Matter of the void by Dynad 2015-04-22T06:23:00
Love the graphics and audio styles!
Foon → Ludum Dare Explorer → Users → Gomango999
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | OverPowered | jam | 47 | 4.08 | 4.02 | 3.63 | 4.05 | 4.15 | 2.26 | 3.75 | |||
| 2015 | 32 | An Unconventional Weapon | Rocket Chicken | jam | 160 | 3.67 | 3.59 | 2.63 | 3.53 | 3.76 | 3.50 | 3.35 | 3.06 | 32 |
Love the graphics and audio styles!
The game is not working for me. I see the title screen, followed by the yellow-orange background, but nothing appears. Also, this is Ludum Dare 32. May be a bit confused there =)
I played this for ages trying to figure out the fastest way out! Very fun game!
The opening cut-scene/voice-over really set the theme, but it got a bit repetitive every single time I wanted to replay. Very nicely polished
The opening cut-scene/voice-over really set the theme, but it got a bit repetitive every single time I wanted to replay. Very nicely polished
This was a really good game! My only complaint was that the controls were took a little bit to get used to.
While the storyline was very good, the walking ruined it for me, unfortunately. It was exteremly slow, and extremely laggy, (though noone else said it was laggy, so it might just be me)
This is a really innovative game! My only small complaint was that there could have been a little more variety in it, instead of just normal, and weight throwing enemies. Everything other than that was basically perfect! Very good job!
Pretty fun and funny game. Insane voice acting. I do like the idea of how different characters have different negative effects, and also how having more hostages genuinely makes the game more difficult. The walk animation on "my man" man is also on point. Of course, there were some spazzing hostages and I got caught through a wall by a guard once.
This was a fun game. My only objection was that the hit box of the doors was a little bit hard to reliably throw into, and the sound of crashing trucks got pretty loud and obnoxious after a while.
I didn't really enjoy this game. The objective seems to be to got to all pubs, and to drink every type of beer possible, but I easily got 100% just by drinking every beer with an unfamiliar name, with cash to spare. The hardest part of the game play was planning a route to begin with, and the ABV did not effect my movement in any significant way, making the game rather unchallenging and montonous, highlighted by the character's slow movement. The bartender sprites gave me a good chuckle though. =)
A good attempt on a well-written formula match up game. It did get boring very quickly, and taking a peak at the last level, which promises 100 moves and so many presents that even finding one match takes about a half minute, I found myself wondering if you had actually play tested the levels at all, or simply assigned arbitrary values of presents and moves. The game was well made, but the level design and balance were simply not enough to keep me hooked.
Somehow I got hooked into this game, mainly because the end goal was so easily perceivable at the beginning of the game. There is a lot of fine polish in this game, from the van skidding and not being able to turn a 180 instantly, to sorting animations and nice graphics. I think the ability to stamp the letters could have been communicated a lot better, as I ended up wasting a lot of time trial and erroring at the beginning. Furthermore, the game didn't really fit well with the "the more you have the worse it is" theme, as the you never get more letters throughout the game. Still a fun game though, and definitely enjoyed it.
As a comment on the rising amounts of lootboxes in games, I find this game very funny. However, the actual gameplay itself was not that fun. It was hard to tell what the cards actually did, and I just ended up blindly dragging all of them into my inventory because only the highest powerup counts. The money is so small as to be almost impossible to collect, and you will probably never run out of loot boxes due to the ease at which you can buy them with fake real money. Perhaps this is some sort of cookie-clicker-esque game, but it is still rather tedious to build up power, xp, gold etc for seemingly no reward and no end.
I found this concept really innovative and clever. However, the game was quite difficult for various reasons.
The first (somewhat minor) obstacle was to actually learn how to play the game, which was not aided by the help screen having renamed actions e.g. restart = flux capacitor, and in which order the bombs were placed.
The second, was the poor communication of mechanics. I can see how people got stuck on the first neutrino bomb level, as it seems several concepts were introduced at once, that is, [SPOILERS: the sequencing of bomb explosions to carry out a series of actions in order, the idea of crushing the neutrino bomb, and the idea of pushing bombs in other positions to explode].
Finally, even once understanding these concepts, it was still difficult to plan a solution ahead of time, since after every explosion blocks and bombs change places, thus changing the safe areas every time.
Overall, while I can definitely see that each puzzle has a very carefully thought out intended solution, it was extremely difficult for players to actually plan ahead to find it, due to ever-changing nature of the game.
(And for the record, I got stuck on the second neutrino bomb level)
I couldn't play it because the screen was too zoomed in on my resolution =(. (My monitor size is 1920x1080)
A fun memory game that really fit the theme. Good job!
Overall, I did not have too much fun in this game. (For the record I only played the first level, so perhaps this changes later in the game).
