Spy Trouble by Sos 2012-12-18T23:57:00
Great job, though I found the control mechanics to be a little bit difficult at times (especially around the wall jumping and jumping off when grabbed to a ledge).
Foon → Ludum Dare Explorer → Users → gregfagan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | tetronimo! | jam | 1275 | 3.30 | 3.41 | 3.35 | 3.27 | 3.09 | 3.23 | 2.25 | 2.80 | |
| 2018 | 43 | Sacrifices must be made | Ten Thousand Hopes | jam | |||||||||||
| 2017 | 38 | A Small World | 👥 | technoglyph | jam | ||||||||||
| 2012 | 25 | You are the Villain | Plane of Misery | jam | 96 | 3.35 | 3.10 | 3.97 | 3.37 | 3.10 | 3.61 | 2.86 | 47 |
Great job, though I found the control mechanics to be a little bit difficult at times (especially around the wall jumping and jumping off when grabbed to a ledge).
I'm pretty sure you can just stay in the first room and collect points forever. That's what I did for awhile. I wasn't too fond of the sliding.
The bouncing after the pigeon hits something is awkward and can make it really hard to recover. The shitting felt added on and not really part of the game. Though, I think it was well done and a great entry.
Thought is was very funny!
A different font might fit the mood better, but overall well done.
I like it! Would like to use WASD to control though. The level had a good variety of obstacles.
the music is well done, but I think it would work best if the store was outside the mine, and this music was the outside music, and then you get something with a slightly different tone when inside mining. good job overall though.
Hi everyone, thanks for your comments. Regarding sensitive controls, please see the CHANGELOG in the description; we identified and fixed a bug that could cause them to be more sensitive than intended.
They're still pretty sensitive at the designed value though, so your feedback is appreciated for our post-jam version of the game. Stay tuned!
@fractal thanks for taking a look at our game. we will be working on improving the performance. If you get a chance, would you see if the game runs better in a smaller window? What browser are you using?
Great audio and visuals. The fish should point in the direction of my input, not his velocity. But I'm nit picking for something so well done in so little time. Good job!
great job. the sound effects stand out as a very good fit. maybe would have been cool to have a gas thruster sound effect while you move around, with some particles to go along with it. biggest thing gameplay wise would be to ramp up the difficulty more over time, I eventually threw myself into some debris because it seemed like I would be able to go on forever.
I agree that it was a little unclear when I could or couldn't place towers. Still solid start on this type of game and pretty enjoyable.
very cool idea. I think it could use a gentler difficulty curve, I wanted to see how the recursive nature played out, but was a little impatient that some of the first depth levels were reasonably challenging regular sokobon. nice music.
I didn't quite like the music paired with the game, but it was fun. Good job with the enemy variety especially.
I like the idea of a small scale RTS for a LD game. I think 3 is the perfect number of units to control. Would liked it to have a bit faster pace. The drilling down animation is a nice touch.
excellent music and sound, really created a great atmosphere. The water distortion effect also really enhanced the presentation.
penguin was pretty fun to control, I agree with @tad-i-guess about sliding up the curved sections (a little like sonic :) the penguin sprite especially looked great, though it'd be fun for it to be a little bigger and have him flap his little wings on the double jump.
I didn't make it too far, but the level did a good job of progressively introducing the mechanics. I think the signs should show their message when the penguin is in front of them, it took me a while to realize I had to move the mouse over them.
great job!
good job on this one. agree with the other commenters about manual reload, though I did think the pie chart for a reticule that was my ammo count was a clever idea. it was a bit too easy, though I eventually died and wasn't quite sure how I got hit.
a little bit of polish would take it to the next level: animation when going in and out of ADS, vary footstep sound by whether player is running, etc.
anyway just nits to pick. I think the aesthetic works really well for an LD game.
love the tune, and the cut scene presentation - though it could really use that flashing triangle games use for text boxes that are waiting for you to press the button.
interesting. it did draw me in, the C64 aesthetic was neat. I laughed when the computer corrected its typos. I didn't get past pong, the pace of the game -- pong as well as the conversation with the computer -- were a bit too slow for me.
also one small per-character-typed sound effect would go a long way. still, good job!
I couldn't beat the first floor either, the enemy kept catching me. It seemed like it was maybe a stealth kind of game, where I needed to hide in the shadows? But the camera was zoomed in pretty close so I couldn't tell where the enemy was until it was heading right for me.
I couldn't get it to work in Chrome :/
I like it! The collision detection felt a little unfair a couple of times. Still, it's fun!
Pretty fun tunes, would like them to ramp up intensity a bit sooner (but maybe just cause I kept hitting satellites lol). This feels a bit like a blend between a SHMUP and the arcade classic Asteroids, if you were to keep working on this game I'd explore that a bit further. Maybe make shooting the asteroids split them into more pieces, and have your ship's movement go fully inertial. Anyway just some ideas. Good job!