3radicat3 by nihilocrat 2012-12-22T06:49:00
Maybe a bit on the hard side, but since there's not really a lose condition it's not a big deal. Really, it's quite a clever game to do reverse-take on.
Foon → Ludum Dare Explorer → Users → gritfish
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Attack of the Holodorks | jam | 2.93 | 1.80 | 2.60 | 3.40 | ||||||||
| 2014 | 29 | Beneath the Surface | Beneath | jam | ||||||||||||
| 2013 | 27 | 10 Seconds | 10 Seconds to Self Destruct | compo | 814 | 2.79 | 2.79 | 2.19 | 3.39 | 3.00 | 1.50 | 2.03 | 2.43 | 73 | ||
| 2012 | 25 | You are the Villain | Villainous! | jam | 92 | 3.36 | 2.94 | 3.44 | 4.13 | 3.47 | 3.00 | 2.77 | 26 | |||
| 2012 | 24 | Evolution | Unnatural Selection | jam | 111 | 3.18 | 3.14 | 3.10 | 3.35 | 3.16 | 3.16 | 3.26 | 2.74 | 100 | ||
| 2012 | 23 | Tiny World | Lighthouse | jam | 44 | 3.59 | 3.27 | 4.00 | 2.56 | 3.52 | 3.76 | 2.00 | 3.29 | 100 |
| Year | MiniLD | Theme | Game | Rank | ||
|---|---|---|---|---|---|---|
| 2012 | 36 | Contrasts | A Theft of Colours |
gritfish leaves an average of 43.0 feedback comments each event.
Maybe a bit on the hard side, but since there's not really a lose condition it's not a big deal. Really, it's quite a clever game to do reverse-take on.
I also did a "tie girls to tracks" game (with cops and everything), but you did a much better job of scoping, I think. Everything in this is really well polished and has a great arcade-y feel. Really made me nostalgic for old Atari games.
The laugh button is a fantastic idea.
Bit glitchy and weird, but very fun concept.
Very funny. The voice-music is great. Congrats on building three separate games in one.
Really nice. It was nice to see the mp3 in the zip, because that music loop is great. That radiation effect is really clever too. Got pretty lost at one point - I would have loved a map to get back to the victim, or the ability to attack people to regain health.
Played on PC, took a sec to get the hang of deselecting a 'pixel' but really fun. I REALLY wanted to a score screen showing all the 'finished' pixels I'd made (and their 'purity').
Okay - either Darwin had a megaman arm, OR he smoked a cigar SO HARD it could kill nearby birds. I HAVE TO KNOW.
For a game about bangin' as many chicks as you can (never the same one twice!), that music sure makes it feel... lonely?
The music and the lighting effects are REALLY good.
I wish the population reflected the actual number of people running around. It was frustrating at the start to see those numbers whizzing up, while I was running around trying to find a single gal! :D
It's always interesting to see the spreadsheet / calculator mechanics behind things like pokemon. The best compliment I can think of is that you CAN figure out, very quickly, what tactics will work, and which won't.
The problem is that once you figure that out, you just hammer the button till you win. I think if you can find something to change up the combat between those two moments, you'll get that depth MurrayL is talking about.
Totally off-theme but who cares! The difficulty DOES spike pretty hard at the wall climb, and just after, but you really nailed that addictive instant-respawn meat boy / vvvvvv gameplay. The bupbupbupbupbupbup sound of the cats got a bit grating. I didn't get to the end, but damn I wanted to. Good Job!
The final jumping/freezing puzzle was VERY hard, until I realised I only had to jump on top of the pixel gun and ride it up.
The drips got a little repetitive, and the pipe sound was really loud compared with the background sounds.
Really clever, well executed puzzle mechanic and graphics.
Not much to comment on game-wise.
Your coding was neat and tidy, and you got a parallax background working.
Would have liked to have seen the wolf realised!
If you struggled making graphics / music in time, maybe look into using open source sprite libraries like http://opengameart.org/ and entering as a jam entry next time.
Combining Conway's game of life with a tetris "falling blocks" mechanic is a pretty cool idea, but there's not much of a "game" here. Kinda reminds me of wetrix for the n64.
Really polished for a 48 hour game. With a bit more of a ramp-up of difficulty in the early levels, this could work really well on touch devices.
