Protocol Droids Get No Respect by recursor 2011-05-04T06:51:00
The green robots were a little too persistent. I tried loosing them around a corner, but it rarely worked.
Foon → Ludum Dare Explorer → Users → hamster_mk_4
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Nosliw Plane | compo | 738 | 3.03 | 2.90 | 2.38 | 2.67 | 3.13 | 2.43 | 2.80 | 53 | |||
| 2013 | 28 | You Only Get One | Boomerang Blade | jam | 324 | 2.97 | 2.94 | 2.85 | 2.41 | 2.94 | 2.38 | 2.73 | 2.30 | 63 | ||
| 2013 | 26 | Minimalism | Hero's Journey | jam | 295 | 3.06 | 3.06 | 2.56 | 2.92 | 3.56 | 2.00 | 3.49 | 2.96 | 62 | ||
| 2012 | 24 | Evolution | Space Worm | compo | 109 | 3.51 | 3.55 | 3.15 | 3.87 | 3.23 | 2.44 | 2.73 | 2.76 | 100 | ||
| 2011 | 21 | Escape | Prison Break | compo | 11 | 3.93 | 3.73 | 2.47 | 3.83 | 4.10 | 2.61 | 2.14 | 3.62 | 9 | ||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Air Pirates | compo | 79 | 3.28 | 3.44 | 3.13 | 2.71 | 3.78 | 1.60 | 1.82 | 3.21 | 14 |
The green robots were a little too persistent. I tried loosing them around a corner, but it rarely worked.
Interesting bit of technology, but there isn't much of a game to it.
Making a multi level game with a boss fight at the end is quite an accomplishment for a 48 hour contest. I really like how each level had its own game dynamic. The intro was a bit too long, but game itself was great.
The cut scene was a little long, but once the game got going I enjoyed it. You added new elements at a very nice pace.
Fantastic humor behind this one. This was by far one of the most enjoyable entries I have played.
The controls seemed very poorly placed on a qwerty keyboard. Especially when the jump key would cancel out the move left key.
As a concept Chemistry games sound fun, but this one went way over my head. I would have enjoyed it more if there were some sort of visual indicator that a compound was stable and could safely pass through the bottom.
I like how the monsters are not insta kills, but some of the platform jumping got really frustrating.
That is a pretty catchy tune. Bullet hell games aren't my thing, but this was quite enjoyable.
I usually like exploration games, but this one seemed a little too random. It didn't feel like I could make informed decisions, instead it was a lot of guessing and hoping. This would be greatly improved if there were clues to what lay ahead.
The game feels like Robot Unicorn Attack at times. Especially when I was flinging a clone to clear a pit my original couldn't quit make. It was very fun.
It was fun, but I wish there were some sort of mini map so I could keep track of where every one is. Playing support is easier when you can see the big picture.
Way to play on user expectations.
Great use of the unity physics engine. For 48 hours you put a lot of polish in this game.
Did somebody say "Bacon?"
Those spiky frowney dudes scare me.
It has a catchy tune and decent graphics, too bad there is not much of a game to play. Congrats on finishing something for Ludum Dare.
That was a little dark for such a light hearted theme. Still it was one of the most innovative takes on the "It’s Dangerous to go Alone! Take this!" theme I have played so far.
That was fantastic. The puzzles are unique and well thought out. I like pacing at which you introduce new tool and challenges. For a 48 contest this was a very polished entry.
There is no greater ending than the pur of a kitty.
The game play really captures the feeling of dementia, but it didn't seem like my actions had any effect on the game world.
@gamemakingdude : Jettisoning the weapon pod was part of the original design, but in testing I found it didn't really make the game better. I left it in there for when I expand this to the concept I originally had in mind.
@Winterblood: The letters Q,W,E,R,A,S,D,F letters next to the price indicate keyboard shortcuts for those items.
Thank you all for playing and commenting. It pleases me to no end to hear people enjoy this.
@Zemmi: the torpedo was supposed to be an anti zeppelin weapon. Unfortunately I never got around to making the enemy zeppelins.
It is pretty impressive you made all the assets to make a Unity landscape and sky box. The exploding capsules got me to jump the first time, but like the Fire Swamp in the Princess bride, once I knew what to listen for I felt pretty safe. If you had time to throw in two more environmental challenges this would have felt more like a complete game.
