Foon → Ludum Dare Explorer → Users → Gremlin
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | Teleporting Zeppelin | compo | 873 | 2.72 | 2.44 | 2.48 | 2.60 | 3.06 | 2.14 | 1.84 | 2.46 | 54 | |
| 2013 | 26 | Minimalism | Nothing Left | compo | 267 | 3.47 | 3.47 | 3.05 | 3.93 | 3.02 | 2.39 | 1.83 | 2.75 | 75 | |
| 2012 | 23 | Tiny World | The Sheep Are Sinking | compo | 425 | 2.98 | 2.72 | 3.72 | 2.68 | 2.72 | 1.56 | 2.31 | 2.36 | 100 |
I thought about making an RTS, but decided it'd be too hard in 48 hours. You've proved me wrong, congratulations. I played it to the end (dragged a bit, but that can be fixed if you ever want to expand it).
Interesting. The walking speed is a little slow, but maybe that's something you fixed already in the right version? Shame about that, but hopefully you'll be able to do something with it later.
Worked for me after installing XNA (Windows 7 x64). (Though I had to kill the process to get it to stop playing the music once I was done.)
Interesting take on the whole space invaders scenario. Would have liked to be able to attack the other planets, or something to have a reason to get away from home. Seems like to dominant strategy right now is to hang around the home planet...
Fun and clever little concept, and very playable.
Oh, wow. Clever.
I wish my jump went just a bit higher, or that people would post shorter tweets(!) :/
Starting to get the hang of it now. :) The secret is in timing the double jumps.
I like the combination of platforming and combining/crafting.
Control is a little fiddly when you get the higher speeds.
Interesting variation in the enemies. Like the story.
It's a very clever use of the concept, even if I can never click the right people fast enough at the end.
Worked fine for me (Windows 7 x64).
Clever little puzzle game. A little on the easy side once you figure out the basic mechanics: there's not a lot of important decision making in the late game.
There's the core of a fun little strategy game in here. I agree with the above posters that the world needs more casual strategy games.
I'm not sure I can ever catch up to the AI's tech level...I fairly rapidly reached a point where I could only chip away at the AI defenses 'cause anything I placed in range was eliminated almost instantly. Maybe a tank-like damage-soaking unit for the turrets to hide behind would be useful?
Or maybe multiple AI's?
Once the AI has taken over a significant part of the planet, the game slows to a crawl on my (Windows) machine.
And for me the awkward part of the controls was that the mouse cursor was too laggy and there was no way to place something with the keyboard! I really wanted enter or space to place a building...
The games I like the most leave me brimming with ideas and potential, and this is certainly one of those...
@Seppi Maybe color the player's territory or border, so they can see where they can build at a glance? And set the flag as the first thing selected (right now I think it defaults to 1 instead of 5).
Graphics are pretty slick for the time you had.
My big critique is that the weapons didn't feel like they had much effect, mostly because there wasn't a lot of feedback to let you know if you were causing damage (other than enemies just vanishing).
Love the graphics.
If you're going to keep developing, the biggest change I wanted was to walk faster.
Interesting: it's a turn based strategy game with real-time-strategy mechanics. More uses for wood would be nice, and the battles were a little slow, but I enjoyed myself.
I wasn't expect heartwarming with a poignant ending, but that's what you delivered. Well done!
It's an interesting take on whatever you would call the lemmings-genre.
Runs a little slowly on my PC, (Window 7 x64) especially during a comet storm but it runs.
Nice atmosphere, though I would have liked to see more interactions or growth or something...
We all know how the time limit feels. :) You have great stuff going with the idea and the effects, and it is a complete game. Lack of variation between pixel planets and general whack-a-mole-ness means it lost my interest fairly quickly, which is a pity.
Clever. I'd love to see more depth to the choices and systems. There are a lot of directions the basic idea can expand towards.
Oh, and for those who have trouble figuring it out like I did: you can only upgrade a house/city to a higher level <i>if it has enough room around it</i>. A grid of houses right next to each other can't be upgraded!
