You Only Get One.. Slot! by VAMflax 2013-12-17T07:05:00
Fun, but short. More levels would have been cool... but of course, time is limited. :) I think the one-item-at-a-time concept has potential for interesting puzzles.
Foon → Ludum Dare Explorer → Users → HellBlazer
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Of Asteroids and Emus | jam | |||||||||||
| 2015 | 33 | You are the Monster | Beware the Kraken | jam | 834 | 2.86 | 2.79 | 2.93 | 3.48 | 2.24 | 2.16 | 2.68 | 53 | ||
| 2015 | 32 | An Unconventional Weapon | TeleFrag | jam | 181 | 3.63 | 3.70 | 3.74 | 3.89 | 2.92 | 3.23 | 3.14 | 47 | ||
| 2014 | 30 | Connected Worlds | SpaceCorp | jam | 405 | 3.19 | 2.95 | 3.19 | 3.80 | 3.21 | 2.47 | 37 | |||
| 2013 | 28 | You Only Get One | Bullet Spy | jam | 253 | 3.12 | 2.96 | 2.52 | 3.07 | 2.52 | 1.75 | 1.78 | 2.46 | 56 |
Fun, but short. More levels would have been cool... but of course, time is limited. :) I think the one-item-at-a-time concept has potential for interesting puzzles.
Pretty funny! The one life is really annoying but I guess that was the point. :P
Love the extremely literal take on the theme. :) Simple, but fun and addictive. Nice work.
Is 156 the last feasible level? The one after (also named 156) has you stuck in a room at the beginning without any way to get out that I can find. The teleporter doesn't work there.
Anyway, cool puzzle concept. The time-limited aspect of certain levels is a bit annoying though. Maybe it would be cool to have the ability to place your blocks before the level starts, then run it and see if your solution works out. Though that'd make it easier I suppose.
Very original idea! Puzzling out the messages was quite fun, even though I was not always 100% clear on the meaning. A more complex version of the game would be awesome.
Hehe, "Single Dragon". Funny game, though it's kinda hard to hit the enemies, as Kyatric said.
Pretty easy game... until the damn planes show up!
It's not exactly "fun" as such, but very original and an interesting way to raise awareness for this cause.
Kinda have to rate the LD version here, sounds like you fixed a lot of things that weren't "typos" after the deadline. So... nice music and you managed to make a decent-sized town, but there doesn't seem to be really anything to do in that version. :)
Nice idea, though I have to say it would be a lot more enjoyable/replayable if the character would just move faster. :)
The key-changing mechanic is a nice twist to the endless runner genre. Nice art as well.
Very cool idea, lots of potential for development there. Maybe a kind of top-down The Lost Vikings? :) I wish your characters would move faster though, it's a pain travelling long distances. As it turns out, I also made a top-down stealth-ish game, and I had trouble with the guard AI too, so you're not alone. ;)
Possibly the only space shooter where you don't mash the fire button? :) Funny idea.
Nice concept, though it does get rather repetitive - though that's to be expected in the context of LD. Is it normal that I can still drive away as a monster?
Um, unless I'm doing something wrong, this is extremely hard! :) Nice graphics and music, and original concept, but the gameplay or physics seem pretty buggy? I can barely ever keep anything on my tray.
Quite a fun game. The cone of vision effect is very well done.
Very cool! Great art, nicely written, good mood. Looking forward to the expanded version.
Nice concept, though it's a bit limited as it stands now. It seems like all you have to do is take technology as the first upgrade, then pollution drops to 0 and never increases again. More feedback in the UI would have been nice too, it's confusing at first.
Seems like a pretty impressive amount of content for the short dev time. I like the concept of the pillows and toys becoming a grand adventure through the child's eyes.
Cool idea. There could definitely be interesting puzzles with this concept.
Thanks for the kind words everyone. :)
@JaymeeMak What do you mean, unable to shoot? One thing that can be confusing is that the bullet is shot in the direction your character sprite is currently facing, which is not necessarily the direction you're going since it takes a bit of time for him to rotate.