I don't understand whether there's a way to "win" or it's just an explorable area, but that graphical style you've come up with for this is incredible. I really hope you guys continue working on this.
controls were a bit all over the place, but it was good fun and the graphics were solid. not sure what the difference between blue and red blocks was?
great fun. I wish you'd made the text white though. It was very hard to read.
Really cool idea - I think it might be more fun to drop in the new generation without stopping the game.
Not sure what to say about this... surreal, to say the least. Definitely the weirdest game I've found so far.
Cool idea, but often I couldn't tell which block I was, and the game would often get "jammed" at the end of the first level.
Kept trying, bankrupt's just seem to come out of nowhere, without warning.
The bad: After about 5 goes, I didn't find a bot with a lower level than mine. The mouse sensitivity was REALLY low, too.
The good: I had some fun moments, running and hiding from bots till I could see their backs to tell if I could 'eat' them.
A mini-map would have helped this game immensely. I think if I could see WHERE to go to find the lower-level bots, instead of running blindly, this could be the start of a really good stealth game.
Was going good for a while, but hit a wall of spikes and the game crashed out? Great concept though.
Moving felt painfully slow, but I loved the stealth aspect, and the "omnomnomnom" sound made me giggle every time.
Great graphics and sound. Could have done with more indication of what was clickable outside of the cursor. Short and scary. Really like it.
The pixel-art is really good! There didn't seem to be a lot to interact with. I managed to plant and harvest some corn, but that was about it.
Good humor in some of the upgrades. Nice to see EVO was such an influence in this LD. It's a great engine. I'd love to see the UI cleaned up a little (others have already said the links move around a bit). I think it'd work really well ported to mobile with jQuery mobile or some similar framework.
Great graphics and sound. The game tends to break down into a cycle of "run around the edge and zap everything", bet even then, it's still satisfying and fun. Definitely worth expanding on this into a fuller game.
"Barely a game"... but a great toy! Did you pitch-shift the notes in flash, or use different sound files for each?
I do like the fact that for a musical toy, you managed to implement a dialogue-tree system. Very cool.
Incredible graphics. Loved it. Really great concept behind it too.
Graphics/character animations are great. Bottles were a pain to make out against the background though. How do you get to the second level? I just kept running right until I hit a wall.
Man, what a weird game.. it's great though - a weir mash-up of rainbow road, and space-shooter. The movement did seem a bit "floaty" around corners, and sometimes the dna spawned in walls, but a blast to play.
good little game - although I think the behaviors don't really stand out from each other enough for the wall of text, and it's important to emphasize "above all, kill the ones with the hearts on them".
The card selection menu was fiddly, but the overall gameplay was really nicely thought out. Good sense of humour throughout.
Seems to run WAY too fast - good controls and graphics.
Got to a point where I got the same level over and over again - came back and read the notes.
MIND. BLOWN.
Dude, that is amazing - The game was really challenging to the point I thought the levels MUST have been all designed.
Game of the LD for me. Blown away.
Game was a bit too tall for my screen. Felt almost like a puzzle game trying to get shots lined up. Really quite addictive gameplay.
Just amazing gameplay. Felt like an old arcade machine. Hard though. Would love to just put in another quarter and keep going.
Controls felt more like a RC car than a cat, but great music, and some really cool ideas in there that had me exploring. The green fog effects from the radioactive barrels were a nice touch.
Great fun. Gets challenging once the dodos start shooting back! Really nice design and animation on the dodos.
Nice aesthetic, the "explosions" and bloom effects in the background look really good. It could have done with some graininess or some kind of texture to help show how fast you were going. At the start, I was wiggling the mouse around, thinking I was only going an inch in each direction - later I couldn't tell if I was zooming around at full speed or if I was stationary. Still, a hell of a lot better than the games I was making at 16.
What triggered the secret ending? - I got it, but I'm not sure why...
Really cool. I still don't quite understand the weather tower mechanic, but the music and visuals all worked well with the growing/watering and wandering about. Very quiet and contemplative. Great work!
Really nice take on the grow style of game. Graphics and music were really nice, calming, and complimented eachother. Really would have liked tooltips/descriptions on the buttons, and a better indicator of which ones were clickable (maybe make unclickable ones half-transparent?)
