1 biT Strike by SamuelSousa 2016-12-13T18:21:00
I don't know. I thought the LD37 theme was dumb enough that people should have felt free to ignore it. Has a nice polish to it.
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| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | SUBMERCILESS II | jam | 4.00 | 4.00 | 4.25 | 3.50 | 3.50 | 4.75 | 4.25 | 4.00 | |||
| 2020 | 46 | Keep it alive | missingBrainHeartbeat | jam | 427 | 3.85 | 3.40 | 4.09 | 3.60 | 4.27 | 3.17 | 3.75 | |||
| 2018 | 43 | Sacrifices must be made | 👥 | The Tearable Three | jam | 842 | 3.00 | 2.81 | 3.31 | 3.85 | 3.44 | 3.31 | 3.08 | 3.12 | |
| 2017 | 39 | Running out of Power | Are You Sure You Want To Send That? | jam | 186 | 3.72 | 3.72 | 3.42 | 3.40 | 3.87 | 4.00 | 4.06 | 3.56 | ||
| 2016 | 37 | One room | Keep Listening And Everybody Explodes | jam | 167 | 3.76 | 3.86 | 3.69 | 3.24 | 3.48 | 4.48 | 3.59 | 4.04 | 52 | |
| 2016 | 36 | Ancient Technology | Videos, Please | jam |
I don't know. I thought the LD37 theme was dumb enough that people should have felt free to ignore it. Has a nice polish to it.
Had a lot of fun playing!
Whoa, great game! Love the graphics and audio implementation! Also, very cool and fun idea.
I loved this. Really made me think about life differently while I was playing.
Cute game! Loved that it was beatable, unlike so many games.
I love how even if you fully understand the Monty Hall problem solution, actually playing the switch game makes you doubt the solution because it seems wrong to just always click Switch blindly, which I think is a really fun mental exercise. Awesome graphics, solid submission. Keep up the good work! Hope to see you next LD too!
Spectacular. Really moving game.
Holy crap that was awesome!
ohmygosh, this is so cute and fun and well made. So incredibly well polished. Bravo!
I love that you can only shoot in the direction you're walking. That is a nice change of pace. A lot of fun!
No kidding about how epic this is for 48 hours. Wow. Great fun.
I don't know if it bugged out, but I can't figure out how to get past the first screen and find anything to attack or capture. Cool aesthetic though!
Great looking graphics! I love the length you chose to make the game too.
Whoa! Awesome game.
I laughed my ass off.
Beautifully relaxing. Really fun controls. Amazing mood.
Hahaha, this was so great. I was smiling the whole time.
Watched your stream, amazing job.
I love love love this. I was laughing so hard (in a good way) at every step. There's that first moment you realize it's pacman (i didn't catch it in the name initially) which is such an amazing WOW moment.
That was amazingly fun and impressive.
I absolutely love how it starts with the last level each time. That's so amazingly cool and inspiring. Great everything.
Wow, hardcore coding. Very impressive job! And a heck of a lot of fun too! Great graphics too.
I love games like this for game jams.
Your game has a really unique pacing and feel to it! I like it a lot. Amazing graphics too, and a lot of fun!
Wow wow wow. Joystick controls, web build, tribute to 1001 Spikes, amazing gameplay, amazing audio, amazing minimalist visuals. What a treat.
5/5 in all. Loved it! This was such a cool idea, and executed perfectly. Bravo!
Wow, that was pretty epic. What amazing atmospheric effects (visuals, audio) and general polish on everything. Amazing.
Fun game! I love the idea behind the game. I think I figured out how to play it, but a tutorial level might be helpful if you're looking for something that's quick to pick up and play. You should totally make this a little mobile game.
This was a lot of fun! It's even scarier when you brace for the jumpscare. Made me laugh a lot (in a good way).
@jhandsy Thanks! The dev cheat code to skip a level is Shift+PgUp if you're interested in hearing all the dialogue / seeing the ending :)
@ruerob-hyky Lemme look into that issue a bit more. You don't have the ' key or the ` key? He should only type the normal apostrophe, the one usually between the Enter key and the colon/semicolon key. Is that the key you don't have?
Either way, there's a cheat code- if you hit Shift and PgUp, you can skip through any screen if you want to see all the dialogue and the ending.