Lovely idea, would play more levels...
Talk about bullet hell! My highscore is 24.683 nanoseconds...that's probably the shortest amount of time I've had for a highscore ever.
I think there's a difference between slow movement and sluggish movement...this felt less responsive than it could have. A simple speed-up may or may not fix this (usually, in my games its a latency thing, but there are a bunch of things that affect the feel of movement & controls).
Neat idea, though.
Very solid and polished. If it was any longer, I think there'd need to be a new mechanic to change things up, but as it stands it ended at exactly the right point for me.
Thanks! The zero-sum terrain thing was based on a suggestion from the friend I was jamming with. It really makes that part of the game, I think.
@uprightpath No, sinking terrain doesn't give you anything back (that was too easy when I tried it).
I'd like to add some levels with different constraints on the terrain editing tools, though, like one where the ground is rising, or one with a different water depth.
@ben If the sheep aren't moving, it usually means that they can't see the tower. Raise it higher and they'll come running.
@liger13 &@free_napalm
Yes, I think my first move after the competition is over will be to increase the sheep's speed. (If you want them to move faster right now, you can raise the tower higher, which makes them go faster in certain circumstances.)
@Tom 7
'W' is to call the sheepdog. ;) To call the sheep, you'll have to raise the tower.
@TyrusPeace
I wanted to add better pathfinding, but didn't have enough time. Maybe later...
Yep, it's a tech demo. I'd like to see more about how you did it, since I'm thinking of doing something pixely in Unity in the near future. (Not just the toolkit, but a postmortem of using it, etc.)
So many tiny little things moving in different directions...inverted controls were where I gave up too.
This has just overtaken my previous choice of "Weirdest Game So Far".
There's an art to finding the right difficulty level. Most LD games are a little too hard, this one is the exception: it's a little too easy. I don't necessarily view that as a bad thing, but there wasn't enough else in there to make it interesting apart from the challenge.
The game basically stops when you die, and you have to manually quit, which is kind of a bummer when you just died...
It controlled really well, which is something a lot of people struggle with. (I'm terrible at twin-stick shooters like this, and I got to 690 points.)
Good luck on your next one!
It's a good start. The rules need work, of course, since at the moment it just comes down to whoever gets lucky with attacks. More actions and tradeoffs would help, as well as meaningful terrain and more limitations (to shape the strategy).
I did have the game randomly close a couple of times, and the interface is really really clunky for a game with one unit (having to click move again and again gets tiring).
Cool concept, but way on the hard side. I consider it an accomplishment that I got to level 2. :)
I'd prefer to have some more feedback on how well I'm doing, but it is a clever basis for a puzzler.
This makes two populous-style terrain-editing games in the comp that I'm aware of.
I do wish there was some additional way to engage with the enemies; the race against time works but its less satisfying than actually being able to achieve a stable state.
Lasers are key to early survival. For those of you who think you have permanent protection: just wait.
Not a whole lot of depth to the system, but well-balanced. Probably could use a timer or some way of comparing your progress with other runs, since you're pretty much guaranteed to get smashed in the end.
Interesting idea, though, as you said, there isn't much point to it yet.
I survived 3 minutes and 5 seconds. Is there any way to win, or is it just survival?
That ending was unexpected.
Why has it taken me this long to get around to playing this game?
Clever little simcity-esque strategy game. I tried building a farm first, which didn't work out so well (mines are what you want to build for resources when you're starting, looks like).
The cursor was a little distracting, and the pop-up when I had too much money(!) was a little annoying, since I'd keep having too much money and had to hurry to place buildings so it would go away.
I like the audio. The controls were a bit fiddly, but the mechanic is interesting.
I'm picky about how platformer controls feel, and for me the jump was to high and the moving was too slow and imprecise at the same time. And I was getting some apparently random slowdowns in places.
But a very clever take on the theme.
Could use a readme or something explaining the rules.