Really could have use some explanation of what the buildings did, how to take down towers, etc. Otherwise a fantastic "endless war" game. Having to constantly fight on two fronts was great fun.
Every level introduces some new mechanic - I kept expecting it to run out, or combine ideas, but it kept suprising me. Very good.
Great looking game. Loved the charge to shoot mechanics. I felt like I was wrestling with that camera most of the game, but it wasn't enough to stop me. As others have said, Q and E may have been more comfortable. The in-game billboards and into level are great - not too in-your-face, but obvious.
Amazing graphics - the upgrade system is pretty cool to include in a 48 hour entry, but with so few options, having to run around and collect all the cubes at the end of every level was a bit of a chore.
What I loved about the cube collecting though, was if you DIDN'T grab them immediately, you could use them as cover, and that allowed for some cool moments of strafing behind and shooting out from cover.
26 moves, no flatland for me... but very cool dialogue. Felt like a bit of a "Bingo the Clown" thing going there. Is it just a combination of left and right? Do the dialogue choices change the outcome?
It feels like a mix of myst and the puzzle side of fez... god I wish that was my thing. People have mentioned the move speed, but I don't think that's quite it - there's just so much DISTANCE between everything. On one of the screenshots you can see it's 90% empty - If it'd been smaller, the world could have felt so much more tiny as well.
I'm going to come back to this when it's not so late and I've got more time to explore this fully.
I was a bit confused if I was meant to be blocking the green balls or not. I got that they were "good", I just didn't know what to do about that.
Would have LOVED subtitles or a transcript (admittedly harder if segments change), but I picked up enough of the lyrics to enjoy it immensely.
The ambition and technique behind the song almost stands on its own without the gameplay. You could have just given me a slider to play with and I'd be happy listening to it over and over.
First game with v/o I've come across (done about 85 now..) and it's SO well done. You are such an awesome parent getting your kids involved in stuff like this!
The difficulty in getting in the tub IS pretty high, I couldn't quite get that figured out...
God - that ending glitch left me with the biggest "Wait.. What? Did I miss something? Is this a new game+ thing?" reaction...
That said, it's a great VVVVVV-inspired puzzler. I pretty much speed-ran it through a second time JUST to see the real ending.
Others have commented on the lack of connection to the theme. I think you could have pulled it off if you'd just showed the exterior of the ship (or your position in it) at the start, and during some levels.
Great graphics. The music is good, but a bit mis-matched to the alice in wonderland theme. The first level with the tea just made me rage though.
Introducing a new item/mechanic and then punishing me for investigating it CAN be ok - "Mirror Rays" did this well with its "don't press d" message - but waiting till the end of the level to tell me I should have avoided that thing a minute ago? Urgh..
That said, the only thing that really could have been added to this was a transition between levels, and some more character to the doors. It's a really solid platformer.
Seems like a simple triple town at first (two moves instead of 3) but it just keeps getting deeper, and with no objective, it's a really zen experience. I wish there was some kind of music but it almost doesn't need it.
Feel like I should point out here that you can double-jump. I was tuck for a bit till I realised that.
Felt kinda weird having that fast-paced music but no tension in the gameplay... If there'd just been some kind of countdown or loss state, it would have added so much.
Great graphics and audio, though. The backgrounds and the character animation is some of the best I've seen.
Agree on the powerups - shooting felt a little slow. Very fun.
Amazing mechanic. Only issues I had were some problems jumping right at the edge of a block (felt like if I wasn't COMPLETELY on the block it wouldn't jump?).
Challenge level felt right to me, but I made a puzzle-platformer too, so maybe it's on the harder side.
Wish you could remove mirrors without touching them, but I realise that'd break most of the level designs.
GREAT job foreshadowing the last puzzle, by the way. Don't want to spoil it for everyone else, but it was clearly a decision, and worked.
Graphics and colour scheme are great. Kind of repeating what others have said, but with a win/lose state, less control over the colours you drop, and a better graphic than "rah", this game could be frickin' amazing. Perhaps scoring over a certain % right to complete a level?
With all the inspirations you mentioned, I can't believe this wasn't influenced by california games - This feels exactly like the hacky sack game from that. Really good, tight scope. Could completely see this being a set of related games.