Your usage of light and hidden pit traps was really impressive. I like how those gray plant things would give you direction, but wouldn't necessarily guarantee your safety.
Your combination of digital camera and 3d was brilliant. I hope you make a longer game in this style.
That was fantastic. The back story and the desperate struggle against the inevitable really makes the game interesting.
It took me a while to figure out what I was supposed to do. My first death was due to collision with one of the spitters, and the transfer effect happened on the same square. I assumed I had died and you had not implemented re spawn, so I refreshed the page. I did figure it out after a while. This concept worked very well in a short game, but might have lost its novelty had it gone on much further.
It would have been nice to do more than hold the 'D' key down for the baby and spear levels. Still good "brains" sound effects.
This game has interesting visuals, but no real purpose or feeling of escape. If you inverted the sphere so that you were moving away from the center, it would have been more escapie.
The game feels very oppressive. I tried a few times but could not get to the platform before I got cut down by the death beam.
The first level was a very good introduction to the concept. The rest made me feel stupid. I just couldn't thing enough steps in advance to avoid getting screwed.
I love the city scape and wish there was some way you could interact with the buildings.
The limited visibility and the expanding water and lava make this very interesting. But I eventualy got frustrated when I could not find the exit ladder.
Good way to play off the fear of the dark, but the level doesn't reset after you die. I ended running out of bombs, because I didn't use them correctly.
I could almost hear Marylin Manson's song: "I don't like the drugs, but the drugs like me." playing in the background.
I realy like how the water can both stun the cops and make them slip. Also your use of color is fantasitc. Purple is a under used color in video games, yet it makes the cops and the player very visible. This game could have used some sounds. Even simplistic synth sounds, or human noises could have added a lot to this entry.
First person platform jumping is not really a good idea. It is too hard to judge where the edge of the ledge is relative to your feet. It took way too long to get over the horizontal moving platform. When I hit the spinning plates I could not bring my self to continue for fear of facing that damn platform again.
I had some frame rate issues, but the graphics and game play were solid.
The frame rate started stuttering after a minute of play. Still it is a fun concept, and well implemented.
@pdyxs: The Shame of it is, that is my normal voice. I am just too self conscious to scream into the microphone. Also I did not want my neighbors calling the cops on my death screams.
The gun sound is me flicking my note book right next to the speaker. I never claimed to be an audio engineer. But I am glad you liked the rest of the game.
I like how the main character is an office drone running from the cops.
I always had a soft spot for these vertical climbing games. It is an interesting game dynamic you made here. Is there some algorithm that makes the game get harder the higher you get?
First time I played I got hit by a car from behind and thaugth this game was a car surfing simulator, eventualy I realized I was just dead. It is a pretty good game, but I feel a little let down that I can't car surf in it.
I have a horrible sense of direction IRL, and the original Zelda was got me lost very quickly. While I like the core game play, I couldn't beat it because I got lost and frustrated.
Very creepy. The 1st part of the game with nothing attacking you realy set up the mood. I thaught there would be a finite number of enemies So I bunkered down in a corner. Aparently this was not a good idea.
A very solid entry, I liked using the pedestrians to shove the agents around the map.
Not much of a game here. While the kinect mocap technology is impressive, I would have liked something to inter act with. Even press space to advance the dialog would have been an improvement.
The idea of developing a game within a game is fantastically meta. While Neither game mode was great independently, the contrast between the two makes for a great game.
I love the level names. So far this is the most humerous entry I have played.
Interesting puzzle game. I like how the tone varies from brick to brick. It probably would have gotten monotonous had you just used one tone.
I really liked the warping land scape during the flight stage, but a couple of times it seemed like I was standing still or going backwards. Adding some clouds or random objects to the side of the road might fix this.
It felt like an old sierra game where I couldn't figure out the correct solution without dieing a bunch. When I finally got the correct answer I felt like I was climbing over the corpses of my previous attempts.
I had a hard time tracking the yellow shots, and died on level 3. Otherwise the game was quite fun. I also applaud your choice to not make the user hold the fire button.
It ran fine for me, but I don't understand why I had to hold down the D key at all times. If the player is going to be doing something all the time why not make it automatic?
I am slightly technophobic, thanks for the nightmares.
