Foon → Ludum Dare Explorer → Users → Gwinnell
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | SPACELOOP | compo | 121 | 3.77 | 3.52 | 2.87 | 3.10 | 3.95 | 3.75 | 2.53 | 3.45 | |||
| 2020 | 46 | Keep it alive | VAMP | compo | 26 | 4.15 | 4.20 | 3.76 | 4.04 | 4.18 | 4.00 | 3.76 | 3.98 | |||
| 2019 | 45 | Start with nothing | Invasion | compo | 60 | 3.91 | 3.91 | 3.59 | 3.38 | 3.56 | 3.58 | 2.64 | 3.41 | |||
| 2019 | 44 | Your life is currency | LIFEBLASTER | compo | 79 | 3.76 | 3.81 | 2.84 | 3.54 | 3.84 | 3.75 | 2.83 | 3.40 | |||
| 2018 | 43 | Sacrifices must be made | Aetherspirit | compo | 32 | 4.05 | 4.01 | 3.90 | 4.27 | 4.03 | 4.07 | 3.68 | 3.74 | |||
| 2018 | 42 | Running out of space | Deep Heat | compo | 42 | 3.97 | 3.95 | 3.40 | 3.70 | 4.40 | 4.09 | 3.15 | 3.65 | |||
| 2017 | 40 | The more you have, the worse it is | Carl Hates Christmas | compo | 95 | 3.82 | 4.00 | 3.44 | 3.15 | 4.05 | 4.32 | 3.55 | 3.70 | |||
| 2017 | 39 | Running out of Power | Toast Up! | compo | 6 | 4.27 | 4.21 | 3.70 | 3.80 | 4.53 | 4.08 | 3.84 | 3.97 | |||
| 2014 | 29 | Beneath the Surface | Sinking Feeling | compo | 214 | 3.57 | 3.81 | 2.66 | 2.46 | 3.77 | 3.61 | 2.74 | 3.34 | 71 | ||
| 2011 | 22 | Alone | Alone | compo | 692 | 1.46 | 1.18 | 1.55 | 2.46 | 2.42 | 1.00 | 1.55 | 1.17 | 1.89 |
Mesmerising!
It’s very pretty, quite funny (e.g. the toilet text) and the cutscenes are great. I think my laptop bugged out during the ending though. :(
Well that escalated quickly! Very surreal, I'd love to play more. Even the gun was pleasant to use, and fitted the atmosphere very well indeed -- a little bit Frank Miller though. ^^
Awesome music! I think mouse and WASD would have worked better for keyboard controls - I couldn't keep up with the constant camera adjustments! Addictive too, if that's a good thing! :)
Lovely little game. I made a runner game with the same flip mechanic once but it was nowhere near as good as this. :)
The Java JAR file “blue_waves.jar” could not be launched.
Exception in thread "main" java.lang.UnsupportedClassVersionError: io/github/dector/ld29/DesktopLauncher : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
That was weird! I liked the pixel art though. :)
I was skeptical at first when I jumped, but it made sense when I realised all the platforms are the same height! I didn't get very far because I suck at platformers and kept dying, but it seems pretty cool. :)
Needs Java to run but it's an exe file. :(
YEAH. Killed that worm... TWICE! Took me about 4 tries of restarting the same to get the worm near me though - couldn't seem to tempt the bugger with my beacons!
Any chance of a Mac or Browser version? Otherwise this will have to wait until I'm in the office tomorrow. It looks great!
Love the art, and really like the physics feel of it. Very simple and very polished. Great work! :)
Feedback: I died quickly the first few times, as I kept accidentally firing left. Once I was used to the controls however, I stopped playing at around 300$ when I realised nothing new was happening.
Oh man, it's pretty dark down the bottom... GIANT SHARK! I like how the submarine has different sprites dictating health rather than a health bar! The music - once untoggled - was funny, but fitting.
@ Skencer, fixed!
@dector: Is that something you'd be interested in?! :D I'd need to balance it a whole lot more before a proper release though. :)
@Newt_ @Spaceoff -- WHOOPS! I didn't go over the bandwidth limit, I somehow missed an invoice from my hosting provider. All fixed now!
First impression: Amazing pixel art, and even the things like the doors opening/closing looks super slick.
Feedback: I didn't realise I could jump at first! (The text at the bottom doesn't specifically say I can.) I died and killed the last enemy at the same time in room 665 and still unlocked the next room (not sure if that's a bug). The boss is HARD, took me possibly 20 attempts to get him killed. It was however, quite satisfying. The end... The end is meaningful. It would have been great if there was some final resolve. That's the only thing it's missing to an otherwise brilliant little experience.
GREAT WORK!
I like how Danny's eyes follow the cursor around. The bug races were cool, as were the wall sketches. Obviously the art is amazing. I'd love to see more! For a point and click though (i.e. quite important), the cursor does seem a bit loose - is it accelerating towards the actual mouse point?
Are those pictures of your arms/hands and your apartment? :p
Reminds me of a game I played a few years ago called "every day the same dream" which you possibly reference once in the game text. :) Makes me think a bit about my own life, which I guess is the point!
Very clever, and very nice pixel art. :)
Short and sweet. The lighting and smoke effects are ace, as is the rest of the atmosphere! It'd be cool to be able to aim the torch to look around a bit more, it's pretty dark! :)
I had the key and collided with the door and tried the left side of the screen but nothing happens until it restarts (which I assumed was level complete). I played that 3 times before I stopped. Just read up the description above (again, believe it or not) and noticed your have to "press enter". That's absurd. :(
10850. For a moment I thought the game was fundamentally broken. I thought I could just defend my last ship from the grabbers but then... The city stared coming out of the ocean and the music started getting more... evil. Dang, that was tense.
That ostrich animation is so fast it's funny. I kept getting eaten by the worms when not stood over them - not sure what was happening. I tried at least 5 times to understand what was going on but alas gave up. Beyond my silly brain misunderstandings, my feedback is just one thing. Mixing keyboard controls with mouse UI/buttons doesn't make a good user experience. :)
Awesome art, great music, and brilliant little bits of polish -- it's only fault is that it's a little short.
HOORAYYY!
It's pretty, but I keep dying on the second enemy. D: It hit me behind the black rock the first time, which I later tried to avoid. I liked the atmosphere and concept, but couldn't persist enough to find it enjoyable.
It says game over when I win! The avalanche effect is awesome, and the music is quite comical!
Oh, and based on the controls description I expected Barry to follow my mouse cursor not go to where I click. :)
I liked how the music changed depending on which screen you were on. Not a big fan of grinding though so didn't get to the end. The pressure screenshake was cool too.
Quite Super Crate Boxy. That said, I knew immediately what to do - very intuitive. I wish the movement wasn't so slippery, though.
A mac only game? I'd better give it a shot then! Pretty cool! I'd have liked to see combos for simultaneous bounces on heads, and an increasing number of or faster enemies. I like that it's physicsy too! It doesn't look like there's any fail condition though. I commend your efforts. Better luck next time! :)
First thing that happened to me was two rocks spawned at the same Y location thus completely blocking my path. :( The blood and gibs are definitely cool though - more of that please! My game is quite similar to this. :)
Very innovative. Love the effect that happens when you beat the level. Final level is pretty difficult. This one could go a long way!
The physics on the rope looks cool, and the music fits the mood really well. I also like how "health" is not shown using a bar -- health bars are devoid of creativity and are completely whack. Good job! Would have liked to see more.
The Prodigy reference. :D
Definitely old-school though -- would have liked to see that taken further. :)
Crazy game!
You can bundle msvcr120.dll and msvcp120.dll with the game yourselves, don't you know? Just search your computer for it! I had this problem with my LD game too. :)
Awesome curvature. Controls might have worked better with a mouse though. Funny how hitting the sides of a screen played a little beep. :)
The humour was great, but the controls were finicky. *ba dum tsh* :)
Game didn't run when I doubled clicked the jar, but it worked when running java -jar from the terminal (OS X)!
Good things:
* Tree gradually getting cut sprites were cool.
* Particles were cool.
* Atmosphere was cool.
* Would have liked to see more!
Bad things:
* Graphics are perhaps a bit dark, but maybe it's my screen.
* Edge of the map is visible on one of the levels.
* Mixing keyboard and mouse controls isn't great for user experience.
For being 18 hours late starting... great effort!
The controls are tricky! Would have been good to have some contextual overlays ingame near interactive objects (doors, etc). The game is also larger than my entire screen (lol) so I didn't manage to get very far. Best of luck in the jam!
Level 1 goes on for ages, hit boxes are little big, and some of the upgrades don't server enough of a purpose. A little disappointing to not have any audio too. If this if your first jam game, great effort!
Congrats on finishing - this is actually a really cool idea! Nice puzzle mechanic. If you hold the arrow keys and press enter though (or are holding the keys when you complete a level), you can spawn inside the block adjacent to the spawn position. With a little more polish, I think this would have gone down really well in the compo. See you at the next thing, Josh! :)
Noticed the diagonals moved faster, and the random name generator was cool. I got a bit lost, but made it in the end. I was tempted to follow my tracks back, but not sure that would have worked! :)
Controls are a little slippery. I could hit the enemies through walls too (though that was actually to my benefit). I couldn't get past level 3/4 (the symmetrical level with the two slimes and two fire things) - stuck. :( That said, the art is a bit awesome isn't it!