@nalia1991 Hi! And thanks for playing.
First, I have to admit that I'm a dumb American who isn't very familiar with non-US keyboards. I'm having a little trouble looking up what the web keycode is for that character you've mentioned (I don't have that character on my keyboard.)
Could you go to this website really quick and tell me what keycode it suggests for when you hit that key? I'd be happy to patch it in!
http://keycode.info/
@dhl Thanks! I'm still trying to figure out the ' issue, which was mentioned a few times above. If you could visit http://keycode.info/ really quick and tell me what number it says when you hit your apostrophe key, I can patch it in!
This was so great. Sunk a lot of time into this one :)
I felt like change happened a little too fast to work on a strategy in the game, but very nice implementation! Looks like everybody else has mentioned the Reigns similarities, which are hard to not mention, but I thought you did a really good job of recreating that style of game.
Awesome music and graphics! Nice!
This looked like an incredible amount of work. Great job!
That was fun!
Wow! What an unbelievably atmospheric entry. Great job at creating that little world for other people to experience. Very immersive.
Great music and very professional art. I liked the different feel of the controls near the computers. Was a nice touch.
lol Woo hoo! Another trump dump game! (We made one too.)
I loved it! Has a couple of those "wow" moments when you figure something out, a mechanic or solution. Really nice polish, super fun. A+
I kinda liked the delay in the jump? I mean, it made the whole thing feel more nightmarish and like a dream? Which I kind of like in game jam games. I thought this was really funny and fun.
That was super fun :)
Amazing art! Wow!
That was cute :)
This is kind of what some of my nightmares look and sound like. This was hysterical, horrifying, and super fun. Great job!
5/5 I loved it. It reminds me of a puzzle game like Stephen's Sausage Roll or something. Totally amazed that it has this much polish and effectiveness for such a limited timeframe.
Absolutely amazing. Loved every bit of this. My first 5 star review in every category for LD39. I'll be coming back to play this more, and I'm following you on itch.io. Make more stuff!
I loved the weird post effects on the visuals. Also the physics felt really good.
That was a lot of fun!
The graphics, music, and audio were absolutely superb. The puzzle mechanics were a little confusing (I never figured out how to remove a wire) but the mechanics are additionally confusing if you know how electricity works. I know it's probably supposed to be a fictionalized little world and it's unimportant if it's realistic, but maybe you could rework how the puzzles work and use it to teach Kirchoff's laws or something.
Unbelievably good graphics and audio. Wow. You guys are a really good team.
@dk5000p Thanks for the heads up! It's the same page as the other one, but fixed the link!
@birdwards Thank you so much for putting in the time to write such a detailed review. Wow. You're a caped hero of the LD community. And thank you for sharing your experience about the cosplay fabric-- that is so incredibly cool.
- You are right that we should mention the double jump. Also the no-legs version has a totally different jump mechanic, which I never got around to mentioning. (Jumps when you hit release, and jumps sideways if you hold down run, but up if you don't.)
- Yeah, collision with ceilings doesn't feel great. Originally we had a "hit your head too hard and you get knocked out for a second" mechanic that slowly got stripped down more and more because it was more fun without it. That was mostly added to nerf the no-legs sacrifice, but I agree that it might be more fun without any sort of impact mechanic associated with the ceiling collision. We'll change that.
- Hmm. I was under the impression that the game won't start until all the assets are loaded into memory, since I'm not doing it asynchronously or anything. It literally just loads them all first and then starts. That it did it on both builds has me worried it's something I did, and not something in the engine. Even with antivirus sandboxing, I didn't think that could affect an executable loading assets into memory after it's already running. I'm curious if this happened for anybody else and they just thought it didn't have any audio. Some people skipped voting for our audio, and I wonder if that's why and they just didn't say anything. I can't reproduce this on either version though, although I have literally no antivirus stuff running. One other thought that I have-- GameMaker is by default sandboxed to a directory in the Users/AppData folder, but I modified mine, originally for making apps, like our Sound Effects Generator so you can save things wherever you want, that doesn't have any sandboxing. It normally requires that I package it with a .dll that does the actual circumventing, which I don't include with any of my games, but I do have all of the "unplugged wires" for it in there. I wonder if your antivirus knows the usual fingerprint of the engine's API access and saw something was amiss and freaked out a little and limited the API access until it saw there wasn't anything actually trying to reach out. Anyways, if you do come across any more behavior like this on our stuff or any other GM2 games you see, please let me know!