@MrTedders Ugh, I'm very sorry to spoil the praise, but as noted in my game description, the characters are actually freeware sprites that I used. I didn't make them myself. :( I probably should have made that clearer? Don't give me a good rating on graphics guys... unless you really like my spinning briefcases. :)
Fun game, the concept has potential. Good work.
Original concept and good mood. The controls are pretty slippery as others have said. More combat options would have made the game a lot more fun I think, but of course time was limited.
Cool idea. The frame rate just dies at some point if you let too many enemies spawn though. :) At a certain size, I had trouble picking up objects, not sure if it's because my slime was standing on top of enemies or something. It would be cool to be able to crush them under you when you're big enough. :)
Nice art style, and the ghost mechanics could be interesting if further developed. As it stands now though, it's pretty broken if you can't even start a new game... :P
Not very original theme-wise, but quite fun! Far more polished than most other LD games, and seems to have a good amount of content. Very hard and sometimes cheap though, but I suppose that's typical roguelike fare.
Great art, and the audio fits the mood very well. Interesting story, if a bit confusing. As Lissar said though, the choices feel very random. It would be cool to see a further developped version in which you could investigate for clues in a more complex fashion.
I have nothing against choose-your-own-adventure type gameplay, though it's usually a good idea to avoid life-or-death choices when you have no possibility to find out which would be the right choice. :) It just becomes trial and error otherwise, and it's a bit frustrating. It was a nice attempt though, I like the only-one-person-you-can-trust concept.
Damn dude, how much drugs were consumed during the making of this game? ;) Very original art style, though the gameplay is a bit bland.
Very nice little game, and even with voice acting! I was pretty confused at first, but then noticed the help button and that made things clear. Obviously it could use more depth and diversity, but of course this is Ludum Dare so it's expected. Very good effort for the limited dev time.
Well, that certainly is a large map. Quite empty though, and with no indication of where to go and nothing to interact with, it gets old pretty fast for my taste. Good atmosphere though. It's a nice attempt, but as you said, probably a bit over-ambitious. I can certainly see the potential though, if you can develop the concept further.
Very original concept, and the mechanics work quite well. Perfect idea for a game jam: simple but fun. Nice work!
Excellent entry! It actually feels quite complete. It's a simple concept, but it's fun (and frantic!). Great work.
Amazing art, atmosphere and imagination! I would certainly plain a full-length adventure game set on that crazy train. Gameplay-wise, I wish there was more player agency though... puzzles maybe? But of course I understand the time constraints very well. :)
Wow, this entry is just unbelievable presentation-wise. Really beautiful pixel art, intricate music (can't say I enjoyed the dubstep part though, but that's personal taste), and just the way everything flows. Of course, there isn't much of a game there gameplay-wise, but it's a nice short story. Definitely interested in seeing a full game in that style - the ghostly protagonist could offer some interesting game mechanics too.
Is there more to it than that first room? I didn't find any way to reach that other area you see on the right, in any case. The physics are also a bit wonky. Pretty cute idea for the theme though.
Great creepy atmosphere, and a good amount of content for a game jam.
Why can you only see your clips on the pause screen though? It took me a while to realize I had more than one. I managed to kill two specters, but I couldn't find the second item (the green one in your screenshot) anywhere for some reason... ah well. In any case, excellent work.
Very cool old-school tribute. Nice idea with the upside-down demon world, and a pretty good-sized level for an LD game. Good controls, though I would suggest allowing to adjust the height of the jump by tapping or holding the jump button. The other thing that would really be welcome is more enemy types, but that "flaw" is quite understandable for a game jam entry.
Hmm, are there Dark Souls spoilers in this? <_<
Very confusing at first, as others have said, but very cool once you understand what's going on. Quite original spin on the theme as well. I couldn't figure out how to beat the Alpha Centauri level though, but oh well, I had fun. It would be quite useful to get more feedback on which satellites are actually useful though - maybe change the color of the line to golden when it's being used to connect the main sats, and/or have a stat for each satellites that tells you the percentage of the time it's being used to maintain the uplink. Anyway, overall awesome work.