When I respawn, I have to lift up the Z key and press it again before the ship will fire. It feels like you're using the key down event rather than polling to see if the key is pressed.
The teleport mechanic is really clever, though sometimes a little difficult to tell if its going to land you on a bullet.
Looks gorgeous. Would love to see the systems expanded and a win condition...the interaction felt a little sparse, but growing a planet like this seems fun.
Clever take on Missile Command. It's quite hard, and if a seed pod lands on you it's pretty much game over.
Very linear/puzzle-solving design. The audio's humorous. One of the weirder games I've played so far.
Pushing crates is really twitchy. Clever mechanic, though.
Strangely, it reminded me strongly of the original Duke Nukem for some reason. And Out of This World/Another World.
Great concept. Found myself withing for different camera controls--too slow, and kept moving when I was near the build buttons. Had a bug where I couldn't build anything on a plot after I deleted one of the labs--just that one plot, not any of the others. I won anyway. Would like to see a bit more of strategy or branching paths, but had a fun time.
Clever idea.
I found myself wanting the controls to be a little more solid; they feel a bit imprecise and sluggish and I was never quite sure if I could turn it precisely enough to fit another tiny dude on board.
Yeah, I can't even make the first jump. That's a common problem in Ludum Dare games, of course: most of them are way too hard. The idea sounds interesting, anyway, even if I can't play long enough to experience it.
When I fell off the planet, I got a bunch of tile out of bounds errors scrolling across the screen.
The way the character keeps moving forward even after landing from a jump makes it really hard to target where you're going to land.
I like the approach to the theme.
The highest I got was six angels. I kept getting swarmed and losing all of the followers. That said, I'm terrible at twin-stick shooters (and I think my keyboard had an issue with me trying to press four buttons at once).
Somehow, it's always the exploding planets that get me.
The character slides forwards a bit after the jump finishes, which makes some jumps a little difficult. Also, the main character moves a bit slowly, especially for all the walking parts.
Also, that last jump is nasty.
Runs file for me in Chrome (Windows 7 x64, if it matters).
The planets are a bit of a challenge, as is trying not to run out of fuel.
I like the way you collect the enemies' bullets for your own ammunition. Very clever.
If I had a complaint, it would be that the controls aren't as responsive as I'd like.
The different weapon implementations were nice, even though it felt really tough to aim. And the aiming was partially because it was tied directly to the way you were facing, which was tricky to control because the character feels like it doesn't have much friction on it. (It doesn't feel like you're running around on a table, it feels like you're flying the ship from asteroids.)
Oddly, I was expecting to defend the burger on the picnic table from the ants instead...
Love the graphics.
Interesting. I found it a little hard to escape from the enemies once they caught up to me.
Awesome, and very polished. I'm rubbish at keeping the rhythm, of course, but even so I didn't care.
I did get an error after I quit the game (something about not being able to write to a surface).
An MOO in 48 hours? I never would have believed it possible.
Though, the grass texture pattern assaults the eyes, which increased the difficulty of clicking on stuff.
I got 408. There were so many UFOs!
I'll echo some of the above commentators on the slow speed and hard-to-find enemies detracting from the experience, but the core idea is solid.
I didn't have any unusual problems figuring it out (unusual for a puzzle game, I mean). I was never really stuck. But this visual/spatial thinking is kind of up my alley. Either way, very clever mechanic & implementation.
Bullets everywhere! Yeah, the movement controls were a bit tricky. And it felt like the little guys should really spread out a bit more. But I did like the add-more-guys-at-each-stage concept, even if it wasn't really balanced.
Maneuvering the world while defending it is a very tricky balancing act. I love the idea, even if I never last more than a minute or so.
I like how agile the character is: able to run up walls, etc. And those monsters are seriously creepy in the dark, illuminated only by light flashes.
Man is the game dark, though. Really hard time finding my way around.
Interested enough to go play the non-comp version...
Nice shooter, but there are more levels than there is variety. Still, solid, responsive controls, which is more than I can say for some games.
