up the amazing work! If you have some free time, please check my Compo entry, its a mix of RTS and Bullet Hell. https://ldjam.com/events/ludum-dare/41/last-stand
Cheers!
Hey there! Congratulations on your entry! I feel like we both had similar ideas on this jam. Take a look at my game whenever you can so you understand about what I'm saying. https://ldjam.com/events/ludum-dare/41/last-stand
Feedback time! What I like: I like swapping between the two camera modes, even though I sticked to the top down one most of the time. It's simple and straight forward.
What I don't like: Bullets are spawning kinda distant of what you'd expect of a gun. Enemies come in line, so you barely have to aim at all. I didnt know what to upgrade because I had no idea what each of the stations were for.
I always find everything done on PICO-8 lovely and this is no different. I played the 1.0 version and I don't think that you've got the balance right on this version, still was solid and entertaining. I liked the writing and the art! I disliked the audio, specially the firing SFX. It just gets terribly annoying after a while lol.
Congrautlations for the entry, it's really charming and it's interesting to balance shmup frantic dodging with dating-sim reading haha
If you have some free time, please take a look at mine, it's a bullet hell meets RTS. https://ldjam.com/events/ludum-dare/41/last-stand
Hey, well done! I think thats the first game that I played that doesnt think of genres as game genres.
Congratulations on the entry. It looks good, sounds good and I didn't find any bugs. The gameplay is easy to understand and can be quite demanding over time. The powerups make the game a bit less repetitive. I did get a bit bored after like 3 minutes because it becomes repetitive.
If you have some spare time, please take a look at my entry at https://ldjam.com/events/ludum-dare/41/last-stand
Cheers!
Nice idea! When I first read 'turn based platformer' I was expecting something different. This feels more like a puzzle game with platforming, and I like it! What I disliked the most though was the fact that I couldn't foresee the bullets of those pink cannons, but... I think I understand why you made it this way.
The gameplay is very interesting, congratulations! If you have some time, please, take a look at my entry at: https://ldjam.com/events/ludum-dare/41/last-stand
Lovely platform game! I was glad to see that you guys thought of adding 'Jump Left/Right' as well, because I was having a hard time without that. And then the game taught me :)
The game is very well executed, aesthetically consistent and fun! I'm not sure how non-good type will feel about it, but for me it was pretty fun. Errors can be really disencouraging though, so maybe have some friendly checkpoints would help a lot.
Congratulations for the great entry, I see it getting a good position. Parabéns :) Se vocês tiverem um tempinho pra avaliar o meu jogo, seria da hora, pq ainda não tenho as 20 ratings. É um misto de RTS com bullet hell. https://ldjam.com/events/ludum-dare/41/last-stand
Abraços!
I'm so curious about how you implemented the AI! I got my arse handed down to me multiple times, lol. Even with bigger guns, I couldn't do a proper job, but I did manage to score once. Luckily, but no matter.
Congratulations! I's a fun, good looking and challenging game. As others said, multiplayer could be incredibly fun!
If you have time, please take a look at my entry here: https://ldjam.com/events/ludum-dare/41/last-stand
aaaaaah man, that is so intense! The babies were driving me crazy, and because I didn't read your instructions, I was not expecting those zombies to come out of nowhere lol.
I loved the mechanics, the idea, the graphics and the audio. I was really into it. Congratulations on the great entry, this seems to me like one that will be on a great position when the results come out.
If you have some time, please take a look at my game at https://ldjam.com/events/ludum-dare/41/last-stand
Hey! Thats cute. I hope you keep working on your art skills, we need prettier things! I saw the other comments, really, take a look at Unity, you can create some amazing stuff in there with little knowledge and work!
Also, take a look at my game, I hope you'll find it interesting! https://ldjam.com/events/ludum-dare/41/last-stand
Woah! Congratulations! Really well done. Loved the graphics, loved the concept and execution. It took me a while to figure out how many 'lives' I had, but the second playthrough was a breeze.
Congrats! If you have time, take a look at my entry, hope you find it amusing: https://ldjam.com/events/ludum-dare/41/last-stand
Hey! So, congrats for finishing the game. About the idea, I didn't feel the need of switching to RTS at any time. I just kept playing with the same character on FPS. The shooting can be easily improved with a small knockback on the gun and some muzzle.
Oh wowh, so many comments, lol. What I think that is the most important to say about this game is: the first 30 seconds are boring, the rest is really cool. I'm assuming the 30 seconds are for learning, but that can be reduced to like 10 seconds, easily.
But other than that, it looks good, it feels good, it runs well and I didn't find any bugs that would stop me from playing. Congratulations on a great entry and if you have time, please play mine at https://ldjam.com/events/ludum-dare/41/last-stand