I can't say much about the game, but I like the concept of an adventurer's only option is cowardice.
This is a very sexy game. I am surprised you had time to make three different game modes.
Fantastic way to make lettering. The game play itself was lacking, but I was really impressed with the saw blade action.
It felt like a bazaar combination of Mario World and Basketball. The humor was very appropriate as well.
I found the foreground distracting and often missed the small skull with the candle. Other thatn that, this is avery well realized game. The music realy compliments the Día de los Muertos graphics.
Full marks for audio and innovation. Stringing together a bunch of mini games to tell a crime drama was a brilliant idea.
There was not much to enjoy playing this game. Many of the levels felt unnavigable.
The first few waves were a bit boring since I did not have enough points up evolve anything. After the difficulty ramped up things got interesting. I like the diversity of enemies. I didn't make it too far, but I had fun playing it. I think I would like the game more if the upgrades were cheaper or the EP per level were higher. Also waiting at the end of the wave for the corpses to disappear felt like a waste of time. Couldn't you boost the cocoon life by a set amount and skip to the upgrade screen as soon as the last enemy bit the dust?
I don't like the mouse look, I think it would have been better if the camera were a bit more automatic. Also while the raptor is in flight, a little roll action would go a long way to making this game feel more organic. Other than that running and flying around was pretty enjoyable.
Very cute game. I like the way you introduced the various blocks and tied them into the species the player was exterminate. I didn't like the escape the falling bricks challenge and thus I could not get past the dodo level. I really like your graphics style. Especially since it was obvious what was is foreground and background.
The character animation is very cute. The level felt kinda small but acceptable for a ludum dare.
I encountered a Java Runtime Error and was unable to start.
That was fun. I like how you kept the game in small levels making allowing for quick retries. The music was by far the best part.
It took some time to figure out what I needed to do after my first victory. The animation on the model was good, e
specially the squash/stretch on the feet. BTW most people consider music as art. Using music you didn't make in the 48 hour contest might be stretching the rules a bit.
Love the cartoony graphics and light music.
This game could have use more time in play testing. Placing more turrets until I hit the bullet max seemed to be a better strategy than upgrading.
I loved the environment and the animation. You did well in focusing on what you could accomplish in the time.
Very old school movement. It was kinda frustrating that the enemies were smart enough not to walk into the hall way when I had my cannon aimed that way.
I like the old English spelling and the art style. The game play was a bit lacking.
I'll give you points for staying true to the theme, but the actual experience felt like a poorly explained quick time event.
Darwin Runs like a ninja, digs like a ninja, and publishes controversial ideas like a ninja.
It looks pretty, but I can't figure out what I am supposed to do.
Posting the high scores is a great way to get your players to put more effort into this simple puzzle.
I love the sound effects, the actual game play felt unnecessarily tough. Especially when I pushed a calf into a wolf trying to get to the wolf. Nothing points out how stupid computers are than friendly AI.
I never knew gladiatorial combat on a hamster wheel would be so much fun. Great job on your animation, it adds a lot of character to the game.
I like the idea of simulating a sword/gun duel with typing. However I am not that good at typing. I know some people who would get a real kick out of this game. One thing this game could use is more animation. It would be more dramatic if it showed the swordsman parrying bullets.
When I first saw the numbered blocks I thought this would be some sort of 3d mine sweeper.
Arena shooters like this feel like very lonely affairs. I am glad you gave the player some company on this one. I love the volume of fire four upgraded beholders can put down.
The graphics are nice, but the game-play is frustrating. The blind drops on the second level were particularly frustrating.
I am getting the same error as Bmac. Task manager says it is "Not Responding" good luck on fixing the bug.
Please ignore this comment
The controls didn't feel very good, but you more than made up for that in humor. Also don't be to hard on yourself for "not much of a game." It has both a win and a loss condition, and that makes it more of a game than many other entries out there.
The I pressed the wrong key a few times due to the camera angle. Other than that it was a very solid entry.
Good reuse of art assets. One of the great things about Ludum Dare is that you learn to make the most of what little time and resources you have. I hope you join us next time.
It is a nice game about growth. At one point the dog slept so much it starved. I guess just like a read dog.
The game started chugging around level5. Some times the color change did not give me the color I needed and I had to take hits to escape a bad situation.