Fun. Funny.
I tend to lose when the next monolith is really far from my cave.
Not much to interact with, but you knew that already.
Works fine on Windows (It's a Java .jar, for those wondering).
I actually like how the one multipush level requires you to discover the mechanic to advance, though I mostly discovered it by accident, so that's a bit of a wash. And restarting the whole thing after one wrong move did get a little old, but that's obvious.
Biology!
I got it to run in Windows 7 x64, but slowly. Running in XP-Compatibility mode seemed a little faster, but the cursor still moved oddly.
My defenses seemed completely ineffective, without much feedback as to why.
I liked the graphics.
I think the running around on the planet speeds are a little slow, but I did manage to blow all of the little guys into space.
Very clever strategy/puzzle mechanic, I enjoyed figuring this out. Beating level 10 was hard!
I'm not sure your interface is working. The only button that seems to do anything for me are 'A' 'Z' 'U' and 'I'.
I'm not sure if my controls are actually doing anything. You weren't kidding about the psychedelic part.
Huh. I was not expecting the second twist. I *was* anticipating the first twist...something had to happen when you got the idol. I was expecting more spike traps and skeletons come to life, though. This was more sophisticated, if a bit light on the interaction.
I do like the idea of platforming down to learn the space and then platforming up to escape it.
The controls are a bit weird, which made it hard to fly and aim. And my score kept going down for some reason that I couldn't see.
Clever puzzles. I loved the surprise of the transition to the big, stompy robot.
Agree with some of the things above (need more turrets! and upgrades!) but you've got a very promising start, here.
I like the way the mechanics and the message reinforce each other. And I always like puzzles that force you to reevaluate your understanding of a limited ruleset.
This is pretty awesome. At first it seemed really straightforward, and then the invisible/missing sections showed up, and the UFOs, and it became a lot more challenging.
I think there were a couple of times I managed to bounce off the 'missing' sections (on the face, not the sides). I think what happened was that I went through the first one and bounced off the second one.
Works for me (Windows 7). The birds taking away the resource you are collecting is clever.
I'd like a way to skip the intro text, though!
Yeah, I found the starting speed a little slow, too. I couldn't dodge bullets or eat enough to advance.
If there's anything I've learned today, it's to err on the side of speed (I think my game is a touch too slow too).
This is awesome.
Switching between mouse and keyboard is kind of annoying, but you knew that already. And the problem with the sounds isn't so much the volume but the repetitiveness.
I like the general idea of the game, though it's really hard to win.
I, too, was unable to properly judge the fun. Playing by myself, the controls felt a bit twitchy. Hilarious setup that I can see developing into something fun. It's all about anticipating that clash.
What about adding some additional cues so that the players have a better idea how closely they're lined up when still offscreen? Some kind of hint line or arrow or something to suggest vertical positioning, maybe...
It does get off to a bit of a slow start. I wanted to make sure it wasn't too hard to begin with, but the first few levels may be too easy if you quickly get the hang of it. I generally find that it really starts picking up around level 5.
Yeah, at the top of the list of features that should probably be added is a game over screen. I'll probably make a post-compo version with that tweak.
I was concerned that the shield was overpowered, especially early on, so I tried to balance it out by putting each successive shield further apart. If you pick one up early, you might not be able to find one later when you really need it.
The stopping-at-the-edge thing seems to be a browser-behavior issue, since the desktop version doesn't do that. I may try to edit the raw javascript to change it at some point...
For those of you who have played and rated the game already, I've posted that start of some post-Ludum-Dare changes based on the feedback I've gotten. Shields are harder to get, the difficulty curve has been tweaked, and there's an actual game over screen so you can see your score!
http://isaackarth.com/games/minimalism/current.html
If you haven't rated the game yet, play the compo version first.
<a href="http://isaackarth.com/games/minimalism/current.html">Post-Compo-Version</a>
Eh, you get the picture.