Nice puzzle game mechanics. A bit buggy at the moment though, unfortunately. Sometimes some keys stop responding, and there is some occasional weirdness with collisions. Quite enjoyable once you figure out how it works though.
Pretty funny idea, and clever twist on the theme. I like the cartoony look too. Good work!
(Am I the only one who "gets it"?)
Nice idea and fun game. Pretty cool (no pun intended) freezing mechanic, though it would have been nice to use it for more than just jumping. Say, blocking projectiles or preventing a trap from moving. Still, limited dev time and all that of course.
Nice concept, I would definitely be interested in playing a more evolved version. I would pick option A (B would probably be fine too, but it seems a lot more complex).
Oh, a ruler? I thought they were throwing large candles. :) Good effort for a few hours.
What a bizarre game - then again, I haven't seen the skit in question. Not sure if this happens only to me, but the enemies (?) seemed to spawn outside the borders of the screen, and only rarely ventured into view, so there wasn't actually a whole lot of crushing to be done...
Cool song though! :)
I really love the tone and atmosphere in this. An intriguing premise, it's too bad it's so short (though understandable for a game jam of course).
Like Kyatric, I was also reminded of that scene in Asterix. :)
Great work in every aspect. One of the best entries I've played thus far.
Congrats on your first successful entry.
Ah, yeah, I probably should have put a hint message in there...
*spoiler* ;) You need to destroy each of the generators (the grey cylindrical things) by teleporting into them, but only the one that is currently blinking green is vulnerable.
@Sunsheen, oops, I didn't really think of browser shortcuts. :\ I changed it to shift in the WebGL version now, so that shouldn't be an issue anymore. As for restarting from the beginning, well, I didn't have time to implement checkpoints... it takes about a minute to get to the boss once you know the level though, so that shouldn't be a big problem. :) Sorry about the inconvenience.
As for people having crashes, it's hard to pinpoint what's causing it exactly. It seems to happen only in the WebGL version in Firefox, I think...? Unfortunately, I don't get any details about the exception if it's built for release, while if I turn on exception catching and development mode, I can't make it give an error anymore. :| Very hard to debug, sorry about that if it happens to you. Maybe try a different version or browser.
Thanks for the comments everyone.
@GAFBlizzard, yeah, it's just a song I found on Open Game Art (the URL is in the description above), but it's indeed pretty cool. :)
Definitely an original idea, and a hard and stressful game. I think the gameplay is missing a bit of something to make it more compelling though, but good effort overall. Nice low-poly style too.
Nice concept and atmosphere. Good execution for a game jam; I would be interested in seeing this idea pushed further in a more complex game.
Heh, it's kinda fun but would be better with some more balancing and maybe different enemy types. Like, a line a 6 upgraded dictators can stop pretty much everything for a long time... except... in my case, the game would sometimes freeze for a few seconds at the time, during which time apparently my guys weren't firing but the enemies continued moving?? Quite annoying. That's the only reason I lost health and died, once I understood how to play. :\
Awesome entry, and very original idea. The graphics are very good as well.
Does it always end after the corridor with the sun beams? At first I thought I had stood too close to the vampire for too long and he died or something... but I tried again and the same thing happened.
Also, there's a bug where the vampire can go through the door before you use him to press the switch, and then you're stuck.
Classy game!
I agree with others that speedier/better controls would help.
Pretty original idea, and simple but fun gameplay. The AI is quite good, I like how the hesitate then dash for it.
Hey, it seems like we've had very similar ideas. :) Though mine is a lot more... simplistic, I guess. In any case, good work, this is a nice implementation of the concept. There is definitely potential for a cool game based on those mechanics if you choose to continue working on it.
Complete and bug-free, nice. The gameplay gets a little tedious though when all you do is mash the mouse button and there is very little actual danger.