The facial expressions are great. Nice chiptuney music. Bonus points for gameboy intro :D
Why don't you guys attack him?? HE'S RIGHT NEXT TO US.... Oh fine, go that way...
Really cool take on the perpetual war thing. Would have liked a win/loss screen instead of an alert box, polish wise, but it's not that important. The choppers seem way too powerful - it seemed like nothing could hit them.
Got to the point where I was generating god power way faster than I could spend it. Figured there wasn't a win state... Wiped everyone out with 100's of spaceships to see if there was a fail state... Now I just feel bad for wiping out everyone pointlessly...
Sigh - reviewing is hard
Great sim though. I wonder if anyone's gotten to be full evil without killing everyone? That seems like a much harder way to play the game.
Really cool puzzle idea, would be great if you could detect a game-over "no more moves" state, but in 48 hours, I can imagine that's really hard to do.
Possibly the shortest game i've played. Not that that's a bad thing. If you take this further I'd suggest adding directional shooting (given that you used the mouse, I assumed I could aim). I didn't realise sticking to the walls was a problem. I assumed it was a ledge-grabby thing. Great graphics.
"I recommend playing with headphones"
- unbelievably loud, high pitched squealing -
...well, the graphics were cool, and the block/jump mechanic was interesting.
I'm suprised I haven't seen more fez-inspired games/graphics in this comp, but yours were really well done, and kept with the glitchy theme you were going for.
Nice litte life sim, drawing all that with code seems like an odd choice, given the time constraint. What did you build this in?
I tabbed off the page to come back here and rate, and when I checked back on it, half the little guys came back in from the sides of the screen :S
Press shoot to win forever! Not much of a game, but really good job on getting a gameboy rom running. Really nice graphics.
Very cool physics and gameplay. Took a couple of goes to get the hang of it (at first i was just mashing space to stitch everything) but once I got into the flow of it, really grabbed me.
Really cool concept and character rigging. Really nice art too!
I think my best was 4/5. Brilliant game. Was there more to the connections than proximity? Sometimes the closest person isn't always guilty.
Instructions say wasd controls, but all I could do was steer as I fell? I destroyed a block once, but every other time I was dead before I could read the instructions.
Kind of cool.. with a limited amount of food, it could be really addictive.
Great little old-school game. Reminded me of the commander keen overworlds. Fantastic graphics, but the music got a bit repetitive. I noticed the easter egg but I couldn't get to it.
Nice twist on the mouse-avoider game. Noted the 'jigglyness' of the planets.. was that intentional?
Graphics were great - were the little moons/satellites enemies? I wasn't sure whether I was meant to shoot them or not. Advancing the level even if you die was a good idea though. A points tally at the end would have made that system work even better.
Got to building a moon base... You said there was a failure state, is there a win state? A bit slow paced, but not by much...
Great: Locking the lighting to the camera - games with a similar camera set up didn't do this and I wish they had.
Not so great: When you mouse over the buttons, the world just keeps spinning, and I lose track of where I was going to put the tile I was thinking about.
"You were slain by a chimera"... okay, try again... "You were slain by a GREATER chimera"... ARGH..
Quick to die, quick to get right back into it. Really good concept and a really good rogue-like. Really hard to read the yes/no text though. Your monitor must be brighter than the sun!
Really hard to last longer than a few seconds - the pace of the game kind of makes the rock-paper-scissors aspect of the ammo too hard to think about. A cursor colour change would be a good way of showing what your current ammo is. Great sound and visuals.
The beginning was a BIT drawn out. I think music would have really helped there. But once the game gets moving it really brings out that sense of claustrophobia and dread. Other than sound, I think the only thing that could have been improved is a bigger change when you kill the first monster. I shot at that thing for ages before I realised.
The light showing through the skin was a great touch. Would have appreciated a sound during the intro screen (I cranked my speakers right up during that time). I was confused by the ants, but you've explained that in the comments.
The light causes some really dark patches on one side of the planet. For a mid-way change you ended up with a pretty fun game.
AMAZING graphics, but for the love of god, let me jump! :D
Somehow this is like mario galaxy as a precision platformer... without jumping! Every jump hast to be JUST right (start about opposite from the direction you want to go?). Those clouds, man... how could I be angry drifting off into space in front of those?