- Good catch on the sacrifice screen! The sacrifice image objects handle their own mouse hover detection but the keyboard input is handled by a singleton, and I forgot to lock the inputs after the sequence starts. Derp.
That was really cool! I haven't played many games that had that sort of tug of war mechanic. You also nailed the right amount of difficulty for dragging the monster-- difficult, but doable. Great implementation of the physics system on the chains too. It was a little frustrating to grab the rings, but after a little bit I realized that would be really tough in reality, so, maybe that's good lol. Would love to see you explore the chain mechanics more and find other stuff you can do with them. Fantastic job.
Wow! That was a lot of fun, but more importantly, it was really inspiring on a fundamental game jam level. It wasn't just an implementation of a tried-and-true genre with assets mildly related to the game jam theme, it was an experiment with something new (or at least, new to me, and definitely not mainstream.) Plus, it's incredibly inspiring to see such a successful game-jam submission done with PICO. Fantastic.
@quillwerth Wow! Thank you for playing through the game! Yeah, in hindsight that's maybe not the most helpful word for figuring it out. I had a lot more dialogue boxes in the game hinting at each mechanic a little more, but took out about half of them near the end cause I felt like they were tedious, so it's great to know that one could use with a bit more instruction.
@congusbongus Thanks! I had thought briefly about phase system for a short sound repeating at ~1Hz, but the closer you get, the longer it takes to figure out if you're actually in sync (a little bit off will only fall out of sync after 10-20 seconds). Plus you'd probably have to restart all the sounds (zero the trig phase) upon every player x,y movement, so it'd have to be a tool you'd pull out that wouldn't let you move or something while listening, or just a sonar pulse type thing where you get the pings back. I instead just decided a 400 Hz signal would alleviate the need for resetting the phase -- but I'm actually more interested in making something with a lower frequency "sonar ping" mechanic for a future project, so I'm glad to hear that you think (if that's what you're saying) that a low frequency alternative might work better. :)
@instanti8 Thanks! I'm glad you liked the syncing part at the end (which was the big mechanic that was kind of the genesis of the game.) Out of curiosity, what was the most annoying stuff about finding the robots at the beginning? The directional sound mechanic? The level design and collision? It might try to make that more enjoyable for the post-jam version. :)
@monish-vyas Thanks! Out of curiosity, did you turn the nighttime off mid-game after getting frustrated, or did you just start it off like that? Somebody else mentioned in here that they didn't like the beginning stage of finding the robots, so I'm interested in finding out if there's an element to it that's frustrating.
@despdair Thanks! I'm glad the playthrough was of some use. I like the idea of the directional listening device a lot as an accessibility option!
@mister-collette Thank you so much for playing! Yeah, I think maybe if I had a door open to the cave or something at the end to speed it up it'd be less tedious. I originally had a countdown to launch to make it more exciting, but I kinda liked the end being a bit more peaceful. But thank you for playing!
@magus24 Thank you for playing it!
@jonasmumm Wow! Thanks so much for playing it and sticking with it that long, and committed enough to watch the video playthrough to see how to solve it. Feedback from that level of playthrough is super valuable. Yeah, my attempt to draw a spaceship doesn't help matters I'm sure, plus my use of premade graphics assets to simulate wreckage/supplies didn't end up as helpful as I wanted.. There's really not much indication it's a spaceship, plus the entire ending can use a lot more polish and purpose, and not lean exclusively on the "you get to hear the final song yay" idea. But thank you so much!
I thought this was fantastic. I could imagine this being an exhibit in an art museum or something. I personally liked the amount of instruction you gave, or would have even enjoyed no instruction, as the game kinda takes off on its own and you don't know what's happening. Maybe the only thing I think would be neat to try would be to minimize the time the player can't influence the game, but that also kinda defeats the purpose of it. Good job!
Holy crap this was amazing. I can't believe you did this for the compo. Perfect.
Fantastic game! Shocked you were able to do so much in so short a time. Was also unbelievably fun and tweaked. Perfect.