Interesting mechanic, though it gets quite hard in a rather frustrating way. A lot of times you just die in a fraction of a second without being able to react. Maybe that was the idea. Anyway, I did make it to the end so I enjoyed it overall. Nice work.
@Anas Azmi, the flashlight IS a weapon. The monsters die if they remain in the light for too long.
Interesting idea, though a bit underdeveloped in a game jam context (understandable). It's rather tedious to approach each computer to find out which ones are hackable, and it would be good to see what is actually looking for you. Good atmosphere and graphics though; a nice effort overall.
Pretty cute character design. What am I throwing though? A pillow?
There are a few annoyances about the gameplay though. Not the least of which is that the collision boxes on the obstacles seem way too large. Many spaces look wide enough for your character to go through, but they're still blocked by nearby colliders. It makes navigation quite annoying. Once, my pillow (?) got stuck inside one of those invisible obstacles and I couldn't get it back. Also, the gates should really have some sort of indicator that they require a certain number of feathers to be opened.
The bug with the lake you can push was pretty amusing though. ;)
I haven't played through it yet but... just FYI, examining the central display in the first room crashes the game.
Pretty good and amusing writing, good work with that. A bit odd that a couple simple choices plan out the character's whole life though... but of course you didn't have time to write an epic. :) I'd be interested in playing through more of it.
Also, as others have said, that walking speed is, um, something else...
That's certainly unconventional! Cool idea and amusing game, though the gameplay maybe could have gone a little further.
Simply amazing entry. Seriously one of the best Ludum Dare entries (of any LD) I've ever tried, if not the best. Great mechanics, great design, great graphics, and most of all fun - and not just "fun for a jam game" but genuinely fun and clever. Awesome work, and I hope you plan to make a full game out of it.
Yeah, the regeneration during combat makes killing level 9 characters very hard but overall a nice game and cool use of the theme. I wish the transformation was based on line of sight, so you could run around a corner and change back to human when being chased. :)
Hah, nice ending and very original idea.
Could definitely be interesting if developed further. I think both options you outline have potential, though for my personal taste I'm more interested in option A.
"Graphics quality: dark," you weren't kidding. Nice Souls-like, though the controls are a bit clunky right now. I feel like left-right movement should be simply the character moving in that direction at their normal pace rather than the slower side-stepping it's doing now. Also, in my case the camera kept annoyingly drifting to the left. That may be my controller's fault, but it doesn't do that in other games. The link to the theme seems a bit unclear as well... I mean, the character *could* be a monster, sure, but we don't really know what he or she is either way.
That said, very ambitious idea, and impressively realized in such a short time.
Ugh, I don't miss this control scheme for FPS games. You're doing it wrong, man, you need to ditch modern bullshit like regenerating health, but keep the good stuff like mouselook. ;) Pretty cool entry regardless, though. Nice retro graphics, though I agree with the person who said it's missing old-school midi music to go along with it (though that's understandable). Good amount of content too, especially for a compo entry!
Gameplay-wise, I think it's missing a run button. It's quite difficult to dodge at the moment and more mobility would help a lot. I guess you can "roll" but that's not very precise and then it just messes up your aim. In fact, the game would be extremely hard if you couldn't just cheese the enemies by getting them stuck on corners. :)
Also, nice twist at the end.
Great work, I'd play a full game about this. :)
Good writing, awesome soundtrack and atmosphere, cool art style - I really dig the diorama-style scenes. Like many others, I just wish there was more interactivity.
Great art, and strange but cool music. The gameplay is pretty simplistic though, I wish there were more ways to interact with the little people.
Interesting mechanic with the cooldown abilities, and it becomes pretty hectic after a while. I wish you could see the soldiers and tanks fire though, it's hard to tell exactly when you're going to lose health right now.