The level of animation and polish you can achieve in 48 hours blows my mind. The inclusion of an in-game help is something all LD games should aspire to. Your games are so recognisable by that pixel/mosaic look. I really should go back and play the others again..
Kind of cool that there's no win condition, but I'm really impressed by how you managed to have so much stuff going on without memory issues.
fun shooter - thanks for the heads up about which browser it works in. html games seem to have a big "works in one browser" problem. So far yours is the only one I've got running. I'd imagine it'd be a mega-pain to debug for 3+ browsers in a 48 hour period.
Really nice. Would have liked tooltips for the resources in the top-left. Also, I read "menu" to mean "open up an in-game menu or help", rather than "return to main menu".
The combination of pixel art and smooth animation looks really good. I could myself buying this on a touch device.
I could understand the game as far as it was a text-based card game, and the goal, but once I was in the game I was lost.
Can't run.
Still getting the "Can't load image rag.png" problem, I don't think that image is in the zip?
WOW... The ambition of making that many levels in 48 hours just blows my mind...
Low-friction + single pixel landing space = :(
great otherwise, ALMOST stopped before blowing up the pink squares (to be fair, the title of the game should have been a hint) - maybe if the square was more obviously a bomb? Either way, figured it out pretty quick... good fun.
Where was the food?
Great concept and music.
Had the same issue with the intro as Pierrec...
Your game's really good - regardless of the music issue. Perhaps the 'slipperiness' when you land a jump could be made a bit tighter (lead to me blaming the controls instead of myself, which is what makes a really good "hard" platformer).
If you're feeling that guilty over the music, ask the mods to change your entry to a jam entry (outside music is okay, but you can still get ratings and feedback) or just ask people leave your audio rating as n/a (as I have - not a bad choice for music though).
Were the sound effects done with sfxr or similar?
Really cool puzzle idea - easy to get the hang of, but there's some depth there... didn't realise you could include the fire squares until a few levels in. Adding more elements later would add some real complexity to the game.
Would have loved some graphical feedback to go with the cool piano chords, but there's only so much you can do in 48 hours. :)
Great fun, physics were a bit 'snappier' than I was expecting. Would have loved a transition between stages.
Congrats on getting the planet physics working in jam, that's really impressive!
Wish the arrow keys were small adjustments instead of all-left or all right, but still a really fun, stable game.
Graphics are well done, and the end screen was cute.
Oh wow - something about that music sent me straight back to playing old dos games as a kid... Really cool mechanic with the three heads. I kept trying to ride the rocket but I don't think I was meant to... :P
I got to the level where the 3 monsters were sort of in a step formation and there were some stars above them, but I couldn't figure it out. I'll come back and try again after I've played some more games.
This is honestly the most polished game I've played so far.
To be honest, I don't see how it relates to the theme... but I have incredible respect for the constraints you put on yourself for this. The game's stable, looks okay, controls well. Would be nice if the walls stayed for a while? After a minute I was just flailing wildly..
What was it like going android only? Would you do it again?
Graphics were your strongest element here - the youtube frame is such a simple addition, but changed so much of how I saw what I was doing. I wish you had in incorporated the text into the video style more like as a timecode.
I think had you left your message till the end and removed the points, I think it would have caused people to think about what they were just participating in and WHY they just killed a bunch of people.
In firefox, I got to the firing line, but got no instructions.
In chrome, I got to the planets, but saw nothing except zooming in/out and then died.
Apparently it doesn't work in IE6 either :(
Maybe it only works in safari?
PLEASE explain which browsers this WILL work in...
Was there no sound? Animations were great. Characters were cute. Controls worked well. Perhaps footprints would have been useful after the first encounter? Was expecting an item-collection fest, and then I clicked on the rock... :) I could see this becoming a more fully featured game.
MurrayL pretty much said everything I could think of.. Level start sound effects were a bit offputting. Your code was really clean and well organised? I could read it pretty well even though I don't know much python.
The payoff at the end is fantastic. Although I didn't read the instructions closely, it was easy to judge how much was left by the curves at the edge of the map. Could have been a little shorter, but that background music was good enough, and wanting to know what was at the top of the world was enough to keep going. Good job!
The double jump is... not great - it just spins the camera wildly, and most of the time you come to drowning.