If I could compose the music I would have added it. But, then again, it's a little more minimalistic without.
That said, I already have some music picked out if decide to add some to a future version...it's by a minimalist composer, of course.
Whoops! The fonts weren't automatically included. I should have expected that. The Desktop versions should work now, though they still don't have sound. Unfortunately, so far I've only been able to test the Windows version. (OSX: Please read both the readme files!)
The controls took a little getting used to with the keyboard, but otherwise a really polished little game. I like the narration.
Great minds think alike.
It's a hidden object game, sort of, but it's a clever twist on hidden object games. It's a Surrealist art piece, except that you're removing the surrealism...
Oh, and I beat the last level on the first try without knowing the poem. I think it's to do with the structure of poetry, but it made me feel clever.
Man, that chicken is hard to control.
A nice little artillery game. Solid physics, though there were a couple of times a box took a moment to settle.
The music gets a little repetitive after a while.
It would be nice to have a reset button for when you totally muff the first three shots and have no hope of beating the level. Is that what Recall is supposed to do? It didn't seem to do anything for me.
Love the sound and graphics.
This is a hard game--you don't seem to get lives back and it's easy to lose a ball if you try to treat it like Breakout because the circular orbit means that it's much easier for the ball to get away from you.
Did I mention how much I love the music and graphics? The ending of the levels is awesome.
Really clever idea, you could probably do quite a few more levels with it. I like the double-jumping, though the jumping in general feels a bit floaty.
It'd be nice if you could restart without using the mouse.
The music is a little...aggressive; it feels intense the whole time. I'd like it better if there was a wider range of intensity.
I like the art style and the way the level pops in and out around you. And the little squashes and flips in the animation.
A little easy to get stuck if you're across two colors when the switch happens (mostly happened to me around the letters).
I like the color switching mechanic. A little harsh on the eyes, admittedly. (And the audio drone gets a bit annoying.)
Takes too much patience for me to personally like most of the puzzles, but there are some proper brain-twisting bits in there too.
If you want to make changes, you don't need quite as many rooms where the only thing you really need to do to get through is to brute-force it by waiting through the entire cycle.
If you're going to have lots of rooms that are relatively straightforward, maybe make it about finding a faster route than brute forcing it? Maybe a few rooms where if you hit the timing just right you can get through a lot quicker. You don't need to punish the player if they go the long way (the delay is punishment enough) but some rooms where the right approach means you just sail through would be a nice change of pace.
Oh, and I like the title and the text in the game.
Love the feel of the controls.
Really hard, but in a fair way. I didn't feel frustrated by the system, I felt like I'd lost the game. That's the sign of a well designed feedback loop.
Love the slick minimalism of the graphical style. This is a clever use of one-button input.
Millisecond timing is clearly an important part of this...if you haven't already you might want to look at ways to reduce latency in the input loop. Are you polling or using event driven input? Checking for the key down or the key up?
Can't play it because the Jar won't run. :(
What did you use to build it? The controls are solid and I like the smooth way the screen scrolls. Hitting the zombies was a little fiddly, but otherwise a very solid example of what it is.
I like your original idea, but props for shipping something!
Potato.
I like the progression between the games. The Breakout part was a little twitchy for my slow reflexes, so it got a little frustratingly long. The others were good (though maybe not perfect) feel.
Oh, and I like the sound.
Some clever puzzles. It starts out looking like it's just going to be confusing but then it starts revealing glimpses of a deeper system. So far I've found one of the ends.
My brain hurts.
Lots of people have done dimension-switching puzzle games, but you've managed to find a way that I haven't seen before.
It's really, really hard to tell where the snake and cubes are in the 3D space, but I imagine with some practice it get slightly easier.
I like the sounds and music.
Hah. The puzzles definitely get trickier as you go up levels. The controls are a little fiddly for being so expensive to use, but after level 2 that doesn't matter so much.
Tiny little Unity camera! Chrome resizes it just fine though, so I zoomed in to make the pixels a bit more readable on my 1080p display.