Made me think of highlander, there can be only one.
Way to use the unity colliers to select puzzle objects. The simple piano music added a lot to your entry. I ended up beating most levels by moving the black tiles around the board. I suspect there was a more elegant solution involving blending colors, but the black tiles got the job done.
I tend to die quickly after the first upgrade. The art was good and the animation had an almost Flintstones quality to them.
I downloaded from "http://host-a.net/u/tesseractgames/wHOLE.zip" and got a "Failed to Initialize player: Could not preload global game manager #0" error. Considering how stable unity usually is this must have taken some work.
Making multiple con troll systems is always a challenge I am impressed you did so many.
This seems like 1/2 of an interesting game mechanic. Did you run out of time before you could put the rest in?
I love the vaguely suggestive monster noises. Of all the games I have played this best fit the theme. I couldn't make it past the big teeth challenge. If the game were turn based as opposed to time limit it might be easier to figure out.
The game has a very tron feel to it. I enjoyed playing it. but I don't see its relation to the theme.
I applaud your genius, it takes a special sort of mind that can put evolution in a grid based puzzle game. You stayed true to the theme while taking your game in a completely different direction than most participants. Entries like this is why I love Ludum Dare.
The game was very easy to understand despite the minimal instructions. You did a great job of implementing a gradual progression.
After my first death I returned to the main menu and started a new game. In that new game I slapped all the boars I could find, but there was still one left, and I think I explored the entire level. I tried using jump, but there wasn't anything to jump onto.
That bug was my only complaint. The game was beautiful, and well animated.
The music is the most this game has going for it. The basic movement mechanics were slow and cumbersome. There was no explicit instruction in how to interact with stuff in the game world. Nor was the interface that intuitive enough for me to guess. Please try to think about the first time user's experience when making a game.
Couldn't run the game
Interesting game dynamic for just a grid of boxes. At first I taught this was another game of life simulator, but I was pleasantly surprised.
Brilliant implementation of the theme. I love the sound effects too.
The intro was a little long, and the game bugged out after using the second bomb. I don't see why you have to hold down the shoot button to fire. Is there any game mechanic where it benefits the player not to shoot?
This game has a great deal of mood going for it. But I occasionally felt cheated when I didn't judge a blind jump well.
I am having trouble getting XNA games working on my ancient machine.
Great graphics and sound, but doesn't feel very substantial.
This is one of the best games I have played of this or any ludum dare. The game play is so addictive I sat and played for almost an hour and a half. I wish there was some way I could save my abomination so I don't feel like that time was wasted when I exited the program.
I didn't figure out how to shoot until I was gigantic. The stork was a major surprise. I like how you used the reflection to let the viewer see the full stork without putting it on camera. The level boundary transition was a little jarring. Congrats on finishing.
The Zip file says it is password protected, and the web version takes too long to load.
Winzip has the password problem, WinRar extracted it properly. Winning seemed to depend on how early the enemy builder would make a offensive structure. I followed Materie's strategy and made my first story a gun platform and won without problem
The trailing worm segments add an interesting dynamic to this sort of game. A few times I tried to cut over the top of an enemy out of habit and took damage from it. Good Job on making something new.
I think I have seen enough naked armless man in this game to last a life time. The platforming felt good, but it felt I died too quickly. Probably this is from my own lack of skill.
It is an interesting way of playing a game, controlling the resources, but not the units.
The track movement is a little jarring. Look into the function Quaternion.Lerp().
The environment was beautiful, as was your oddly shaped plants. However the distances between the coins made travel a little tedious. Also is there any way to interact with those extra legs around the start area than bumping into them?
I have done chase cam's in unity before. One trick I have learned is to get the vector from the player to the camera, normalize this vector and place the camera at player position + this vector * chase distance. Use the transform.LookAt() to aim the camera at the player. If you do this right the camera will smoothly follow behind the player what ever direction he goes.
At first I taught there were two species pinks and blues. So tried to encourage the blues to mate with the blues and pinks with pinks. My early experiments were unsuccessful. I wonder if this is how real alien abductions work out.
If I were not explicitly told the aliens evolved, I don't think I could have figured it out from the game play.
Normally when you give the user the ability to customize their con trolls they eventually try and make a phallic. In your game that seems to be the optimal configuration since you get more torque the further the thrusters are from the center of mass. Shame you didn't make more of a game out of this.