The thunder, lightning and rain was cool, and the splats of the enemies and player death too. I would have liked to see more intelligent enemies and some more weapons!
Highscores? Neat! Nice transitions on the menus, but the options and about screen are missing! Music reminds me of http://www.youtube.com/watch?v=pg9DBCZdTTc , which is to say it's awesome. First two levels were a little slow, and it seemed to reset the sector/level when I paused/unpaused the game to write this comment. :( Oh, and good use of Unity Cartoon FX pack. :p
Funny wobbly cube dude. I thought I'd completed it when I had cookies, and then BAM. I started rolling and rolling and SINKING. That was a good moment. Cake overlord consumed me though. :(
Felt kind of dizzy looking at the start screen, aha! I enjoyed the game, and the depth mask was cool too. I liked how the enemies turned into toys.
Few improvements/feedbacks: It would have been nice if the camera followed more where the player was looking, or where the mouse was pointed, as I was caught off guard a few times. It also would have been nice to telegraph somehow when I can and can't put the torch down, and when I can and can't crank the generator. A simple scale on the torch, or highlight on the battery/generator crank would have done the job.
Music was good and appropriate for the theme and style of the game, and I'm impressed that the world goes on forever! Web build gets extra kudos too. Good work. :thumbsup:
Music is great - the two layers fit strangely together, and the filter on the death/upgrade screen is a lovely touch.
I really like the playable robot characters being different movement patterns too. Keeps it interesting. As others have already mentioned I was not able to re-use ones I'd already bought, which was frustrating. I also found the costs a bit high, but maybe that's the consequence of the bug.
Really great entry. Double points from me for including a toaster. :bread: :thumbsup:
Really liked the weather changes, the music changes and the parallax in the ocean waves.
Game was totally unfair at the end though... *Anyway, thanks for trying.*
:thumbsup:
The main mechanic seems to go against my intuition - I often have to switch three, and then switch four, but all I really wanted to do was to switch two. Just like @coauthor, I found myself panicking and then eventually swiping randomly. Perhaps it's just not for me. (Overcooked is similar in nature and isn't for me either, so it wouldn't be a fault of your game.)
Regards graphics/animation, implementation and polish, it really shines, and it's clear a lot went into it because it looks great! It looks to be designed for phones, so I will hope to see it on the stores very soon. :smile: I know people who love to panic and who I would recommend it to! :thumbsup:
Upgrades, YES! Musk is usually my hero, so for him to be the antagonist flips my entire reality upside-down. Never get to see him in the game except for in the title screen though, so I don't have to villianise him so much. :3
Music is great! It never really felt repetitive even though I'm sure it did a million times. The idea with the EV fits the theme perfectly (and yes, I would love to test drive one). Really enjoyed the background changes half way through, and the little cutscene at the end was the icing on the cake.
In seeking constructive feedback I would say... I'm not entirely sure what the pistol pickups did, as I never seemed to run out of bullets! There was plenty of option to be more creative regards ui and signalling of health and energy - could have showed it visually on or around the focal point (i.e. the player) like chassis degrading, but that's really not a big deal. Top speed of the car also seemed to have to go on the grass a bit on the sharp l/r/l/r bits - could have fine tuned that to perfection. Was there any screen shake in the game? Not sure if there was but if so there could be much more. As a weird additional, I also think it would have been cool to be able to shoot behind you... but then... I'd just slow down and knock 'em off anyway so also no big deal. (Big fan of Mashed here, if you've ever played it!) For art styles, it was a bit of a mish-mash of pixel art / gradients / vectors in there, but it somehow still felt good and consistent.
All positives from me, friends. I spent more time than I thought I would, and had more fun than I thought I would too. Excellent jam! :thumbsup:
Aww, this looks cute! Love the style. Looks like my kind of game!
\*Plays*
Aww, gameplay was a let down. :slight_frown: Would be better if there was some indication of where the nearest satellite was. I'd say to add more sfx too but perhaps you were going for realism!
That was cute! I like the little blink the character does. Sometimes the camera felt wrong as I couldn't see what was down beneath me but otherwise it was lovely. :thumbsup:
I played for so long that the music stopped playing - about level 6! Really enjoyed the movement, camera system, explosions and mechanics. Never really felt the need to use the dash however. Does the game go on forever?
One annoying thing is if you stand next to a down-facing wall, or (by the perspective) looking around a corner, and try to shoot, the plasma gets discarded straight away. Also my title screen did not look like the screenshot on here - gotta make sure you bundle the web fonts or something. Also had to play at 2x zoom because it was so small with no fullscreen option.
Nice jam entry. :thumbsup:
My game has recoil too! In fact a few of my games do at this point, so I can hardly point it out as a novel new mechanic. :smile:
Yours is a bit tricky to handle at first, however, as it's one hit death and with a high player max velocity. Sometimes it is easier to hold down the laser as that can make movement more constant - some of the game's timed landings/recoils are hard because gravity takes hold and the player falls a lot faster than they recoil. e.g. the first challenge on the first level is really hard, much harder than anything on level 2. Movement can also be tricky if you get stuck in a wall/corner on the side of the screen. (I get around this by making the player bounce off it.)
I played enough to get to the boss level - the change of wobbly background asset was a really nice touch - but at this point I was out of energy. I should have known not to take that shield/barrier path on the previous level! I'd gotten so far before that too but ran out of time. Arbitrary limits. Ah well.
Perhaps an improved design would have been to give the player a specific amount of recoil energy & time for each room, but maybe that would not have fit the theme as well.
Nice entry, but for me, overall too difficult. :thumbsup:
Keyboard controls don't work in Webgl or Windows. :( Tab works but WASD doesn't.
I really enjoyed it! Mechanic is great - would be nice if the asteroids appeared a little less skewed towards screwing me over. I like how you can shoot the power-cube-thing too. Got to ~2s remaining - it didn't look like it hit me but I guess it did. Awwwww. :thumbsup:
World was much too dark, I kept losing the batteries! They also handle quite bad (picking up/dropping), but I won't dwell on that as others have pointed it out already.
Right at the beginning I don't think the battery hole (circuit?) was signalled enough as I immediately took the first battery downstairs... it took me a while to realise it was there and had to carry the thing back upstairs - woops. Also the box/levers that you can click - didn't know those were clickable until seeing the video.
Didn't manage to get to the end because of said handling but really enjoyed the mood of the experience. Having watched the video, I can see what you were going for, and I can tell I would have really enjoyed solving things and getting there myself. :thumbsup:
I, too, encountered issues with players being invisible. I almost thought there was an extra mechanic where you are only visible when you move or shoot, but me staying exactly still proved that one wrong. :joy: The audio is really great too - props to Tim. I'll have to come back to this one later on. :thumbsup:
Nice effort picking up a new tool (PICO-8) for a jam! Cute little game too. Would have been nice to see some more mechanics in there, but I still completed it. :thumbsup:
I completed it! Really enjoyed the music building up over time as you collect the blocks. Didn't see any of the bugs you mentioned either.
Would have loved more enemy types/content and shine but I really enjoyed what was here. (Rotating menu text ftw!) For an audio guy just dipping into development, this is a really great entry. :thumbsup:
Ahh yes, trying to get them to infinite loop. It's tricky and hurt my brain!~ I could not get past level 3. I think I eventually got the game to break too because it stopped playing out the moves I was putting in. No errors in the console log though. :frowning:
Got to Wave 6! I like the glowyness of the main weapon and also how the enemy health is displayed *not* using health bars but rather as a color tint. (Health bars are the root of all evil.) I also like the little souls the minions leave behind when they die.
Would have been nice to see abilities having a bit more visual flair or visual impacts (e.g. knockback), as well as some variation in the minions (e.g. smaller=faster, larger=slower), but perhaps they existed and I did not get far enough. Sound and music was appropriate for all the wizzardings.
Nice entry. :thumbsup:
Nice art, and idea, and good effort using PICO-8.
The ui is quite esoteric and could use some explaining. All round, the game needed more visual/audio cues - I had no idea what I was doing for the most part. Perhaps starting the player off with just one worm/hamster would have made the initial interactions more intuitive.
Can see what you were going for though. Better luck next time! :thumbsup:
Nice art, and idea, and good effort using PICO-8.
The ui is quite esoteric and could use some explaining. All round, the game needed more visual/audio cues - I had no idea what I was doing for the most part. Perhaps starting the player off with just one worm/hamster would have made the initial interactions more intuitive.
Can see what you were going for though. Better luck next time! :thumbsup:
I like the acronyms. I like the embedded software's robot-nepotism. Humor++. I like that the shield and warp get added over time. I like that there is (or appears to be) proc-gen levels.