I guess if you get all the purple crystals you win? with no way of knowing, I had no idea how long the game was and ended up giving up.
The tiny villages is a cool inclusion - tiny people running away from you (even just dots) would have been really cool.
I think the two-step growing could be chucked out, and have the "springs" just snap right back to full size.
Sound effects would have been nice, but the graphics really steal the show on this one, the translucent style you guys went for is really cool. I couldn't get past the bit where there was a mushroom, and then a floating platform with spikes, but it's a really solid, great looking platformer.
Enjoyed the mechanics, but i couldn't figure out cities and upgrades? I could expand a building once, but then nothing...
Looks like other people have figured it out.
Great graphics and sound, the interface is solid (even if it could be more obvious), and the concept is really cool. It'd make a great mobile game. I'd happily tap away at this for a while.
The music is okay, but the loud crunching sounds seem more like sound effects, which was confusing. I get what you were trying to do with the enemy follow mechanics, but your camera system let you down. If you could see more of the screen, it'd be easier to tell if that amoeba on the third level was stuck or not.
Also sending players back to the level BEFORE the one they died on? That's just MEAN, dude... Imagine if super meat boy did that.
Really good looking, simple game. Tons of polish. Well done!
Holy cow, I opened up your game cause it looks like we picked almost the same idea somehow... but your graphics are AMAZING... I just wish it was easier to get to the end so I could see more of them :( still, you at least got top marks for graphics from me! Definitely give this thing some polish and release it fully.
Solid effort! ran well in firefox, but I did get the texture problem - it was still playable though. Good, simple interface and clear instructions :P Why did you decide to use a new language/framework for a gamejam? - I'm curious because I did the reverse, I did ONLY what I was comfortable in.
so there's... 6x5x4x3x2 possible combinations? how did you write all that?
Wish i could play it - the concept of playing in a bath tub is so PERFECT for the theme... If you get a fix in, i'd still love to play it.
The graphics are incredible. The pulling vegetables mechanic felt good but was hard to figure out (an on-screen prompt would have made it perfect). I think it needs to be in your instructions that pressing down exits the shop. I hit escape on instinct, which closes the game TWICE (insert a rage comic thing here), because there wasn't any obvious way out of the menu.
Incredibly polished for a 48 hour game.
Also what does a lerp() function do??
VERY cool visual style and idea with the different fuel types. I wish you'd left out that gradient on the left - the clean lines give a cool retro feel (like an atari game box-art). Couldn't figure out how to use the level editor, but it's cool you put it in there.
Ran well for me - good fun. The invincibility music was a great choice. Hit detection seemed a little weird (I was facing down, hitting from behind a building and it didn't register - moved left half a building and it worked)
Crashed twice, had some big problems with warrior hit detection. Was I meant to be clicking ON the enemies? Aim didn't seem to be bound to the cursor... Wish I could have gotten further. The screenshots look good but I would have been happy with less sprites if it had been more stable.
Really interesting game - The controls, graphics and music choice were all really good, but while I think you made a good game, the fact that the world is SO big in this game really let it down in some ways. If this had been entered in last year's "alone" theme it would have been spot on - I gave you full points for mood though, because the thought bubbles had me both saddened ("I should call her") and chuckling (i think you can guess which one) within minutes of eachother.
Your idea was great, but I feel like you ran out of time before you could add the bits of polish that would have made this really fun. Jumping straight in, I had no idea what I was doing (help in the main menu didn't do anything), or which objects were growable (a color change on the mouse cursor would be perfect).
That first jump is fairly unforgiving, and landing jumps in 3d without some sort of shadow is REALLY hard. This is still miles ahead of the stuff I was making in highschool. You guys should be really proud of yourselves. See if you can find some game design books (The Art of Game Design: A Book of Lenses is definitely worth the money) and look at ideas like "feedback" in games - you're gonna make some great stuff.
Game ran okay but the menus just bugged out and I'm not sure what they were there for (what was the 1 or 2 i was selecting?). The shooting mechanic is suprisingly well polished, and the character sprite is cute and well animated.
Keep going with this. I kept playing for that fantastic blobby shooting mechanic - pleeease, give me something fun to shoot with it.