The music was the best, and I love how you threw in a dance off in the middle. I had to resort to cheat codes to see most of the content. What really annoyed me were the platforms that were there 1/2 the time. I couldn't understand the logic behind them and died a lot. Great work following though on making sprites for all the different monster mutations.
Revisiting all the prior tests seemed like busy work, especially since the upgrades didn't really change your play-style.
This is well written but I got stuck on the quest for popcorn.
I really like the particle effects in this game and that it is about spreading life rather than destroying it. Great job with the gravity too.
This game is as fun to play as betting on horse racing. I know many people who like that sort of thing but I am not one of them. The innovation and adherence to the theme are quite impressive. As is the polish you managed to put into the game.
It took me a while to get the hang of the controls, but once I did this game became very fun. I wish the grabbing mechanic was a bit more intuitive, but over all this is a fantastic game.
I had to resort to the walk through. It would have been helpful to know I was playing the roll of the blob's mother/care taker when the game started.
I really like the word tree graph at the end. You really should put something in about dragging letters on to the core word. I spent a while mashing my keyboard. This game feels like it is missing something, I can't quite put my finger on. Word games present a complex challenge for computers. I appreciate your effort in trying to expand this genera.
The game ran, but I don't quite understand what I was supposed to do. I ended up just poking the critters.
Way to add the kittens. I like the music the most. It occurred to me that the Mama cat's mutations will not be passed on to this litter of kittens because she acquired them after breeding.
Fantastic environments, I wish there were more to do than just push buttons. It seems like you have been reading the same Unity Tutorials I have.
@Sfernald: Your worm is pulled towards the closest asteroid. You need enough speed to reach escape velocity. Try evolving your feet. Sorry I did not put that in the tutorial. Also if anyone feels like they can't progress, it may be a bug in the random level generator. Please reload the game to get a new random level.
Thank you all for playing my game and leaving feedback, especially the criticism. It makes me happy to know people are playing and thinking about my game.
Once you buy all the upgrades you will be given the victory screen. Also once you have all the upgrades, you are so well armored that the most powerful enemies pose no threat to you. I still let the player continue playing because I would not deny them the joy of being the biggest baddest worm in the universe. You need about 6000 points to buy everything.
Good graphics, but it would have been nice to see some sort of absorption animation. The rocket part was very tricky.
I am actually a little jealous. Games centered on mechanical avatars are usually easier to make assets for than games centered on around biological ones. I wish I had been creative enough to see this interpretation when I got started. The game itself is great. I especially like how you experimented with three different control schemes before arriving at the standard control system we expect for this type of game. It felt like the game design itself was a tribute to early aviation. Perhaps I am reading too much into this. My one complaint is the mouse cursor, the default arrow is as big as the enemies. I would have preferred a cross hair so I could see what I was shooting at.
I like the game mechanic. Using the same energy for movement and vision leads to some interesting choices when there are mines in play. I found four species before I gave up.
I like the whole one screen game play, but death came a little too easy in this game. I would get a good streak on then get zapped by a lucky laser I didn't see.
There is a point where the frustration of multiple failed attempts overrides my curiosity to see comes next. This game reached that point fairly quickly.
Great reuse of resources, fighting ones self (or clones) is always a surreal experience, doing so as a space ham with a giant tongue is even more so. I don't know whether to praise you, or call for the men in white coats to come and get you. Since I don't have the phone number for the men in white coats, I guess I will have to praise you.
I give you mad props for combining: kittens, evolution, Phonex Wright, and high school drama in the same game. That was a lot to do for any game, and you did it in a Ludum Dare.
Some check points would be nice. Remember we didn't spend an entire weekend making an mastering the controls.
The shotgun kittens and torpedo sharks were interesting, but I rarely got to see the side of these monsters. Some random movement would have improved this game significantly. The monsters would not get stuck for ever, and we would get to see the monster from more angles. Also if you don't want to spend too much time lighting a scene, the directional light is your fiend.
That was a fun little rampage. Sorry it didn't get as complete as you wanted, but this is still loads of fun.
You should put the instructions on the webpage, if not in the game itself. I like the sparkly disco nature of the graphics, it felt very festive.