I don't like starting from level 1 each time. I don't like catching on the corners of tiles (perhaps movement is too slippery). I don't like lava. I don't like that there's no sound (but I guess it's S.P.A.C.E. afterall).
SACK Problem: Asteroid Catastrophe Ensemble. :thumbsup:
Nice colours! Music is great too - I like the hard track the most. :musical_note:
Obviously with it being colours (cyan/purple/pink) and not something like a key (z/x/c) or accepted ordered tuple (a/b/c, 1/2/3) that scrolls past, there's a level of indirection that makes it tricky to pick up and immediately enjoy.
I powered through that however and *almost* had a great time. I unfortunately found the beats you're meant to hit are about 1/8th beat off the accented or expected beats in the music. That again is something you could get used to but it means the game is more of about audio/visual misdirection than rhythm. Perhaps it is just the fault of WebGL/WebAudio, but I have no way of knowing.
Sorry if that's hard to hear! What I will do is I will rank each category according to its own merit instead. :thumbsup:
The style is nice but the game has a few signalling/feedback issues.
I did not notice the radar on screen on the first few tries, I also was not sure when I had picked up a power-cube, and I was doubting my own key presses when using the jetpack. Some simple bits of audio would have gone a long way here.
The walking around on the first platform feels good, but afterwards I feel like the gravity / fall velocity was much too strong, and/or that the jetpack wasn't as immediate as it should have been. That could have been related to the signalling, though.
That said, something about it kept me going, and I stuck it out and got to safety. :thumbsup:
Really good first Unity game - I would never pick up a new engine for a game jam so massive props to you!
Would have loved to see it get more difficult over time, and also would have loved to hear some sound effects too ([BFXR](http://www.bfxr.net/) is a great tool if you get stuck for those.). Everything else that was needed was there. Maybe your next game can include some mad drifting! :race_car:
Keep up the gamedev. :smile: :thumbsup:
I ran out of money when I got sued! Dang it. I should have kept to buying clean/green energy. I'm a big fan of sustainability and would happily see something like this used to inform people. :smile:
Optional soundtrack choice was great! *More energy!*
Questions were funny sometimes too. Should I sponsor someone going.. what was it.. over a waterfall/hydroelectric-dam in a barrel? Heck yes I should.
Only thing I would have suggested is to direct players back into the buy/map screen at the end of a year. I was answering questions for ~4 years before I realised - ha! Nice work. :thumbsup:
AVG also reports as a virus (Windows) but is fine on Mac.
Something about the presentation/interaction of the game makes it really hard to play. It could be that the lighting of the planet makes it sometimes difficult to see what types crates are. It might also be because the items fall from the top and so you don't know exactly where they will land. Perhaps if the camera were top-down (and so things fall from the 'front') it would have been more intuitive. :shrug:
That said, I like the mechanics of matching/timing the boxes for explosions and score. There's something great here. :thumbsup:
I *think* I got to the end? Level 2. I appreciate the parallax layer and like how the UI goes transparent when the player is underneath it. Little details like this make a good game a great game.
You seem to be able to skip past the enemies pretty easily however - not sure if intentional. If I try to kill them, then sometimes - because the timing of the jump (without holding) matches the timing of the enemy gun reload rate - I would land my jumps next to incoming bullets multiple times (because I'm an idiot) causing me pain, and ultimately death...
All in all though, a great first entry! :thumbsup:
Got 9 coins.
I like blobs. Blobs are my jam. Great blobs. Ended up with LOTS of rocks sitting on the downstairs level..... so I guess more slime blobs would have been nice.
Help overlay was very helpful... of course... because it's a help overlay...
I really can't fault this entry, it is what it is and it's exactly what it aims to be! :thumbsup: :fire:
Another C++/custom engine game - nice! (Windows AVG thinks it's dangerous but it's fine on MacOS.)
Running/jumping/wall-climbing feels tight and responsive. Love the art, animation and the colours. Love the visual representation of 'time remaining' and the little critters. Love the tiny amount of squash and stretch on jump/land. Yeah, I noticed.
Only thing that was missing that would have been nice to see is a visual effect on player death.
Great work peeps. I think this will do very well in the jam. :smile: :thumbsup:
Really like the style and mood! Definitely too hard in the beginning though. Had a few minor gripes/thoughts/feedback while playing:
Pressing X to draw sword and jump a little higher doesn't add any jump height unless you press it at the tip of your jump, which feels kind of wrong. The animation for it seems to play quite late also, I feel like it should play a lot quicker to time in with the arc of that extra jump height. I'm also uncertain when I'm supposed to use the sword-jump because quite often I can wall jump or 'bug' up the platform in a similar way. Usually when wall jumping you as the player are pushed off the wall at a velocity and that means you don't stick to it. This didn't have that and I felt like I was cheating somewhat.
Final thing. The 'losing power' sound when you touch a red thing (and use your sword, technically, but that's less important) sort-of blends into the background music - should be some more visual feedback when that happens.
Sorry if that's super critical. I did enjoy it! Figure it's best to say in case you want to improve or make another platformer in the future. :smile: :thumbsup:
Love the screen wipe transition. Wish I could make the text go faster (holding a key works but it's still too slow). Movement was nice but would be nicer to hold a key or make it more fluid-feeling somehow. I managed to get a green-push block stuck in a dangerous tree and leaving and reentering the room did not reset it and so I was stuck at the puzzle. Also if you enter a room and immediately walk back the way you came you can walk outside of the map which is funny. :P
Besides that I enjoyed it! :thumbsup:
Feel like I cheated a bunch of first puzzles as the mouse drag area is not clipped to the game bounds. Just jump over the top. Then I realise you are aware of this as you put it in as the only solution to a level. Woops. Would be nice if the levels restarted quicker. i.e. the player doesn't start to high and I have the wait for it to fall. Level 16 was finicky with the spikes on the front of that first wall (same again at the end of level 21, tho you can also collide with the side of the one-way platform here). Disable drag/mousedown events when in the air (it's weird when the projection/line updates/moves when you land).
Good music change after levels 10, 15, 20. Good random placement of the little decor/weeds (would be nice they animate in/out when you spawn/die tho!).
Aaaaaand that's all I have time for. It was good! Nice entry! :thumbsup:
I got to the end - really enjoyed it! Completed the last level by accident though. Woops!
Music and sounds were its only downside. Can you imagine loud bass music in a real cave mine? I'd be *very* worried of sudden music-induced cave collapse and having to spend the rest of my days inside. Kind of like real life really...
Restart key on R would have been nice though too. Not that I had to use it much because I'm a PRO!
Nice entry! Congrats. :thumbsup:
OK that may not be true. I managed to complete it by running to top left straight away, charging to max, and letting out about 3 shots and running straight back down. (The hardest part was still hitting the right keys!) Movement and the game feel was nice anyway!
I've just been staring at a cat's bumhole for *10 minutes*.
P.S. those poor kittens. :slight_frown: :crying_cat_face:
Really good job on implementing some 'game feel' (visual) feedback, though there is much more that could have been done!
If I were to pick just one thing it would have been to add a player death sound and effect. Currently the only way you know you've died is when you see yourself slide everywhere! It's funny to look at, but I can assure you Mr. Dorgus that clamping velocity vectors is not a funny matter. It is in fact very serious. :necktie:
Gameplay wise, I got to 30000 score. I felt the change in difficulty over time was.. not much! After a while I began to get a feel for the enemy patterns and afterwards the game feels rather formulaic or solved. This might have been because my general tactic was to stay in the centre of the screen and wait for enemies to come to me. Advantageous point in that I can feed the totem, have room to recoil into the ceiling, and avoid the floor-enemy easily. Other people have mentioned movement/run speed, I *think* I'm inclined to agree... but maybe this is a moot point because of the optimal play tactic for the current enemy set/types. What can you expect for 48 hours though, eh?
Problems aside, yes, you should be proud, it's a good entry. :thumbsup:
It's all good... in the hood... because the bad people have all been clamped... somewhere...
Love their little faces and the brightness of the colours. A surprising amount of charm in this one. Well done!
Got unipedalism straight off the bat -- not sure if it was always first up but I'd have either 1) put it a bit later on in the game or 2) found a way to telegraph that state to the player. I couldn't get a feel for it and found it a bit frustrating, sorry! I liked vertigo, dementia, and deuteranopia effects however. Audio effect on hard of hearing was cool too. Blindness - ouch! Neat game. :)
Very cool. Car takes a lot of acceleration to get going I feel, but I guess it's an intentionally wintery slippery car park. Nice to see another Christmas game! :D
Great call and response rhythm game. Accenting the 'hits' in the music really makes it. Unusual/interesting theme too. If I have any gripe at all it's that I would have loved to see things get a bit more difficult!
Quack quack! :duck: ( Really good 3d style! )
I had glitches down in my design mind-map for this jam so glad to see somebody else explore them! You implemented them really well! I would have liked to see more reason for them to be there from a design point of view though. As an example, perhaps if the platforms were glitching on and off, or enemies glitching on and off, collectables on and off, etc. that you needed to see or use to progress through the game.