It took me a while to see the arrow too, but once I did, the game became a lot easier and more fun - I'm pretty surprised by how well 4-directional shooting works once you've got some angels following you - you just send walls of bullets (or a laser of death!) Maybe the arrow would have been more obvious if it'd been around the edge of the screen? That music is also spot-on. Well done.
LD27 — 10 Seconds (39)
Game of Throws by ViPeOuT 2013-09-03T12:02:00
Not gonna rate cause I couldn't find a server - but the graphics/animation was neat.
YOU MUST GET THE ATOMS by Terrabyte 2013-09-03T11:59:00
The atoms/rearranging thing is bonkers!
Maybe if there was more to the graphics than colours, it might be easier to parse the instructions, but the aesthetic is cool on it's own.. I dunno..
10 Second Tofu by zerocreativity1 2013-09-02T13:38:00
Other than the glitchiness of trying to rotate moves, my only other gripe with this game was the lack of some kind of feedback when you successfully finish a level. I started queuing up moves because I thought maybe I needed to get the carrot or something.
Anyway - huge congrats on the polish on the audio/visuals. The game looks great.
The Vengeful Baby-Men by Jarcas Studios 2013-09-01T02:27:00
Hints DO make it pretty easy - perhaps some more subtle visual feedback in the characters would be a good mid-point in difficulty?
Flooded Dungeons by ripatti 2013-09-01T01:37:00
couldn't run - openAL32.dll missing...
Proletarian Ninja X by deepnight 2013-08-31T23:37:00
As always, you have one of the best looking games of the Dare.. Damn it gets hard quickly. So addictive though..
Bragmor the Barbarian by Codexus 2013-08-31T23:15:00
Great game - I didn't see the point in having a jump button though, the enemies weren't hittable unless you were at exactly the same height.
One Hundred in One by acro 2013-08-31T23:08:00
Was space meant to do anything in the "zombie" game? It didn't seem to..
Satyr Run by realtutsgml 2013-08-31T22:54:00
I got a coin and it shouted "you suck"? Was I NOT supposed to get them?
Meat Game by Boneloaf 2013-08-31T22:37:00
I could see myself playing this on a 3ds - I think the grabbing controls need some work though. It was hard sometimes to pick up the meat, instead I'd cling to a wall instead.
Bob Won't Be Late by TeamBob 2013-08-31T22:30:00
The isometric voxel graphic style looks really nice, but I found it pretty hard to actually click on things, and the character felt very slippery.
Bloody Bob by Zener 2013-08-31T22:26:00
Great graphics. The little people are very cute.
Half the Time by ZeppelinCaptain 2013-08-31T13:46:00
I think the narrative is great, and the mechanic of going out, gaining time, and sharing it is great. I just don't think the metaphor of spinning into "people" and killing them works.
I think the night-time object is unnecessary. There's often a point where there's not much else to hit in a stage, and once you get there, you just want to return, not go and look for something that may or may not have spawned..
I don't mean to sound critical with all this - I'm picking at what are some really minor issues, because your game is really interesting, and I think it's got a lot of promise.
SELF-DESTRUCT by Mago 2013-08-31T13:35:00
Music seemed totally at odds with the visuals/gameplay.
Others have expressed the issues with the controls.
It's a good game though, and the added pressure of needing to push boxes to get around adds a lot.
Daring Discourse by ChromeDemon 2013-08-31T13:20:00
It's a strange metaphor for an argument, but it's quite fun. I'm glad you didn't make me remember all ten people the whole time. That would have been near impossible.
Divide and bounce by simple 2013-08-31T13:18:00
Love the lemmings-like gameplay
SuperSleepTime by sjk 2013-08-31T13:06:00
Great graphics, but the fight sequence is a bit fiddly - With the freeze, you often punch enemies outside the walkable area.
Delayed by Jordo76 2013-08-31T12:58:00
Like a REALLY laggy version of Chips Challenge! Love it!
The disconnect between your button presses and the action on screen causes this incredible sense of anxiety - "Did I do it right? Did I screw up?" - and as you watch it play out, and your ball turns around at the last second and goes the wrong way because you lost count...
Mechanically, this game is so simple and clever, it's just about flawless. I just would have liked to see more done with the graphics. The fact that your character is just a circle is just a bit of a let down, but otherwise, it's a fantastic game.