It's the times where I have to switch colors twice while sliding under a wall that tend to end my runs.
Part of me wishes that I could see two barriers ahead instead of just the current and the first upcoming one, so I could anticipate what's coming next and get into even more trouble as I over-anticipated and switched too soon. Kind of works against the minimalistic purity of one focus, though.
The timing between the barriers is about perfect, but I'd also almost want them to be more spaced out but everything moves faster, to get a better sense of speed. That would probably work against my sucky reflexes, though.
Pity it doesn't have audio.
The physics get a little crazy as the mass of stuff gets bigger, with the air-jumping being kind of out of control as some people have mentioned.
But it's a clever use of the idea and there were some nice twists to each level.
Oh, and I love rolling up the credits.
What are the controls?
The controls are WASD and Space, of course. Really could use better platforming physics, but you already knew that. ;)
Really good job on the lighting effects.
The music is pretty awesome. I clicked before I tried the arrow keys. With that and the sound effects, I thought the grapple was a ball-and-chain and the hero was a prisoner who I'd have to propel around using just the chain pull him places.
The jumping physics aren't quite as nice as the grappling physics. Since you stop when you hit something from the side, standing too close to a wall makes it hard to jump over the wall. Fixing the feel of the running and jumping would probably do a lot to lessen some of the inherent frustration of platforming.
Clever puzzles.
The jump feels a bit awkward.
I ran the Jar.
Finding the balance to keep the little guys alive is really tricky. They keep starving...I think I tend to overbuild too quickly and then not have enough workers.
Other than that, it's a fun little city builder.
I like the music. And the combo scoring system.
I played the Windows Jar file.
Love the look. I had trouble getting the hang of jumping until I realized that I didn't need to run at full tilt all of the time.
Still, some of the jumps I missed felt a bit arbitrary and I can't help but wonder if the game would be stronger if there was always something to land on, so that missing a jump was just a delay rather than instadeath. Make it easier to keep the flow going and stay in the groove. (And it did seem like you could only press one of the buttons at a time.)
Also, there wasn't really a way to tell how well I was doing, since there isn't a score or much indication of distance or how many warriors you've passed, so I played for a while and then stopped after what felt like a fairly long run.
Potato.
Props for using Scratch.
I really, really overthought the first question.
It's mostly a guessing game, but the pictures are clever.
Who knew that a 2D game could be so creepy?
Potato.
This is hilarious.
Time to Spudstep: 1:14
Distance Conducted: 1703
Lost Inspiration: 30
This is hilarious.
Interesting. It seems like you were going for a survival or horror/suspense feel?
I didn't feel like I had too much control over planning my survival--my survival depended more on my ability to keep running. It's skill in execution rather than skill in strategy. I could see that part getting pushed a little further. If the running around was fine-tuned some more it could be a bleak little survival horror game.
The enemy/scary threat in the darkness is a little too arbitrary to be really scary. There are probably a bunch of different ways to help with that...maybe have the time-stealing happen after a moment, so the player has a split second to get further away? Probably lots of ways to do it.
Huh. Does exactly what it says on the tin.
Kind of meditative.
Clever. I do feel the jumping could be a little more solid, but the controls were pretty good, just not quite as precise as I would have preferred.
I can't seem to get the original ROM to run. The second version works in the emulator without a problem, but the first seems to have issues (just shows up as random purple lines). I'm on Windows running the Stella emulator, though the Java one gives me the same issues.
Nice.
I'd have liked it to be a little longer, or to have a little more to explore, but the concept is solid. The soundscape is very effective in conveying a sense of place...if you do more with it, you could easily have the player walk through a whole host of environments entirely defined by their sounds and little suggested glimpses of geometry.
The AI is way better at this than I am.
The rotation doesn't feel smooth, which makes it a bit hard to aim precisely (are you using float or int for the rotation?). Also, the force push feels a little short.
I really liked the sounds. Glad to see more people learning Unity.