From a game feel side I felt the player/gravity was too floaty. You'll want to have tight controls, especially If you're playing a ninja! One to keep in mind for next time. All in all, great work! :)
(Oh, and I beat the game in 167 seconds. New record?)
Unfortunately I can take a formulaic approach to playing through it, just going from one child to the other. (Not sure what would work in real life..) Would try to focus more on your game design next time! (Moving babies, having to wind them, some more needy/hungry than others, etc.) The sound and humour is great though, and holds this entry together nicely.
Love the look of this but I'm on Mac. Any chance of a web build?
@lautregars it works :)
Love how fast everything is - no idea what's going on though. What an insane game! So weird and random! Hilarious! Enjoyed the slight parallax on the clouds and the sound bytes when you touch stuff. Definitely left it on for about 5 minutes afterwards to experience the second music that kicked in. Did you make that yourself too? For a first jam, really great work!
I got up to about 60 points before I buggered it up! I thought I could game the system because there were only a handful of colours in the beginning, but as more were added... well, that was me out! The more you have the worse it is, indeed!
I wasn't sure exactly what was killing me for my first few tries - my instinct is to avoid the chemicals. I figured after a while I had to keep the room clear -- I guess that could have been signalled better, perhaps with a literal or more figurative "heart" somewhere that the chemicals would gravitate towards. It also felt a bit like a desert rather than an immune system. Easily fixed with a more 'red' palette swap. :smile:
Good job on the audio, it felt nice and tense as the heart rate was rising. Also, having a title screen and win / fail states... great! (Some LD games miss those out, hehe!)
@colossal-gnome Thanks for pointing that out! I think that may be a Game Jolt-specific issue but I've disabled ads on the page now. Forgot I had to do that!
@ddrkirbyisq Great feedback - I agree with all of it! Thank you for leaving such a thoughtful comment. (You're right about the multi-boomerang issue too; didn't have time/patience/energy to fix it!) :smile:
The top down 3d perspective is nice, and the blocks, lighting, colours and palette all fit together really well. The snake in particular looks great! Like other/s have commented I did find sometimes my key presses were not registered properly -- perhaps this is the case if it receives it on the same frame as when the snake moves? Not sure. A touch of audio here and there would really have been the icing on the snake (read: cake). Good work!
I second what @tuism said. Very nice to see different enemy variations and so on. Good work on that front, especially for a first jam! I think condensing/distilling things down to concentrate on how things 'feel' should be your target for your next jam.
P.S. was the character sprite walking _backwards_? :upside_down:
Your focus on atmosphere really makes it. Love the audio, rain effects, and animations. Very well done!
I didn't understand the mechanics at first. I think it's because you start on Level *0* and that one forces you to die, and then puts you onto Level 1 which looks pretty much exactly the same!
After that hiccup, the progression was good and I got through all 11 (or, technically, 12) levels. At the end, my brain was trying to come up with the formula to always solve the level if you follow its rules... *brain explode*. Nice job!
P.S. Nice ladder sprite!
* Running :heavy_check_mark: * Out :heavy_minus_sign: * Of :heavy_minus_sign: * Space :heavy_check_mark:
2 / 4 not bad!
Appreciating the tech behind it all! Now that you have it working I look forward to your next LD entry. :smiley:
Love the Earth in the background and the mini-map. The camera work was also great - zooming out at higher speed and dimming the space objects, etc. Upgrades very helpful in my mission also. Music and sfx fit nicely. I'm a bit strapped for time at the mo so didn't clean up the whole Earth or get to Mars, but maybe I'll come back later... after cleaning my house. :stuck_out_tongue_winking_eye:
The strangest of all the games played so far! It's not often you have the mixed feelings of joy & frustration of playing two games at once. The mechanics all make sense, and everything fits together nicely. Got a score of about 40 before my ship was full and I felt like committing suicide.
If I had any nits to pick it would be that the gold and armour blocks scroll onto the screen smoothly, but the asteroids do not -- they just pop in, kind of breaking the illusion/immersion/general feel of things. Some of the SFX were a bit strange too... maybe made with your mouth...?
Ahem. Nevertheless! Very good entry! :thumbsup:
This was my initial idea for my game... so great mechanics! :slight_smile: It's very cool. Nice that you have warnings appear before the enemies spawn. Felt a bit unforgiving at times but I guess that's my gaming ability. Great entry! :thumbsup:
Something about the movement and camera felt off. Thinking about it, I'd say I feel this way because the player movement is not very 'immediate' (acceleration too low?), and that the camera seems to lock onto a position much further away than my mouse cursor is. :thinking:
In spite of this... I really enjoyed this game! The stronger guns were enjoyable to play, the fire filling the levels was a nice mechanic, and there were lots of nice bits of polish here and there (e.g. weapon pickup) that made it really sing. I think this will place very well indeed! :smiley:
Pretty fun. Nice job on animating on the character! That bit stood out. I felt some of the upgrade costs & gold used amounts could have been balanced better. I must have crafted about 20 of the most expensive/upgraded item, giving myself some mild RSI, at the end before finishing the game and banishing that cursed genie. Sad there was no audio also. Otherwise a solid entry. :thumbsup:
Nice! The movement and shooting was intuitive and it was nice that each move spat out little dust particles. (Smooth movement not necessary!) Screen shake was nice too, the speed lines also, but those could have moved a bit faster to give a better sense of velocity in a space fight.
I will say that it took me one failed attempt to understand the game's fail state - it just didn't initially click that the portal was moving and that the enemies were spawning closer to me... they don't spawn from deep within the portal but some 30 pixels/centrally above it.
Music, sfx and everything else fit together very well. Just wish there were some more progression mechanics to keep things interesting for longer as I really enjoyed it once I understood it. :thumbsup:
Super hard - I can't get past the first bit of level 2! *Read some comments above while writing some feedback*. Oh, you can walk on the pointer...
A lot of people have mentioned the tricky collisions, so I won't touch on those more, but it seems that nobody has mentioned level design and progression things, which caused my confusion about walking on the pointer just now, so I'll touch on that.
The wisest thing I can say is this golden rule: Every time you introduce a new mechanic, introduce it on its own, in it's most simplest form possible. Your player knows nothing. Your levels should build on and challenge the player's knowledge base step by step. So for example, you'll set up your levels & progression to be something like this:
* Moving/jumping - no pointer at all. * Pointer introduced - doesn't interact with the player but selects a bunch of random blocks that don't affect the platforming/goal/gameplay in any way. * Walking on the pointer - no tricky platforming that the player thinks they can make with tricky platforming/jumping. (i.e. your beginning of level 2) * A platforming challenge that can only be completed with a double jump. * Player being targeted by pointer, has to run for their lives. * Combine multiple of the above. * Simplest possible introduction of area that switches the cursor tracking to different recycle bins. * Combine multiple of the above. * Simplest possible physics puzzle without multiple markers. * Combine multiple of the above. * etc.
**Ahem**! Enough wishy-washy advice giving from me... The concept is great and I really enjoyed it! Following and looking forward to your next jam. :thumbsup:
Nice work on the cutscenes. Maaaan, volcano is _hard_ though! :volcano: Think the collision bounds could be a bit more forgiving but otherwise it's a really neat game. :smile:
Tetris shapes for obstacles! :smile: It would have been nice to see other progression mechanics in addition to the increasing speed. Lots of potential!
Unique interpretation of the theme. Very nice atmosphere and mood. Great entry!
Agree with others about the AI and some lack of communication in the mechanics. Really cool that you got cutscenes and multiplayer in though! Well done!
Would love to play. Any chance of a Web build? (Can upload to Game Jolt or Itch.io)
Hey, thanks for putting up a web build!
My initial impression was that the books' worth would reveal itself and hide on mouse over, and that I would have an amount of time before the shelves I was stealing from would switch out, bringing in different books to trawl through. It seems however that I can just mouse over all the books then pick whatever I like in order of green, blue, beige until the shelves are empty and a new set spawns in. I like what you have here - well done for including music/sfx options too :smile: - but the game seems to feel a little flat. With some extra game mechanics layered on top it would be much more interesting to play.
All of this I am sure you know already from other comments, but it helps to receive as much honesty as possible. With all that in mind, I'm gonna give you a follow on here, and then look forward to checking out what you make in the next compo/jam. Hit me up any time if you ever want more feedback. Cheers!
Very nice game. Impressive to have AI in for the jam - I know I'd have probably used ghost movement data or something much less technical. Wall jump was finicky at times, it just took a while to get used to. _Conglaturations_ on your entry! :clap: :thumbsup:
Is the path to the exit always possible? After a few attempts, I got about 3/4 of the way and then felt I could not progress. Maybe it is because I made some mistakes earlier on..?
I really like the simplicity of the mechanics and sacrificing your inventory works well for the theme. A little hard to read at times but I can just zoom my browser window. :slight_smile: For people who like little desktop games like Minesweeper, this would be a joy to play every day to pass the time. Very nice entry! :thumbsup:
Well done! Funny ending!