SWEAT by reheated 2013-08-31T12:43:00
Very well designed game, but REALLY hard.. I think some more indication of guard pathing would make this much less of a trial and error game.
Save by Mizzinx 2013-08-31T12:36:00
I don't get it - I've tried interacting with everything.. I'm just lost with this. I get the idea though, and it's a clever set up, I just wish there was more to this.
10 seconds barrier by Lo-X 2013-08-31T12:30:00
Couldn't connect to the server, but the solo race was fun.
The GOSH signal by tompudding 2013-08-31T12:26:00
Cool concept, but I really couldn't get very far into it..
Grind by headchant 2013-08-31T12:12:00
Interesting trade off of time/grinding. Very similar concept to Half Minute Hero. The text sound got really grating after a while, but I guess it goes with the old rpg style.
Breathe by Fede3751 2013-08-29T14:14:00
nice controls. really intuitive.
Way of the Gun by vrld 2013-08-29T14:11:00
I think this is the first game so far that didn't take "seconds" to mean time. Very clever take on the theme.
Jack and the Alarm Clock by Frozen Fractal 2013-08-29T14:04:00
Sweet concept - ran MUCH smoother for me in chrome than firefox.
Final Glow by Yword 2013-08-29T13:57:00
Interesting gameplay idea, but I felt the fact that the enemies moved made their positions during the input phase irrelevant.
LIMIT by Holofire 2013-08-29T13:51:00
Cool game - not starting with some kind of tower was weird though? maybe i'm playing wrong
In The Ocean Blue by Tyu 2013-08-29T13:44:00
Interesting idea... was there some cthulu stuff in the background, or was I reading that wrong?
ROBOT PLANET by GeorgeBroussard 2013-08-29T13:29:00
For a game that looks very simple in the screenshots, there's a suprising amount of polish in the sound effects and visuals. Just the breathing sounds add so much to this... very nice.
Boyfriend Simulator: Feed My Boyfriend by leafo 2013-08-29T13:24:00
Love the alternating minigame style. It has a really good pace to it. The pixelart is fantastic, but that head is nightmare fuel! :D
BECOME A GREAT ARTIST IN JUST 10 SECONDS by mcc 2013-08-27T14:21:00
http://imgur.com/BHvL429
Who needs math when you have art?
Seeing the screenshots on twitter, I had no idea what to expect, and I wasn't sure at first how "gamey" the ten second limit would make this, but I mostly end up mashing keys in a panic by the end of those 10 seconds trying to get that number up.
Seeing that number get just slightly higher is pretty damn satisfying.
As an art tool I'd love to just let this thing play on its own and save pictures. The stuff it seems to produce from next to nothing are pretty interesting.
Amulet in Ten by mtrc 2013-08-26T14:01:00
WOW - this is such a clever little puzzler!
I was playing with Bosca for my game, but couldn't get anything I was happy with.
While zedutchgandalf said it reminded him of Trine, I got a distinct "Adventures of Lolo" vibe...
The 91st Parallel by BMacIntosh 2013-08-26T13:46:00
The music is fantastically creepy. Is there a win condition? I couldn't figure out an objective besides running to the far end..
Go For Gold by zaratustra 2013-08-26T13:35:00
Clever interpretation of the theme, but not much to do once you get past the dragon.
Tip: bribe the judges with candy.
Self Destruct by Octopuns 2013-08-26T13:01:00
Fantastic concept, well executed.
Best I've played so far.
I'll definitely come back to it.
Sixth of a Minute by Tork 2013-08-26T12:48:00
Might be my monitor, but those bullets are hard-as to see. Still, the gameplay is pretty rock solid. There's some serious geometry wars players here, judging by those scores!
TimeFlex by jprogman 2013-08-26T12:43:00
It's a nice attempt at a Warioware style game, but the amount of instructions you've given is really daunting!
I like the fact that the two games you've made are completely separate, gameplay-wise.
Every Ten Seconds A Kitten Drowns by matthias_zarzecki 2013-08-26T12:37:00
Nice work!
The shop button was a bit hard to find - I kept clicking on the money display for a while. Derp.
The radar I think caused some serious pauses, but otherwise this is a great execution on the idea.
I could really see myself playing a version of this with a persistent shop over and over.