I don't have matlab, but kudos for making a game in it. Are there any Matlab development communities you could tell about this game? I'd love for you to find an audience.
I really like the graphical style.
I like the idea, though I had trouble figuring out how I might be able to score higher. Maybe some kind of feedback loop other than the score would help?
The color palettes are really lovely minimalist pastel selections.
My high score was -18866436.
Are the runners supposed to sometimes get stuck on hurdles of their color or lower? That seems to happen sometimes.
I really like the idea of the game, and the way you have to spread you attention all over the place. I never really felt like I was going to lose all of the runners (since I could just click to get another one) but I did feel concerned about individual runners.
My high score is 224.
This is awesome.
I wish I could run around the levels faster, but that's a nitpick and would interfere with the puzzles.
Any specific feedback you're looking for?
Very atmospheric. You could probably extend this to a longer experience...there was one point I thought one of the rocks was going to turn into an enemy, which would have been cool.
The guidance towards the end is subtle, but I think it's there.
Love the graphical look. The grayscale reflections in the water was a really nice touch.
Things I didn't like: Really, really needs checkpoints (unless you make the whole game way easier). The controls are a bit floaty and imprecise, which makes the platforming more difficult. The switches can be switched on from the side, which makes the game easier.
The timing on the jumps and switches was tight enough that I personally had trouble completing them.
I did like the music and the graphics, and I expect that many of the problems that you've got here are because you only had 6 hours. If you keep working on this, I hope this feedback helps.
Love the mechanic, especially the way the later enemies develop more complications. It seems so simple at first, but the tension rises with each opponent.
It is a little bit trial-and-error, but I think it's worth it overall, since once you know the patterns you still have the patient difficulty of executing at the precise moment of weakness.
What are the controls?
Well, I figured out the controls, though it took me a few minutes. Which is a bit odd, because you basically spelled them out right there on the screen. It's interesting how you can make something so obvious (the comma to start the game) that players didn't realize it (or at least I didn't at first). Figuring out that A and Q did something different from the arrow key took me a little while too.
Not sure if I'm being particularly dense today, or its something about the interface.
Also, my highscore was 3.
Not going to review the game yet, but the navigation on your website is awesome.
I really like how mimetic the AQ keys are here. The way the player's actions outside the game mirrors the response in the game does a lot of the game's feel.
There's no way I'm going to be able to get by two 80-ish challenges in a row, though. My current high score is 8.
A relaxing gardening/puzzle game.
The tricky bit is figuring out when it switches between each plant type. After that the puzzle becomes how to cram everything in the tight space.
Felt like there was a little bit of a delay after I clicked.
I'd like to see more levels with a different seedling pattern. Of course, you'd probably want to have more hints as to what the pattern is in that case.
Had trouble running it in Chrome for some reason. (It claimed Unity webplayer wasn't installed.) Works fine in Firefox.
Not particularly fond of the movement: it's slow, but that doesn't make it much easier to dodge the oncoming buildings. If you make any improvements, try tightening up the feel and giving the player a sense of inertia. You can probably have the player go much faster and have the game be easier/more fun to control.
Like the background sound, though the shooting sound gets a little repetitive.
Are the levels prebuilt or procedurally generated?
Wasn't really fond of the way the character controlled. Made it much harder than it needed to be and felt less fun than it could. If you haven't read it yet, you might want to check out the book "Game Feel". It'll help you get solid-feeling controls with less trial-and-error.
I do like the scanline effect.
I like it. Very minimal, but as it speeds up you have to think ahead and figure out where you need to be to survive the longest.
If I was going to make any change, I'd tweak the movement speed and especially the inertia. Right now there isn't much weight and it starts and stops kind of abruptly. Smoothing that out would make the game feel better (though it would probably make the game a tad bit easier).
Minimalistic dimensional shifting! Yay!
Very short, but good proof of concept. If you extend it with some really brain-bending puzzles, it could be a lot of fun.