HAHA. I basically spawned cheese sacrificing everything else until the end! Final level was a bit challenging because I couldn't always control whether the cheese moved me left or right. Those pesky aliens! Nice job on this! :cheese:
This game comes highly recommended, but which version should be played? There is only Compo and Post-Jam but your entry is for the Jam?
Got as far as I could in the compo version - meaning up to the point where there's no solid floor a few screens after you get the climb ability. What you've made here is _really_ lovely and polished, and controls 100% flawlessly. The music, cutscenes, ability effects and art style are all gorgeous, and the level designs are simple to understand, _fun_, and effective at teaching the game.
I think however there's a distinct lack of tying the game mechanics to the jam theme. I would have loved to see more innovation here, because the team clearly have some talent. I had a lot of fun playing - I think I'll revisit this later to play the post-jam version. Overall, really great work! :slight_smile: :thumbsup:
P.S. I remember Samurai Shaver! I've given you a follow.
Managed to get the web version working here after trying it and it not working - think it's to do with window focus on loading? *shrug*
Really liked the core game mechanic/idea of using people as weapons! Very innovative! I didn't particularly feel a sense of progression with the game, and sometimes I wasn't sure how many hits the enemies would take to die so I just fired semi-aimlessly. A bit of finer balancing and I think this game will go far. Lots of potential!
Deffo got confused by the press and hold at the end - if only I'd read the description more thoroughly. Aha!
It would have been nice to see more than one difficulty level, but what was there was fun. Well done on making it proc-gen! A fun little game. :slight_smile: :sheep:
Really nice atmosphere, mood, music, particles and polish bits. The bears transforming into orbs looked really nice, and I love the background stars.
Platforming felt finicky at points - double jumping and wall jumping in particular. For every level I played/replayed, the pause screen opened? I almost hit quit a few times on the later levels where I have to select abilities to sacrifice at the beginning! (Mac build). All in all though, really nice entry! Well done team! :star2:
I really like the look of this, but I'm Mac/Web only. You've played my game too so I'd like to play yours! Any chance of web build?
Hello! Well first up I tried to click the play button in your screenshot... off to a good start. :sweat_smile:
Great job in transitioning into 3D, I'm yet to make the leap myself. I really like the simplicity of the idea here, and It's extra nice with the added mechanic to start/stop the vehicles on tap. It was enjoyable to play and I think the theme shines through. I had some extra fun with the physics making the cars fly off on my subsequent plays. It might have been nice for the bridges to collide with, stop or push each other when you drag them, but that's not really a gripe that I have with it, it doesn't stop the enjoyment, just more of a game design idea! :smiley:
Nice to see you continuing the mouth sounds theme from your previous jam/s too. Lovely work on this one! :ok_hand:
Reminds me of some of my first jams/games! Platforming was a bit light/floaty and I could accidentally double-jump when touching the edges. It was a bit of a slog getting past some of the enemies and then the fire pits; like others say a checkpoint system might have been nice, or a way of attacking the enemies so they disappear, or maybe it could have been shorter to show more off sooner. I don't think I got to the end because I fell in the lava after pushing a physics block and then ran out of lives. Nice idea though, great use of the theme! :slight_smile:
Sometimes I felt cheated when my second Dodo was discarded by the game rather than by my jumps, and sometimes the platforming felt a bit 'off', but otherwise, I really enjoyed it! Nice level design, collectables and backtracking. Music is very fitting and theme makes sense. Great job on this one! :thumbsup:
Great story, audio and presentation - be very proud of this one! :slight_smile:
Love these little guys! The mechanics are great, fits the theme perfectly, and the audio rocks too! Really nice entry!
Shadows on the gems is a nice touch. Game window was a bit too big for my screen but it was still playable. @glimaleite's feedback covers everything I would have said! Nice game!
@figglewatts Yeah I was gonna say the same thing! haha!
I don't think I did much to appease the steakholders, but I don't think either they or I minded either. Glad I was putting humans into the meat grinder rather than cows. A very veggie-friendly game. :cowboy: + :leaves: = :hamburger:
This is really nice! I really like the level design and the progression - good use of using stuff that's offscreen. Well done!
Nice camera work! Great to see the impacts of some of the hits. As others have said, aiming was quite hard sometimes. Theme makes sense and music gives it some shine. Great entry!
@christian-pickett @mzhovnach @slizzben @jharler @mruniverse @silkworm-sweatshop For your kind words... THANK YOU! :smile:
@game-mon Glad you enjoyed it! Though I wish I had more time to make more rooms/puzzles...
@kaleido @furtive-pygmy Yeah I really wanted to add a savepoint system. Thing is, if you kill a character on a screen that you're not meant to, and you save, the single-path through the game becomes unprogressable/unsolvable... I'm sure it's possible to do, with characters respawning or such, but my brain could not handle the cognitive load on the little sleep that I had. :zzz:
@nick-rafalski Thank you! The green guy... was designed to roll around without a jump... but yeah he's not accessible. I should have removed him. You're right about the portion of the map on the left and bottom. I'd wanted the pink floaty one, Andrea, to float on down to the left, where you find a fish to go underwater for a bit... then you come back up to find the ending. I just didn't have time to make that section and had to leave it out. I'd love to explore more of this game idea in future and finish it off properly. :slight_smile:
@morriss It's a compo entry, so no team mates, it's just me on this! Thank you for playing. (Edit: Ahh, no worries!)
@chrismcmath :thumbsup:
@ruba I did use Emscripten! Makes web export so easy. Your game is Windows only so I can't play it on my own computer. :( Got a Mac build or try Web?
@andrewl @raisethedead @craftlord Thank you. I will check out your games shortly. :slight_smile:
@aurel The snake was the last character to go in so the completion/goal with it was a bit rushed! :snake: Pretty good score. Thanks for sharing!
@arvejeitor Familiar? He's called Joe because he's an Average Joe! Is that what you are making a point of? :stuck_out_tongue:
@neowhoru Ah, the "insides" aren't very obvious - go in here. Screenshot 2018-12-19 at 10.03.41.png
Java/JMonkeyEngine! A blast from the past for me. :) I like the mechanics. The floor felt kind of sticky, or, the controls too accelerative, which made it a bit difficult to play. Nice slappy sounds. Lots of potential - it's a nice start to a great game, so good job!
Edit: Oh yeah, it was a bit strange to use the mouse for the menus when the rest of the game is in keyboards!
One of the more interesting games I've played so far! :thumbsup: I like the peoples movement behaviours. And am I right in thinking I saw one of the cartel kill one of my agents?
I sacrificed too many civilians on my first go - it might have been nice to know what the threshold for losing was. I noticed I couldn't select people underneath the UI in the top-left, and I found it hard to read the 'match' / 'no match' text when using the inspect ability because of the text colour and background contrast. I don't have red/green colourblindness, but an outline on the font might have fixed the readability there. I think I'd also maybe liked to start with a smaller scoped scenario rather than go straight in with 100, but I understand the limitations of a jam/compo. :)
I think something like this could be expanded on. Great work!
Such a happy volcano! Cute music! Angry music! Almost frightening! I love it. The game is simple, but very well implemented, and wonderfully polished. I especially appreciated the design when I had to wait for around 20 seconds before the right human to show up along the bottom - a true test of my memory. I got to 1700 and could have kept going, but failed when I clicked two people that overlapped. That was a little annoying, but I think I'd experienced the whole game by that point so really it's a non-issue.
Great job on this! Really great! :thumbsup:
It was quite tricky because the 'jump using dinosaur' and 'jump off dinosaur' are on different keys. 'Input sometimes not registered' definitely compounded the issue, but I got to the end after a few tries!
As for whether the dinos are happy? I'm not so sure... :skull_crossbones: :sweat_smile:
Nice camera work! Game fits the theme well and is fun to play. Just wish I could _kill two birds with one stone_ / feed two birds with one scone! :bird: :smile:
Very nice ambience and art! Skipping the dialog repetitively was a bit annoying though. Not sure I found all the endings as I couldn't get past that big door! Clearly lots of skills put into this!
Completed with 12 deaths. From looking at the comments, that's not very good! Platforming felt a bit off at times, but otherwise this is a lovely, simple, addictive little PICO-8 entry. :slight_smile: :thumbsup:
I liked mousing over the people on the menu! Funny. Nice sfx and music. Theme fits well too.
The game itself needs a bit of balancing/tweaking, that I feel others have not touched on yet: The random patterns of the birds kind of clashes with the abilities the player has. If the player could (somehow) make themselves lower down/heavier, or if they could affect/kill the birds in some way then there would be a lot more skill involved in getting to the ground with the most money/people. Currently, to me, it just feels too random. Hope that helps!
This really hurt my brain... in a good way! The mechanics work really well, the music is good (esp the ending), and there's humour in there too with the dialogue sections. I can't really say leading mice to salvation has ever been a goal of mine, but I felt accomplishment that I had.
I think what @omiya-games says really sums up my feedback thoughts well - there are a few cases in the puzzle progression where I was dropped in the deep end, building on mechanics in difficult scenarios, before they were introduced in a more simple way. For example the mice holding three colours/abilities. I think this is a great puzzle game, but this could be even greater with a few more puzzles interweaved which give me the cognitive leaps I need to progress easier.