Oh wow. I loved this. I spent a couple months in 2018 trying to come up with a bunch of prototypes for a way to turn Game of Life into an actual game, but never found any sort of elegant not-hacked-together solution. (The best one was a forest fire arsonist simulator game lol). (This was also my initial generic implementation of it: https://grandtheftmarmot.itch.io/john-conways-game-of-life) This was super cool and I'm gonna play more of it after the jam voting ends. I'm really curious to poke at the strategy element of it more. Great job!
Wow wow wow. Every part of this stands out. My girlfriend and I keep coming back to watch the animation of the girl's idle dancing and laugh. This was a very very fun and lovable entry.
I really liked the weird controls. That kind of made the entire game for me. I found myself doing some weird circular movements that were actually really helpful strategically. It'd be neat to maybe have a "hold down the mouse button to keep shooting" option, since I was pretty much just clicking nonstop the entire time. Great job!
Holy shit. This is probably the most innovative game jam game I've ever played. With a little more polish and player feedback, just sell this on Steam as is lol. This was a really fantastic experience. Wow!
I love the beaver so so much. I want him on a t-shirt. This was a lot of fun.
This was super great. I really don't want to stop playing this. Can't think of a single thing that could make it better.
This was really great! Kind of like a more peaceful but hopeless Don't Starve vibe. I enjoyed it a lot. I didn't realize you could move the fire until I read the comments here. You might want to write that somewhere more easily visible. Awesome job though.
I'm gonna disagree with some of the other people on here -- I really liked how few trees there were, and how risky it was going further out to get wood sometimes. I thought that the minimap was really great as is, and I'm really glad the trees weren't on it, cause so much excitement came from finding the trees. Great great job.
The graphics on this were fantastic. A lot of game mechanics systems for the beginning of any game. If you did develop this beyond the jam, it might be nice to start with fewer elements and work your way up to this after a few levels. Great job.
That was beautiful. What a cool art style and music. You definitely have your own little world going on here. The gameplay would be kinda standard fare if it wasn't for the shape of the bottom of the ghosts -- I don't know if the colliders do in fact match the sprites, but I felt like it was way more risky to move up than any other direction -- I didn't seem to be able to stop in time. So, was trying to play the game strategically with that in mind -- but like I said, maybe that was all in my head lol. Fantastic job though.
This was wicked fun. I'll probably coming back to this one to play more in the future. Would love to see this on Steam someday. Fanatastic fantastic job.
That had a really nice peaceful vibe that was really pleasant while playing.
Wow, that was great! The music made me feel like the whole thing was in a nightmare. I thought the level design was really great, player felt the right speed. Lots of fun.
I really liked this for a couple reasons. It was a cute idea from the start and it kinda reminded me of running low level friends through dungeons in MMOs so they could finish a quest or something. One thing I really liked was that you're invulnerable (I think?) which makes you feel like you're super OP and can just swat the enemies away. It would have been less fun if you even took a little damage. I also liked that even though you can swat them away, you still have to be positioned right, so you can't totally zone out. Love the art too. Great job!
That was actually really neat with how limited the scope was -- if there were more cities you wouldn't be able to grasp the relationships between stats very well. Not only good for a game jam, but also a nice break from more complicated games.
Like others have said, that was simple but fun, but it also had some strong imagery that was a bit esoteric and memorable, which was a really nice touch. :)
I really liked the isometric twist on this and the diagonal command tiles. It was a nice change of pace from all the cardinal direction programming games.
@ahspike Hmm, sorry, my bad. The keyboard key to actually click the menu items doesn't respond in the final build cause I repurposed it for some different control methods throughout the weekend. I didn't notice cause I was always either clicking the menu items with the mouse or using an xbox controller at the end. It would help if people could actually play the game! I'm assuming enabling that keyboard key again would be allowed within the LD rules.
@cpv @siberpunk01 Sorry, reading back through my game description it was most definitely not clear that there is no aiming. lol. That must have been frustrating. Tried to update that in the text. (The idea was to just focus entirely on the timing and mindset of the other player, if you get to play with one. Although the more advanced Los Angeles and Typhoon modes have a really messed up sort of dodging/movement thing that could be interpreted as aiming, at least within the context of some kind of nightmare you'd have after playing a video game too much.)