Seems a bit buggy, but nice effort overall. Is it normal to be able to control the cultists (?) with the arrow keys? They didn't seem to really react to my character either. Not quite sure of the link to the theme either... OK, I'm at Arkham Asylum but... does that make me a monster? Maybe in Batman, but not necessarily in Lovecraft's Mythos. :) Cool graphics and atmosphere though.
Very original idea, and sickeningly cute graphics. I liked the teleport mechanic as well as the amusing dialog. I feel like the gameplay could be faster paced though, like faster shooting speed and faster movement speed, or maybe just reduce the amount of "love" used for shooting and running. As it stands now, when on a planet with lots of enemies, it seems like you don't have a lot of options other than mashing the shoot button, then mashing the heal button when you get low on health. You could try to evade them a bit by running, but then that also leaves you out of love and unable to shoot. I think more mobility would make it more fun.
A couple possible bugs: Is it normal that when you click on a level/planet system on the menu screen, it gives you ability points? I'm assuming not. Also, some planets seem to spin the wrong way around when you sprint on them (like, objects I'm supposed to be moving towards were suddenly moving away).
Overall cool entry, nice work.
Also, come back to GAF. :)
@UrbanHelsing Like, right after you press space? Which version (and browser if applicable)?
Thanks WubAlliance. :)
@GAFBlizzard, I just tested the moving into the ship thing, huh. That was *not* intended. You're supposed to be able to move through/under the ship to reach the other side, but not stop on the ship. I'm pretty sure that worked initially, so I must have introduced a bug at some point, oops.
And regarding the music, in my case it gets all distorted in the WebGL version for some reason. Not sure if that's what you tried, but don't judge the composer too harshly if it sounds weird in a browser. :)
This is very hard if you don't just rush to the stargate. Maybe a bit more mobility for your ship would be good? It's possible that I just suck. :) As architect404 said, auto-fire would also certainly be appreciated. In any case it's a good effort, and the development ideas you mention in-game sound like it could be a pretty cool game.
Not a bad entry but I feel the theme could have been made clearer, if only in the ending text. I read your "spoiler" above, and that's an interesting interpretation of the theme, but in-game I don't think it's really clear that you're doing anything harmful, even at the end.
Awesome game, great work. And a compo entry too, wow. There's something very satisfying about murdering those scientists. <_<
Like many others, I also had issue with the seeming randomness of the deaths, but I've tried the updated version afterwards and it's a big improvement (and with more levels to boot!).
Great graphics and nice take on the theme, though the gameplay is a bit bland and repetitive. Still, good stuff for a game jam.
Very cool idea. It feels like maybe you didn't have time to implement it fully though? The strategy of the heroes never seemed to change, they just dealt more and more damage, and had more and more HP. No one ever cast any spells for instance, so soul drain seemed useless. Maybe I didn't make it far enough but... not really sure what I could have done to survive longer.
Also, the damage numbers really need to be more visible... or maybe also include them in the attack description text ("Ahkua attacks for 50 damage", etc.).
Anyway, I really like the idea of a jRPG villain simulator though, nice work.
Man, this is hard as hell. It's way too easy for the enemies to chain hits and kill you very fast; maybe a second or two of invincibility after a hit would help?
Cool idea for the mechanics though, and excellent pixel art!
Nice art, and cool idea for the theme. The writing style feels a bit awkward and forced to me, though. Still, always nice to see adventure games on here.
Very nice action game with sweet art style and animations. Would have been cool to have actual progression through a level, but of course it's already very impressive as is for a 48-hour entry. Maybe we'll see a new version developed further in the future uh?
I feel like this needs a content rating, this is some scary shit. ;)
Great puzzle game and impressive amount of content. You have the right idea for a game jam: a simple concept that you have the time to develop well and make good content for. As opposed to most of the rest of us, who attempt something way too complicated and the game ends up only half realized. :)
So yeah, as others have said, the timing is pretty harsh and a bit frustrating but... I did end up beating every level so it's not impossible. Get good. ;)
The jam version is very bare-bones, obviously. The post-jam one is already much improved, keep it up.