Really nice work!
I was a little confused to begin with. I forced a few sacrifices in the beginning - the box doesn't appear for a second or two until after I press space, is I think what confused me! Tapped my trackpad to oblivion! (Hope it's still okay...) I liked its firing patterns. Great potential.
Edit; Oh yeah I liked the planet/moon art and parallaxing at the top of the screen.
I'm not sure what the goal is, the game or instructions do not tell me what the goal is. I can't get the white character to the top-right sunbeam (presumed goal), I can only get the black on up there. Any tips?
Love the song and the sheep falling in sfx. The camera aim/shoot/deflect abilities all work and feel flawless. I would have loved to see more of a game here, but this is a very fine start!
Everything is so bouncy! That bassline sound is so 16-bit Sega too - love it. "A really basic apple" made me lol (how can an apple be basic?!). Even a custom app icon! All very nice stuff. Feels like a complete game! Highly rated!
My only gripe is that the objects are all very small in relation to everything else e.g. the balloon and health UI - it took a bit of focusing to play and my eyes felt a bit of strain afterwards. (I was playing fullscreen.) A few small adjustments and it's golden. Great work!
I would liked to have seen the game get more difficult over time, through different enemy movements (avoidance) or different abilities. I found it a bit too easy. I didn't once need to use the health power up/sacrifice, but the other two sacrifices were pretty satisfying - it would have been nice to see how much 'souls' they cost in-game. The enemy 'death' splat feedback was really nice but they could have 'hit' feedback too. All in all though, it's pretty great for a first LD compo. I look forward to your next one.
Made it in 4:51.
I kept getting confused about which tiles were the pickups and which ones were the sacrifice tiles. The background effect was trippy. I really like how everything was in one scene, but the camera would often be playing catchup with me when I die!
Would have loved to see more levels, and some audio, but this is otherwise a really solid entry! :thumbsup:
Victory! :trophy: I definitely blew myself up with a bomber along the way. I think others have covered the feedback I would give. Great for a first entry!
This was a strange entry! Was I meant to end up a black-jumper-wearing zombie? I don't know, but I did!
I like this! I agree with others about lack of punishment for spamming, and thus lack of difficulty, but I think the solution could be quite simple: if you fire a chicken and it hits the edge of the screen and not a dog/target then it's a _wasted chicken_ and you lose! Bam!
I got home with two crew members. It kind of felt formulaic in that I didn't really have to use the RMB ability and just had to keep pressing LMB every now and again - this could have been fixed by adding some kind of hazard at the bottom of the screen, and then balancing the home distance and crew members available.
I enjoyed the humour, the music, sfx, and it fits the theme very well. The nice flat art style was pleasing to look at and I enjoyed the camera shakes, smoke trails, and a little bits of polish here and there.
This is clearly a game built with an all-round solid skill set, but the mechanics could have been a bit better -- hope this feedback helps!
"A resource-conservation platformer where jumping hurts you" - cool, sounds interesting! Nice simple controls. Nice level transitions. Really like it. Would have been nice to see more mechanics added in addition to the platforming. It's good that you have a number of levels already. The controls were too slippery for my patience to last this level though!
Screenshot 2018-12-05 at 13.59.06.png
Love the mechanics. I think it could have been easier in the beginning though.
The game appeared to crash on level 3. :frowning2:
`Uncaught SimulateInfiniteLoop`
`Uncaught abort("Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 67108864, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime but prevents some optimizations, (3) set Module.TOTAL_MEMORY to a higher value before the program runs, or (4) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0 "). Build with -s ASSERTIONS=1 for more info.`
Screenshot 2018-12-19 at 15.17.08.png
Nice music - almost relaxing! I really like the simple twist you've given to Asteroids. I also like how the polygons break down line by line, though it might have been nice to see some gibs/lines/pieces fly off of them when hit and not just when they die. :slight_smile:
The controls locked up a lot on macOS - sometimes I couldn't move or jump but could revive, and sometimes I could not jump, etc. The game mechanics are unique, and the level of polish is top notch - it seems everything is very well executed. It's just a shame it wouldn't run too well here. :slight_frown:
@superpokeunicorn Ahh nice! I've adjusted my rating slightly. :slight_smile:
Score: 1354. Very fun little game but would have liked to see more progression, and maybe some music. Might check out TIC-80 in future myself too! :slight_smile:
HAHAHA. Oh shit! You can zoom your browser out and the game becomes SO MUCH EASIER! ($6.71)
I think the gambling was a bit unfair to me on multiple attempts! The stats could have been presented a bit clearer, e.g. in bars, but there's definitely something to the mechanic. Not sure if it's just the Web version, but I would have liked to see more feedback when the player is hit too, because I often thought I dodged the attack.
@jharler Thank you very much for the feedback!
* My previous Ludum Dare entries have been the same engine, but this is the first 3d game in it. Believe me, I spent way too long just getting the sprites to face the player/camera! ... and getting the 2d ortho overlay to switch correctly... and... well the list goes on! :laughing: * Sorry about the mouse sensitivity! I developed everything with laptop/trackpad. I'll see if I can research what values are more 'standard' in the post-ld version. Rotate is still available on arrow keys from debug but that's not helpful if shoot is still on mouse. :sweat_smile: * I would have loved to indicate enemy 'closeness' better. I guess turning around a lot with that high sensitivity mouse would work as a strategy. Otherwise there's a sound that plays on enemy spawn, but again it's not 3d sound so not the best. Maybe the enemy getting close to you, stopping, and then 'punching' on a delay would have worked better than simple, immediate x/z circle collisions. With experience gained and engine features from this entry, I'll have more time for gameplay next time! * The macOS version stretches to the fullscreen, that's a bug with my Emscripten export. I will fix as soon as I can. :slight_smile:
@saering I've been making & using the engine for the best part of 8 years now, but only very recently been making it work in 3d. The bullets you shoot to revive the zombies are also your health! You have to go pick them up after hitting the enemies or you'll die a lot quicker. @gaming-night Ahh, I'm going to patch in controller support soon if that's any good? :slight_smile:
@trozen I totally agree with you on all of that! A few other people have mentioned the slipperiness too. I've made it less slippery now in a new post-compo version. :ice_skate: :tada: @klianc09 Thanks! Yeah, the red 'bullets' turn into health too, I kept that in intentionally so you could recover being hit from enemies. I should probably have capped that player health value though! :slight_smile:
@hugzfnr Dang - my Firefox version seems to run it OK. :slight_frown: Is that the compo or post-compo version? Does it otherwise work in Chrome or another browser for you?
Things I liked: * Cool death effect transition with the bats. * Nice sprite artwork. * Good take on the theme and interesting approach in the TD genre.
Things that could be improved: * Onboarding/tutorialisation/messaging, e.g. ui sprites not immediately clear what option is selected when building a new 'tower', didn't immediately realise I could walk outside the path the enemies take. * Music, quite a short loop!
Well done!
Very lovely visuals and atmosphere -- I personally would have liked to see more of an objective, but I understand that you might not have wanted to. :smile: (MacOS build was OK!)
Player control feels very slippery, and sometimes the level/camera design is unfair in that you can't see ahead, where you might die. Luckily, the core mechanic brings it back and helps negate that through the reducing of hazards. Nice amount of levels, though would have liked to see more visuals/graphics. :thumbsup: My only other feedback is that the act/chapter titles stay on screen for a disproportionately long time! :sweat_smile:
Cats and dogs are a lot friendlier in real life...! Unique mechanic, platforming well implemented and nice all round. Good work!
Nice! Kept it simple for your first Ludum Dare and executed your idea very well. :) Love the western music and the literal 'gunslinger' mechanic. Following!
Very cool game! Love the movement/orb mechanic! Fits the theme perfectly too. Well done!
Screenshot 2019-05-01 at 15.15.40.png
You win! I played it through and enjoyed it a lot. :slight_smile:
Finally got around to trying this on my Windows machine, since the Mac version was being weird.
It really doesn't need saying at this point, with the most ratings out of any Ludum Dare entry and all that, but, y'know: AWESOME! It wasn't the most 'polished', but it was the most interesting and definitely the most innovative, topped off with the best music and design. Incredible work, man.
The best I've played. Truly smashed it again, @ddrkirbyisq! :thumbsup: :tada: How do you make your music (tools/vsts)?
I realise as I sit here, in complete silence, having played this game with noise-cancelling headphones, that I am here, feeling everything, inside nothing.
Great use of the theme. I would have liked to see the enemies get more difficult over time because I'm pretty sure I could have played this forever! :)
Quite unusual to get VO/subtitles implemented for a game jam! I found it tricky sometimes to jump when next to walls but it is otherwise a really nice entry!