(I'm thinking something along the lines of Miegakure, Fez, Faultline, and some of Increpare's more twisted dimensional-shifting puzzles. There's probably a couple more examples I'm forgetting.) The key, I think, will be putting your unique spin on the puzzle design.
Works fine for me on Chrome.
I managed to figure out how to drop out of the level, by turning around and going back the way I came.
This is pretty awesome. I don't survive long after the difficulty jump, but 16000 or so isn't too bad, I guess. I really like the way the powerups you find are different each time.
I did figure out that the teleport can embed you in the left wall.
A minimalistic approach to an endless runner. Good music.
I almost want a little more visual feedback when the block moves, like a simple animation or something...though it'd have to be purely visual so that it wouldn't affect the tight gameplay.
When it said rotation, I thought the screen might start smoothly rotating around 360 degrees. Something like Super Hexagon, maybe.
I really like the sensation of speed. I wasn't too sure what was going on in the second half, especially when the ball started falling straight down and it took me a while to catch it. Time: 71 Score: 21
Frenetic shooter. I would have liked to have something in the background, because right now there is no way to tell that you're moving unless you get near the edge of the arena.
Like the idea. Wish the characters were a bit more robust so that I felt like I could make more progress, particularly with the skeleton. The controls weren't quite as solid as they could be, the feel was a bit off.
Very nice. It's *hard* to design a core gameplay loop that fits in exactly ten seconds, and you've done a very good job of pulling it off.
I liked it. Not too many games that ask you to go clockwise instead of a straight line.
The hiding places as resources are a good mechanic. It feels like the if the game was just a bit tighter they would matter more.
Man, that's some really, really unforgiving jumping. It looks straightforward right up until you run out of time. And then you start realizing the insane moves you have to make...
It'd be nice if the cutscene was skippable, for situations like when you play it again.
This is pretty awesome. A good use of the theme, and it can't have been that easy to implement so many minigames.
Best use of theme. Ever.
It's tricky trying to anticipate what will happen next, but I guess that's the challenge. I would like to have a bit freer camera so I could get a closer look at the far edges of the map when something important is going to happen there.
Clever use of time.
I managed to get up to 530 points. Very clever time-travel mechanics.
That's hard. And confusing. But it's definitely a game.
Love the idea. The interface is a bit clunky (having to switch to the mouse to send the message is annoying).
The time limit and the floaty controls make for a really hard game. I love the art style, though.
Nice use of a 1-button interface.
Tricky, though I eventually won. Huge positive feedback loop. Very sensitive to initial conditions.
The ten second delay is a bit annoying. I do like the idea and the way the transmitted images look.
Good use of randomly generated names. For the boats and the cats!
It's a bit dark, at least on my screen.
I had a cat generated right on top of a landmine. Poor Nermal didn't make it.
This is a very happy game. :)
I'd like the to be a bit more depth to it (there's not much penalty for not making Yin happy, and the reward is that...Yin is happy) but I'm not sure how much that matters in the end. This is a game about happiness, not competition or challenge.
It only need a little bit of polish on the inputs (and sounds!) to have it be a solid little game.
The 10-second limit is perfect for having time as a resource. I think you should keep it.
I like the use of the 10-second escape, escape is underused in stealth games. It's not always obvious where the guards will spot you. The controls are solid, which is a lot harder to do than you'd think, so good job!
I got up to 13 laps. I like the ghost mechanic. The colors are a bit dark.
The time-warp puzzles are clever. The controls are a bit floaty, though. I think if the handling was just a bit more solid, the game would feel better.
I think this is a really cool idea for an arcade game. The balance is a little wonky--it's hard to tell what helps or hurts maneuverability--making the game challenging. That doesn't hurt the game much, since its about that challenge, but it does mean the game doesn't have room to be about anything else.
The adding screen doesn't give you a lot of time, I think I'd prefer it if the game paused until you chose. Also, I'd like to be able to put multiple modules on a single key, and it didn't seem like that was possible, though I might have missed something.