I like how the entry is comprised of simple shapes, yet ends up looking very complex. I followed your dev blog with great interest during the event, and the final result has not disappointing me.
I am really impressed you made a Civilization style game in such a shot period of time. Just like Civ the game starts off slow, and I had a hard time figuring out the controls.
This game was awesome enough for me to download the XNA run time. My favorite level was the paper airplane one, just because it felt more natural. The playground level was the most interesting visually, but I the controls felt like a let down from the previous level. The glider game play caused me to crash often, and I didn't have time to enjoy the level. This is still a well crafted entry and despite the lack of sound one of the most polished things I have seen this Ludum Dare.
The spade animation was a bit too blurry. A few more frames or a longer delay would have made it easier to watch.
Very nice music and atmosphere. I felt like Godzilla when I was very large and crushing the angry blocks. The particle effects got a bit repetitive after a while.
I didn't know the right mouse button could scroll the view field and spent my first few tries fighting the interface. I still couldn't beat it, but I did loose with the finish line in sight once. I like the concept but the grid interface was a struggle to interact with.
I like the combination of platforming with adventure game logic. The "figure them out yourself" did come off a little crass.
I lost track of the player's position several times in the particle effects and various enemies. This game could have used a little more self discipline in the art department. When everything pops out the important game elements get lost in the clutter.
As a program this is interesting, as a game, not so much. The blocks fall too fast to really get any sense of control in what is happening.
I like the progression in this game, especially how the level design forces the player to use the newly acquired skill.
I could never get into Contra style games because the difficulty was too high. Way to keep with tradition I guess.
The game hung once on the post start loading phase. It worked on the second try. This was in interesting use of the render to texture tool.
While using firefox 15.0.1, my mouse buttons do not process in edit mode. The tutorial was fun and I liked the concept.
It feels like a Luftrauser clone. But harder to dodge the bullets.
The voice acting was nice, but the quantity of sound caused this entry to take very long do download.
Well I don't have one, it is a shame this looked interesting.
It crashes when I try and start it. The screen shots look amazing tho.
I love this type of game, and the thing is I did not know I loved this type of game before I played it. Thank you Hipster Pad.
Although kinda gross these are some of the best graphics I have seen in a ludum dare game.
not much to do in this game. If you are going to include a jump key there might as well be a reason to use it.
The Win32 mode said it was missing a data folder.
I enjoyed the music.
I like how the difficulty scales.
I like the idea, but the game became more frustrating as it continued and I eventually gave up. In-spite of the labels on the downgrade screen I had a hard time figuring out what would happen when I selected on.
You got a lot of interesting game play out of the tools you were using. There were a few bugs when the ball got moving too fast, but on a whole this game was a very enjoyable experience.
It is very easy to get into a flow with this game. Unfortunately it feels like some of the later levels are a matter of luck whether the wrong piece will spawn on top of you. Over all this is fantastic.
Nice art, but the platforming code seemed a bit hit or miss. Having made some dodgy platform games before I suspect part of your problem is that you are doing x and y movement then checking for collisions. Instead do your x movement first, and if there is a collision resolve it by pushing the character out of the collision area on the x vector, then do the same with they y. At least that is how I resolved a similar bug with one of my home brew platform engines.
I would like to play this but I can't.
This game is brilliant. From the lurking devil to the way lives don't matter but staying alive longer does. I loved every second of play.
Interesting take on tower defense, but I did not feel very invested in my defense grid.
Games with installers are generally turnoffs when trying to judge a game.
I played the solo version, but didn't find much interesting about it.
Full points for mood, but I couldn't do much after I picked up the rock. Descending the stairs was pretty creepy.
Game play got stale quickly but give you props for working a potato into the game.
You certainly followed the theme, but beyond the thrill of seeing what other UI elements you will pop up there is little enjoyment to be had with this game.
I really enjoyed the music and feel of this game. It satisfies the part of me that likes stepping on ants.
This was a very solid game. I never played a game quite like it so I am giving you full points for innovation.
You could have done a better job syncing the animation to character movement.
This game was lovely. I enjoyed seeing all the dance animations and the general feel good vibe.
It took a while for me to realize I could double jump and wall hang. Even then the game is a bit too difficult for me and I gave up around the 60th life.