Agreed that the sound effects are a bit grating though, especially since they seem pretty loud at default volume.
Very impressive graphics, music and mood. Gameplay-wise, it could certainly use more variety and options, but of course, limited time and all that; I'm sure you're aware of that point.
It seems impossible to do well, but that was probably intentional. The game seems to be "cheating" though, in that the bars that fill up to show your progress between seasons don't seem to be nearly as full when you get back to the main game screen. Case in point, in my last attempt I failed due to "running out" of houses even though the shelter bar had only decreased a little that turn, and it was not empty. Maybe the game is just made to make you lose after 5 seasons... though someone mentioned playing for 10 seasons? No idea how they would have managed that.
ANYWAY, excellent effort overall. :)
That's some pretty sadistic level design, man. Oh, invisible bullets too? Well, that explains a lot...
Still, good effort for a first game, keep it up!
Cool idea and twist. It could have used a few more steps with increasingly odd requests, but of course I understand the time constraints. Also, good pick with Saint-Saëns for the music.
Good work!
Awesome work with a cool concept, a great unique artstyle and a lot of atmosphere.
I can't seem to complete the game though. Every time, I kill a few crew members, and then I can't find anyone else except in the two big rooms with large circular columns in which there seem to be characters clipping through the walls nears the columns. I can't find a way to reach them, but they can see me and shoot me through the walls. :\
Very cool and original idea, and nice graphics. The gameplay could certainly use more depth but... yeah, I understand game jam limitations, of course.
I must be an ace hypozomata thief because I succeeded on my first try without even seeing an enemy soldier until I had reached my ship. I did try a second time with a different route and got caught right next to the dock though.
Good work.
It's a nice idea and good fit for the theme, but maybe a bit too ambitious in scope for a game jam. Unfortunately, the user experience doesn't really live up to your vision for the game...
It's insanely frustrating that you need to deselect units manually: your selection should really just be cancelled when you click on nothing. Also, when you just dropped off some resources and then click on some far-away rocks or sticks to go get more, your guys will just pick up what they just dropped. The fact that you can't easily see your total number of resources, and need to manually select resources to use them is very counterintuitive as well.
All in all, it has the seeds of a cool game, but it's just rather a pain to play at the moment. Still, of course I understand that it's difficult to put in a lot of polish during a short game jam.
Great entry! Simple mechanics, but you created a lot of puzzle variety with them. So many levels too! Graphics are charmingly retro, though admittedly I'm not quite sure what the critters after me were... I'm going with floating elephant heads though.
Great work, it feels like a complete and polished bite-sized puzzle game.
Awesome entry!
Very solid level design with a good difficulty curve, simple mechanics with a surprising amount of depth, nice graphics, very funny, a cameo by Dark Souls guy... and of course, *top-notch* voice acting.
Amazing work, guys. I would definitely play a full game version.
Psychic Squid! Clearly a great game just for the title.
Original and fun concept, and fairly well executed. The only thing is that it would play better if, when you're standing on a block, you could just move the block by telekinesis and the squid would move with the block automatically.
Otherwise, a fun and amusing game. Good work!
Simply but fun entry. It has that just-one-more-try addictive quality (my high score is 12, not that great I guess).
You could even consider putting it on mobile, it seems like the kind of thing people could play a few rounds of when they have some time to kill.
One minor annoyance is that your weapon selection resets after each level, so you often end up melee attacking when you meant to use the range attack. Not a huge deal, but still.
That's a very interesting and original use of the theme. Unfortunately though, the gameplay itself seems to boil down to just waiting for ink to spawn, and that's... well, not that interesting.
I don't know if I'm just unlucky, but it always seems to ask me for a ton of blue ink too, and that's the one that seems to spawn the slowest. On my first attempt, I needed 44 bottles of blue ink, and I starved before I even had a chance to collect that many.