First, gameplay-wise, it was difficult to take damage if you simply held down space bar and dodged the telegraphed boss attacks, as both enemies and projectiles come in front, both of which can be removed by the ship's bullets that also shoot in front. As killing enemies is optional, this meant that anything else I did in the game felt very inconsequential, such as moving or getting gooped, since I could pass easily either way.
Secondly, the controls were rather difficult for me to use. I think you programmed something that stops all momentum when you hold a button in the opposite direction, which coupled with the slow acceleration, means that there is somewhat of a delay when players try to move in the opposite direction. As a fellow developer, I would recommend a solution where when player input is in the opposite direction of the ship's movement, the momentum isn't stopped, but rather, the same acceleration is applied, but at an increased proportion i.e. 1.5 times, which will make the controls seem a lot more responsive. Other things I would recommend are increasing the acceleration overall, increasing friction, and decreasing the player's maximum speed.
Finally, with the actual goop mechanic, with no goop, holding the button for not very long would make me travel across the entire screen, making it very difficult for me to aim, coupled with the already awkward control scheme. I found myself intentionally getting gooped in order to slow myself down, but then, the ship became too slow for me to actually reach any of the enemies. This is bad because as I mentioned, the game is very easy, and thus, the only sense of satisfaction is in killing enemies. Remove the ability to do that, and the fun decreases further. This problem was accentuated by the very rare occurrences of the gloop-be-gone, which I was actually unable to reach due to my ship's slowness, locking me in a state of slowness the whole game.
This game had a huge amount of potential, but sadly it seems you were unable really pull it off in the short time span. The first time I played, after talking to the elder, I lost the ability to look around with the mouse, as well as experiencing heavy shaking of the character as I walked. The second and third time, I had gained my new personalities, but the portal refused to open to take me to the world map. Not to mention the multiple times the character just stands at an angle for no reason. Quite unpolished.
I could definitely see glimpses of good game design and polish, from the character design, to the opening scene, to the effects of some of the attacks, but also, there was a lot of untextured, unpolished UI. This leads me to believe that you are good game developer, but simply picked a project to ambitious for yourself to make in 48 hours, consisting of multiple characters with different abilities, multiple worlds, and talking npcs. Coincidentally, "the more the you have, the worse it is" seems to be a very appropriate theme for why this game did not reach it's maximum potential. If you manage your time better, I will definitely look forward to your next game.
I like this game. Only drawback is perhaps the difficulty in seeing enemy swings and timings, as the screen soon gets a bit messy with the corpses of your enemies and blood draining from their orifices. Also the cactus people seemed to avoid me when I stepped out of the ring? I had the impression that they would crush me.
A very simple and fun game, though I agree that patience and a little bit of foresight are all that is needed to beat this game. Graphics look very cute an nice.
I have spammed every key on my keyboard and am unable to find the jump button shown in the trailer. =( Judging on the things I did see though, the coin noises are a little to be loud and obnoxious and while the graphics are well made enough, they were clearly not made with readability in mind, with things blending into the background a little bit and the font being a little hard to read.
=) - Hat mechanics felt natural - Couldn't quite understand the intricacies of the story, cause I don't watch Richard and Mortimer, but it seemed very funny. 5* =( - It's difficult to tell what the power ups do.
Overall, whilst the game looks amazing, the actual gameplay was not enough to keep me very interested. It is normally very easy to eat something when you actually want to, just by aiming and spamming left mouse, and the limit to the amount of food you are allowed to eat simply means that you have to withhold from eating sometimes. This made the food limit feel a bit "tacked on" to fit the theme, as I didn't feel as though it really gave much to the already lacking gameplay. Nonetheless, good job!
@yuk Glad you enjoyed it!
@azathothep By trying to make a 3D effect where bullets can go behind enemies, I think I have just made the hitbox unclear and too small. As a general rule, aim for their feet. Also, there are only 4 more levels since the introduction of wizards, so you were very close!
@shipshale-detour Thanks!
@james-dunlap I was considering putting in other abilities you gained over time, such as reflecting enemy bullets (Back when I was thinkng about projectile enemies) but they seemed to superificial and not justified by the shortish nature of the game.
@fabio-guedes, @owc, @brendan-milos, @ibrahimshersha Glad you enjoyed the mechanics and artwork! Tbh, I still think there is room for a little improvement in the artwork, which is holding my game back from being "gorgeous".
@Moski Thanks for that! My first day was just spent with developer block graphics, playing levels over and over to find the best balance I could.
@toboggan Yes, hyper light drifter was definitely an influence, especially the goblin attack animations (a windup, the attack, and a brief follow through where they just slide a bit), though I did draw graphics without using HLD as a reference.
@mar3k That's unfortunate to here. Sadly, since I don't 100% know how gamemaker handles different computers and such, I have absolutely no clue how to fix your problem =(. Sorry about that.
It was almost impossible to use the sword to deal damage without taking damage myself. As others have suggested, a knock back would have aided alot. Still, a fun game nevertheless, just from the arrows alone.