I didn't have enough time to properly play balance this game. We finished importing the last art asset 5 hours before submitting. So I decided to err the difficulty on the side of too easy. It is more important to me that the player be able to experience all the game content than feel properly challenged.
Oh and making this was a blast.
The pictures were created with the GIMP's magic wand and eraser tools. We had a green tarp as a backdrop.
I was clicking on stuff but nothing was happening aside from the ball falling.
This game really grew on me. I started out pretty bad but eventually got the hang of dog fighting and mining.
Tried to open run the launch.bat file, but it did not start. No error message given.
This moved quite slow for a side scrolling runner game, but it matched well with the shambling zombie subject matter. Most side scrolling runners are the definition of minimalist game play but you added a bunch of elements to this one. I still fund it very enjoyable.
You got quite a bit of game out of such a simple mechanic. I applaud you come up with this. I wish there was a level reset function that would allow you to revert the level to its starting state the first two times I played I got hung up on the second level and reset the game before I figured out the mechanics.
I had trouble switching to the right item, and it took me a while to realize I could double jump. Great interpretation of the rule tho.
I didn't read the part about tank stomping until after my first few play through. Also It would have been nice to know the key to restart the game on the game over screen. I waited for 20 seconds expecting it to restart after my first death.
That was a lot of mileage you got out of a simple mechanic. The upgrades made sense as did the progression system. Great job all around.
I couldn't find a way of exiting the tutorial, or for that matter not dying. I suspect there are parts of the game I am not experiencing.
The theme seems to detract from the enjoyment of the game. I would rather be able to have multiple shots in a game such as this. Still I do love a ballistic trajectory game, thanks for making one.
Very nice compilation. I could not figure out the "eat" one.
The ending texts were interesting, but the watch hit detection was a little wonky.
It was interesting to look at, but not to play. The music was the best feature.
The quantity of bullets that fill the screen is very pretty especially since most of them are heading away from you. It the music and robot death sounds complemented the game play very well.
The music and character animation was fantastic, but the game play was a bit repetitive. I kept playing longer than I would normally just for the music.
Part way through I got the the game name pun. It might be the lack of sleep but I found it hilarious. Also I really like how you handled the lighting in this game.
Not sure what threat the flying enemies pose. I was able to focus on wiping out the ground enemies and got to wave 11 before I stopped playing.
Using the tooth fairy as a villain was brilliant.
I wish there were an inverse mouse Y axis option. I am not accustomed to forward being look up.
The game seemed to lag quite a bit, and I don't think I got the full experience. Which is a shame because this looks fantastic.
Jumping seemed a bit strange. I played it twice and I still don't know what E did.
The end game pull out was a nice touch. I feel the game could have used more explanation over what the goal was.
I like the angry sheep mechanic and how intuitive the boomerang was. Great job coming up with a new game mechanic.
Hard to determine fire lanes, but a great concept none the less.
The bird flight mechanics was pretty fun but I didn't get the point of having the space bar mechanic aside from conforming to the theme.
The graphics are enjoyable for the first few minutes, but are not interesting enough to hold my attention through the repetitive combat. Also the robe leg split was a little distracting since I had to watch that for quite a while. I gave up at the 2 mad Sorcerers.
I am getting is not a valid Win32 application. Error when I try to run:
Cyclopses_V_The_Gangs_Of_Neptune.exe
Due to the speed limit I wasted a lot of fuel trying to get close enough to scan the big planets. I couldn't successfully establish close orbit on anything but the small starting planet
I forgot to mention in the last post that I really enjoy the orbital mechanics.
Not getting your bullet back after you fail a wave kinda negates the point of the health bar. It adds some unnecessary lag time till the next attempt. I am cool with one failure games so long as I can reset immediately after the failure.
I wish there was an option to inverse mouse look.
I love the old school adventure game vibe from this. It is even better than those old games since it is not long enough to get frustrating.
Sometimes I could throw the boomerang other times it would just drop at my feet. It made the first target very hard to hit. One of the puzzles towards the end I thought was very clever. I shall not ruin it for other players.
That was fantastic. The difficulty and new elements were introduced at the perfect pace. It took me a while to figure out how to spawn new critters. I encountered a bug where the game lost mouse focus and couldn't regain it. A windowed mode would have been nice, but that is a minor gripe when compared to a fantastic experience.
Her Kung Fu is strong. Much stronger than that pop gun she starts with.