Nice job using C++ (and presumably Emscripten) - I did too! There were some tough jumps in here, but I completed it. It would have been nice to hear sounds too but keep working on that engine for next time. :smiley:
The hit area of the guards was a little unforgiving, and it might have been good to include a visual cue on the objects (like a little wiggle or something) because I wasn't entirely sure what the wallet or phone were by appearance alone, but I liked it! Music was proper heist-y! :musical_note: :spy: :slight_smile:
It was nice to see everything growing! :slight_smile: I could see what the cows did without reading the explanation tho! My game has flowers too! ;D
A very cool little puzzle game! One small UX thing: it might have been nice to drag from the buttons instead of clicking to spawn and then dragging. :slight_smile:
Hey, I think you did pretty well given the situation! So did _this_ guy!
Screenshot 2019-10-10 at 14.36.47.png
That last level had some tricky timings on the flaming-arrow-head-things. Enjoyed it, though. It seemed to have everything!
Well you just made FOUR games for Ludum Dare. Presentation could have been a little tidier, but it's a grand effort! Well done!
Nice cartoony style and application of the theme. Wish there was more content. :smiley:
Haha, omg yes we did make the same game idea! I thought your implementation of it was quite different though and as others have said too, rather hilarious! I laughed at the "oh noooo!" voice clips and also thought it was funny that the player looks a bit like they're playing the piano music. :slight_smile: Really well done on getting this made in plain JS. I look forward to your next LD entry. :slight_smile:
This game is hilarious! Like some kind of cookie clicker platformer! :laughing: :cookie:
I'm guessing your dog Barley gets up to all sorts of mischief! I found it quite difficult (cognitively jarring) using the mouse to click the abilities but then controlling everything else with keyboard keys. Despite this, after getting used to it, I had fun. Damn that toxic grass though! :joy:
Quite difficult on a laptop/trackpad. Probably put the controls on the itch/ld page description too! I enjoyed playing with the physics and shooting those monkey devils!
Made it to day 5. I couldn't find any more food. :slight_frown: The mechanics fit the theme really well, the art/animations were nice, just wish there was music. In terms of feel, I think the 'bullet' could be bigger & faster, and there could be more obvious hit & death effects. Nice game overall. :slight_smile:
Simple and enjoyable! Mechanics around protecting the flame / keeping it alive could have fit the theme better - e.g. thunder cloud could always goes for the flame if it's not in your bubble - but that's forgivable given the time constraints. I see what you were going for at least, and I had fun! :slight_smile:
The intro cutscene is funny, and the game has an ending, well done! - but there doesn't seem to be much of a challenge in keeping the princess alive in the interim. Increasingly difficult enemies would have been your next step if you had time I guess. Congrats on finishing! :slight_smile:
I'm not usually one for tower defence games, but this was fun and really well balanced. It wasn't initially clear how some of the objects worked (e.g. vortex), but trial and error made me find my way. Very impressive that you managed this in a few framework too - I wouldn't dream of leaving my custom engine these days. Nice work as always Terry. :slight_smile:
@drschizzo Thanks! There are 'par' times for some replay-ability in case it's too easy. Wish I had time to make more difficult levels/enemies though! :slight_smile:
This guy - who would dash at you - didn't quite get finished... Screenshot 2020-04-21 at 20.23.17.png
@niterich You might be right about the branching in level 3. I hadn't considered that a factor, and should have introduced a branching pathway on an easier level first. Not entirely sure about how to fix sensitivity yet, it does it based on mouse pixel movement, and if there are different screen resolutions and user-defined cursor speed it can vary quite a lot. Mouse wheel seems like a quick fix for jams though. Thanks for the feedback. :v:
@nick-rafalski Thanks for your kind words. I'm glad you enjoyed the leaping! :laughing: I just checked the code (I couldn't help myself) and it seems that the pickups actually have a _bigger_ hitbox than everything else! I think the issue might just be that there is less feedback when touching them, and that their sprites are smaller too, and so you often you can't tell if you picked it up or not. Thanks for the feedback though. Made me realise a few things. :slight_smile:
Whoa, so much feedback overnight!
@papabirb Looks like there might be a bug with the LD site! I have uploaded a new version -- does this work with your controller plugged in? I only have a Xbox 360 controller and a Rock Band guitar (LOL) to test with here. Both work. If you could re-check that would be really amazing. :slight_smile: :bow: (No other changes.)
@forgeronstudio The coffin would only open when all enemies are dead. The sprite isn't much different though, I could have made that more obvious with some 'locked' text on it, or an alert text when all enemies are dead! Doom/Wolfenstein is definitely the vibe I was going for. :slight_smile:
@room606 Thank you. Melody is a bit "phantom of the opera". :laughing: I actually had Zero Tolerance on the Mega-drive as a kid! I don't recall any custom modes though... maybe I'll have to dig it out from my parent's attic for future inspiration. :sweat_smile:
@eldogg Leaping raptors in Jurassic Park sounds fun! I'll have to check it out. Thank you! Not sure what I was thinking with that moon-face though!
@tom-robson New DOOM is definitely on my list of games to check out! Is that Berserk ability in Eternal or the 'still quite new' one from a few years back? Thank you for your kind words. I'm not yet sure how I will make it more challenging, but yeah, lots to think about!
@emperor-eagle You're right. I did find that myself too actually. Thanks for giving me that second opinion. I think having more unique/different wall sprites would have helped with this. You should see how I had to design levels though, no time to get specific wall sprites into this level data! It's a png image. :joy:
Screenshot 2020-04-25 at 11.38.20.png
@macdoom @sli @conroy @ebediam @itsatony @ditam @mikonow @fabrizio-spadaro @polegar @projectaroid @verttixpertti @rigdonware @peter-jonsson @rustyrobotgames @drschizzo @hacktrout @jharler @blipbloop
Thank you all so much! :heart: If I haven't played your game yet, I will try to very soon. :hugging:
@mathstr0fficial The player health/blood is in the corner and is _running down all the time_ - you have to pounce on enemies/drink blood to refill it, and so kind of have to speed run the levels too. I think without this it would not fit the theme at all, but with this it fits.
Day 28! I think I was expecting an ending! I really enjoyed this -- a strangely relaxing slow pace. :slight_smile:
The music fit really well, the level designs progressed nicely and it was a very good use of theme too. The simple animations really add to the visuals too. Well done on your entry! :slight_smile: :rabbit2:
Love the 6DOF controls, the music, and it fits the theme very well! Is there a win condition? My only negative with the game is I couldn't orient myself very well to see which organ to go to which was being attacked. I know you've said different organ colours is a solution, but putting the player position on the "body" minimap would work too. May also concentrate on 'game feel' in your next game, I guess I also couldn't tell when my bullets were hitting the enemies - hit particles, a flash effect or a simple scale/tween on the object would have worked well. Hope that helps!
I like the animations, the concept and the music!
In terms of gameplay feel, I think the hit area when the villagers attack is a bit large! They can attack/rebound you when you are _above_ them! I guess on the flip side you can attack them downwards so it's probably ok haha. Maybe they should also only play their spear-attack animation when they're dangerous too? It could be hard to judge when to go for them because of that.
In terms of level design, in some areas the camera didn't follow the player very closely, this was either because its follow speed was quite low or because the level designs quite large -- probably increase camera speed if you make another platformer with this code. :slight_smile: In addition, some of the mechanics in the levels felt a bit repetitive, however, I liked it in the last area where you had to jump over everything. That was different, and cool. It might have been nice to see other things explored with your existing objects, e.g. timers on doors/switches, etc. stuff like that, but I understand it's a jam and there are difficulties with getting everything in in the time!
Overall, it's a nice entry, and I got to the end. Well done. :slight_smile:
There's a lot that's really nice about this game, the art, mechanics, and especially the audio, however I felt let down by a few general 'platformer' things. * I frequently missed the signposts because of their placement, e.g. falling down the pits beside them. * The player halts when you change left/right direction, and the acceleration ramp is too long and has a sudden 'snap' feeling at max velocity. The player also can't jump when walking into a wall, which makes the wall jumping tricky, and so progressing quite frustrating.
With some movement/physics tweaking, more interesting use of Phil, and fixes from some things other people have mentioned, this could have been in the top 10 for sure! So I look forward to your next LD. :slight_smile:
Very good job on the intro. Everything fit together nicely, timed to the music and all. My only gripe is it takes a while to retry! Well done! :slight_smile:
Screenshot 2020-04-22 at 19.18.38.png
The unusual movement mechanic was quite tricky to get used to. I think I would have struggled even with full day light -- maybe the visibility circle could have started easier/bigger and got smaller over time to ease progression. That said, well done for coming up with something new & innovative! The pixel art/animations were nice, and I'm glad you got some organs into the audio where I didn't! They really set the mood. A strong entry. :slight_smile:
Love the mechanic! The heatwave effect was really cool too. Really nicely done! :sunny: :slight_smile:
Got to the finish -- it did make my quarantine less boring, thank you! Excellent use of theme, innovative mechanics, and cute graphics. Just wish it had music. :slight_smile:
Lots of nice little touches here. Grass twerking when you touch it, smooth animations, particle effects for spawn and death. Good game feel, difficulty balance/progression, and the rest. I obviously wish it had audio, but otherwise, very very well done! :slight_smile: :thumbsup:
66 seconds! Nice to see different states of the sourdough as it dies. :joy: It's monstrous eyes were disturbingly delightful. The music fit nice and the intro was cool too. Well done!