Anyway, the idea of a printing press shop "simulator" seems solid, but I would change how the ink collecting works to be more skill-based, rather than just depending on waiting and hoping for lucky spawns. I kinda like the frantic math aspect, maybe it could be something to do with that... Like, mix the correct proportions of certain ingredients to make the ink, but you have to be precise. I don't know, just some thoughts if you wish to develop the idea further.
Anyway, I don't mean to be too negative, it's certainly a good effort for a game jam, with cute graphics too! I just think it has more potential. :)
Cool atmosphere, and nice music and sound effects. Quite short, but it does make you intrigued about where you are and what's going on... and even what you are. :)
As mentioned by someone, the camera is a bit wonky. It feels like the kind of game where the camera should automatically keep the ball in view, rather than be entirely player controlled. Still, that can be tricky to implement in a short time.
Cool idea, kinda like Wario Ware for puzzles. Also, awesome cutscene!
The bugfix note says "difficulty is not preserved between plays anymore" but... are you sure? Once I started a new game and the first Simon-like puzzle was already super fast.
Also, not sure what's happening with the order-things-by-size puzzle, but sometimes you don't even click all the images, or make a mistake, and it still skips to the next puzzle.
Cool atmosphere, as everyone has said. I'm not sure what's going on in the game or how it relates to the theme though. :)
I found four green lights (though the text went "1/4" -> "3/4" -> "This is the last one" -> "This is the last one") and then I found my house but I apparently don't have my keys...? No idea what that was all about, or if I can find my keys.
Cool idea and mechanics, but unfortunately the camera makes it a real pain to play. Constantly clipping through walls, can't look up and down... it makes it rather annoying to control.
Walking around gets a bit tedious as well, with the wind, move a little, then repeat cycle. Maybe you should be able to wind while moving, to keep constant momentum. Or at least be able to wind longer to go even further.
So yes, a few annoyances, but definitely an interesting concept and the game has potential.
Pretty cool puzzle game, though that sixth level is quite the difficulty spike. I did end up beating it after reading daveh's post and realizing my first moves were also wrong.
As others have said, it can be rather hard to tell apart the different height levels. Maybe if the perspective was rotated a bit to appear more isometric, but I guess that might be a big adjustment.
Also, agreed with Rico that game would play better with tile-based movement.
Solid entry overall, good work.
Pretty cool idea. The infiltration level was a lot more interesting than the brawl one, mind you. The terminal mechanic is a nice idea. I could see this be developed further into a really fun game with more elaborate level design, more complex AI (patrolling guards, etc.), and improving shooting and stealth mechanics.
I saw a couple bugs. Mainly the UI didn't display completely (it only had the visibility indicator) the first time I loaded level1 (after dying once it fixed itself). Also, one time I entered the correct password on the first computer and it didn't do anything. I was rather confused until I tried it again.
It could use some more polish with the elevators like someone said, and in the intro level and level1 you can fall outside the map and be stuck there. All in all though, cool effort for a game jam.
Interesting concept, though not quite sure how it fits the theme.
The special is confusing me though... It doesn't seem to have the cooldown you mention, and sometimes it looks like I die when I use it, even if I'm not spamming it? Weird.
Good effort, especially for 48 hours. Some solid production values on the assets here.
The weapon balance is a bit strange: the ranged weapon is also the strongest? Not quite sure how the spear is supposed to be ranged either, but I guess maybe you didn't have time to make a spear-throwing animation, which is understandable.
I feel like the darkness doesn't really bring much to the game, it seemed more annoying than atmospheric to me.
As others have said, maybe the character is a bit slow. Faster player movement, and more varied enemy attack patterns would make the combat more interesting. Of course, I wouldn't really expect you to have time to put in advanced enemy AI... but something to keep in mind for the future maybe, if you decide to keep working on it.
Cool idea, and nice visuals... but like everyone has said, it's rather confusing. :) It seems like you can mess around to attract some dinos, then just spam the first ability. Though I made it to the end, I was never quite clear what each ability did exactly.
In any case though, a spaceship powered by dino-love is pretty amazing technology.