You got quite a bit of depth from such a simple mechanic. Great Job.
I spent quite a while figuring out how to attack. Playing a duel stick shooter with WASD and arrow keys is a new one on me.
I was unable to play a 2nd game after I ended the first one. I don't know if this is a literal interpretation of "You only get one," or just a bug. I had to restart the game several times before I could figure out what I was supposed to do. My first instinct was to click randomly, and the first few times most of the explosions were out of frame so I had very little feedback as to the result of my input.
Great art, I wish there were some way to win. Fighting off an endless horde is fun an all, but not when you are a mother protecting her offspring.
Brilliant implementation of the theme.
I felt like a brilliant detective after I found Hitler on the first try. Then felt like an utter sociopath after I found out about the other endings. This game is a little messed up and I enjoyed every second of it.
@Todd Luke
The boomerang accelerates towards the player and turns towards the mouse. With combined movement and mouse positioning you can keep it in the air indefinably and aim it at targets.
@ hazzen
I am crap at music, and I was not going to use a Justin Bieber song.
You get +100 points for every Zombiber you chain in one throw, I added particle effects to indicate this.
@ Will Edwards
I had a 4 bladed plastic boomerang when I was a kid. It got lost in a tree.
I am glad I am not the only one to see this theme as an excuse to put highlander quotes in his game.
I don't quite get how I was supposed to destroy cards, but the sounds were funny enough to keep me playing for a while.
The game starts a bit suddenly and I was dead the first few times before I could read the rules or understand the controls. A title screen or even a tutorial level would have been nice.
It is hanging on 67% load for me, so I can't play.
The screen shots look nice, but you are making very steep hardware requirements with that 4 game pads thing.
The controls were very intuitive for such a strange concept. Also the little voices were adorable.
I didn't get much of a "Connected worlds" theme from this one. I do appreciate the wooden texture on the back of the characters.
The forward/back controls would get swapped randomly. I don't know if this was a feature or a bug.
At least provide instructions on how to run a .love file
This was a lot of fun. I love the high concept of interplanetary warfare executed with such a simple interface. This game is a stoke of brilliance.
I found the protractor button after some experimentation. I am not sure if there is a ruler.
When a new level loads I always get hit by a missile because I spawn right in front of a baddie. It doesn't make the game harder but it does seem like a cheep shot.
I am not sure what kind of game play you are going for with this, but I am interested in finding out.
Unless there is a 3rd person view mode I am not aware of I don't see the point of having the camera see the red of the model when looking down to try and figure out where you will land.
Nice take on the trading and tower defense generas. It is one of the best games I have played of this Ludum Dare. I especially like how it is played mouse only. I wish there were a faster way to go through the intro text.
The buttons for interacting with stuff could have been explained in the intro. My first few play sessions were very unproductive.
It was enjoyable to play cupid. Several times I forgot to clear the happy couple before looking to make the next match. The UI could be improved.
The music is nice, as are the back drops. The store sign is obscured by the UI elements when you first visit it. Since it is the only part of the background that has text, it really stuck out.
Fantastic concept and execution.
I like the feeling of scale flying next to the big ships can provide.
The music is nice, but there is not much to do. I tried to fly between worlds without the jump, but gave up after five minutes not seeing the distance decrease.
The lack of sound made the explosions and death very surreal. I find that feeding men into a meat grinder does not sit well with me, especially since there is nothing I can do to prevent them from being used up at a disturbingly high rate.
Some more audio queues would have been good, since my eyes were not able to keep track of two screen at once
The character jumping animation is fantastic. I had a lot of fun with this entry.
It took me a bit to get out of the TV room. It would have helped if there was a minor jumping puzzle before the player reached it. Like the "I am not close enough to the door" at the start of the level to hint that you need to find the movement controls. Prior to the TV room I never used Jump because I didn't have to.
Most people don't like using installers for simple games.
The animation and music ooze polish. Great job.
Nice job capturing the feeling of mass behind the buffalo.
The game occasionally does not detect if I am charging an attack or moving diagonally. Also it once bugged out and put the barrier up before I could cross the threshold locking me out of the enemy area.
To all those who want inverted mouse use the Tab button to get to the options and move the Y Mouse slider to the left of center. Also thanks for the comments. <3