P. S. I would try to make a starter IRL, but the supermarket has been out of bread flour for weeks now... lots of people having the same idea! :bread:
I kept 198 people alive! All in one day! :O I really like the concept.
From a design point of view it might have been nicer to give the player free reign over what actions they choose, so long as they have the money, rather than have them enable on a timer. If you work on this more, it might also be cool to lockdown or apply specific abilities to specific areas... just like we'll probably have to soon in real life... :sweat_smile:
For achieving this much in such a short amount of time, and for your first Ludum Dare, well done! :smiley: :thumbsup:
This was fun. Really well balanced waves of solders. Good physics on the fireballs. Funny voice effects. The way you distort the dragon's neck is wicked too. Well done!
Simple, smooth and very polished. Well done!
Simple gameplay, strong sense of mood, nice 3d lighting effect. Idea: difficulty could be increased differently perhaps by 'jumping' enemies or by a dimmer light on the player/shorter view distance rather than more frequent spawns. Well done on finishing the compo. :)
Very punishing! I got to the section with the multiple push-arrows, and could see the solution there, but the egg was just too fragile to land. :slight_frown: :egg:
Found lots of food but not so many cats. I guess the other players here saved them all. :smiley_cat: :heart: Music & gameplay was super relaxing all things considered.
My fire made it though the night, but barely. I'm sure it wouldn't in real life! :fire: :camping: :slight_smile:
Really neat that you managed to get an upgrade system in there! :slight_smile:
The intro/backstory was really nice, but afterwards I was met with a wall of instructions. It might have been nice to ease the player into the experience with each action; watering, picking up, etc. Maybe I'm just too thick to memorise 4 things. :joy: All of this is understandable for a jam game though!
After I understood what I was doing, I really enjoyed the mechanics, and managing everything at once. I felt that the clouds were really slow moving though, and that frustrated me, and made me feel _a bit_ like I was playing the game wrong -- "should I have been prioritising attacking enemies in that moment?" for example. It was enjoyable to see the water/rain effect one of the enemies, totally by accident, because of some moments like that. I didn't find a good way to defeat that particular enemy using my player attack though, could you intercept its dashes perhaps?
All-round good entry. I have given your new Twitter a follow. :slight_smile:
Saved the demon... oh wait!
Nice game - well done on making a beginning and an end.
Are you into gardening/farming? You should check out some biological pest controls rather than the usual nasty pesticides if so. Better for the garden and better for the environment! :smiley: :deciduous_tree: :earth_africa:
Some feedback: You probably know already, but nobody has explicitly said it here yet: On text dialogs, when you hit the "..." or "next" button, if the text is still being read out, it should reveal all the text or make it be read faster -- only when the text is in that fully revealed state should it go to the next text page. I missed a page or so of the text because of this. In addition, I feel this .../next action should probably have been triggerable on the space bar too, as everything else in the game was controlled by the keyboard. Alternatively move everything to mouse as other people have said, as long as it's consistent! Hope that helps!
I played a few times - damn chair kept getting in the way. Love it though! Very charming. My only wish is that I could restart quicker. Well done on your first Ludum Dare too! :slight_smile: :balloon:
Much much much too hard! Many deaths just trying to get past the second jump on level 1. I took a quick look at level 2 and realised there was no hope for me!
Others have mentioned that mouse sensitivity is a little on the high side, but that's not really the problem for me. In the first level, the player should only have to only do one thing to succeed, and that thing should be super easy, much like the tutorial -- the grapple blocks should start much bigger, and the hazards start much smaller.
I *can* imagine getting into a good, enjoyable 'flow' state, grappling and flying around, but with the current level designs I didn't quite get there. There was too much frustration. :slight_frown: Perhaps if the "reel in" mechanic were more 'sudden' feeling, and had more force, more like the hookshot in Zelda games, I could activate it at the right time and fling myself in towards my desired location rather than having to attempt to get the right 'swing' to make it there. I know there was an air booster, but this felt more like a workaround for the swing-movement being difficult to grasp. That's just my feeling anyway! Sorry if that's not helpful or descriptive enough!
There's a lot of potential in the mechanics of this game. With a few small tweaks, this could really work, and with lots more content, I could see this becoming a hit release on Steam, etc! :slight_smile:
_P.S. Put your tutorial in your level select. I completely missed it the first time playing!_
I enjoyed being able to set my own difficulty - haven't seen this in this LD yet! Audio and graphics very cute.
A sort of lethal league demake - nice one! How you get a score above ~3 is beyond me!
Really love the style of this one man - wish I could have gotten some glow/bloom into my entry! (I tried but it didn't work.) Audio was great, and mechanics made sense for the theme. Variation of levels/rails always kept interesting. (Star was my favourite.) If I had any gripe, I would have liked to see some more progression on the mechanics, perhaps some hazards. That may just be personal preference, 'cause (you might figure) I'm a sucker for the arcade experience. Overall though, a really cool entry! It should place highly. :slight_smile:
`9:51 in 384 shots.`
I could definitely feel myself getting into the flow state playing this game. I guess that's an intended experience given what the theme was. Always a pleasure playing your entries, Nick! Never change. :slight_smile:
OMG. I never knew I needed this! So cute! Spinny skinny! Kudos for the fart in the audio track too. :hamster: :poop: :rofl: Really though, pretty damn good for a day's work!
Despite being simple, this was a lot of fun! PICO-8 aesthetic is just so charming too. It is what it is and nothing more. My only negative comment is that enemies were a bit hard to spot. Well done!
(P.S. Your bullets are the same as my bullet particles. :smiley: )
Neat little experiment. All for a good cause! Feedback: An in-game button at the end that could open the browser to the url might have been a better user-experience. Not sure if that's possible tho! :slight_smile:
Thank you for playing and for your great feedback everyone - I agree with all of it! I hope to play your games soon if I haven't already.
1. I will see about rendering the crosshair over the enemy if it is on the current 'aim line'. 100% this should happen. @dunderroffe @jharler 2. I will consider making the enemies with > 1hp flash white and get knocked back a bit when hit. 100%. (I'm still proud of my first proper hit effect animation though!) @klianc09 3. I let myself fall down a time hole polishing UI transitions and such. I should have taken a step back and thought about the gameplay a bit deeper. (This always happens to me...) 4. The only thing I'm not too convinced on is the mouse-aim idea. I agree it was tricky to aim, but not sure this is the solution. I think this might make it even trickier to aim, because you won't be able to judge the angles. I think point #1 should rectify it. Honestly though, I left this out because my 3d maths isn't up to scratch, and how things are built in my engine would have made this quite difficult! I will definitely give it a go though, in conjunction with #1, and see how it feels. Next time! @mlkvr 4. @someone Yeah, Emscripten, I think that's WebAssembly. :slight_smile:
Thanks again! :smiley: :heart:
I feel like either the pickups should be moving at one of the 'power'/velocity levels the same as the player, or that the player should have variable control over the acceleration/movement rather than the discrete steps (as @pizzasgood mentioned). Lining things up, and then keeping them lined up was a bit too difficult for me. A great use of the theme though. As you've said, better luck next time. :slight_smile:
Looks like you've fixed a bunch of stuff in the post-compo... well, that covers all of my feedback! :rofl: The planet speed could be decreased a bit too though imo.
This is fantastic. The music really makes it. Trajectory calculation/accuracy seems to be covered by other feedback, so I won't mention it. Great entry team! :smiley:
Tried many different routes but could not find the hole. ☹️ Agree on both points of @diaonic's feedback. Also music! Great use of theme tho!
I enjoyed the chill vibes of the game including the audio and graphics style.
Feels like a small design flaw to be drill-dashing towards an enemy near a fall line, be set into the fall state when colliding with it, and then be vulnerable and killed by said enemy. Might have been better to ignore the fall line while drill-dashing?
Maybe I miss the point though, and it doesn't really matter, because I still had a lot of fun! :slight_smile:
I think I had some bad luck with the random generation. I didn't find any recipes for at least a few loops, and the first recipe I found required many many ingredients. I would suggest starting with smaller/easier recipes nearer the beginning of the game and ramping them up as you go further for a better player progression. Maybe also stop some of the items from being purchasable in the beginning too as others have said they spent money on the wrong things. Probably shouldn't let that happen! :smile:
Well done team on your first Ludum Dare! Great graphics and really great music! Love the power ups too. That's the one thing that I wish I had time to get into my entry. :smile:
Agree with others about auto-fire on the first weapon, made sense once I got an upgrade, though putting a _limit_ on the re-fire would also have worked. (i.e. You can click but it won't do anything unless the shot is ready.)
A little slippery, but the wall jumps felt good to me. Regular checkpoints definitely came in handy. Well done!
Haha, very clever! Movement a little fast at times, but that did make me feel stuck in the loop more than if movement were slow i.e. if could read the text more easily. Very nice well-rounded conclusion to the game. Quite funny too! Well done!