Foon → Ludum Dare Explorer → Users → hissssssssss
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2014 | 30 | Connected Worlds | Yay, progress! | jam | Humor | 4.41 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | Rapunzel | compo | 227 | 3.58 | 3.53 | 3.47 | 3.79 | 3.37 | 2.95 | 3.44 | 3.19 | 26 | |
| 2015 | 33 | You are the Monster | Drunken Zeus | jam | 564 | 3.17 | 3.32 | 3.44 | 2.84 | 3.00 | 3.65 | 2.76 | 26 | ||
| 2015 | 32 | An Unconventional Weapon | Shop 'Til You Drop | compo | 611 | 3.11 | 3.52 | 3.44 | 3.74 | 3.03 | 3.28 | 3.14 | 52 | ||
| 2014 | 31 | Entire Game on One Screen | Network Programming | jam | 241 | 3.53 | 3.66 | 3.88 | 3.95 | 2.77 | 3.82 | 4.43 | 3.65 | 100 | |
| 2014 | 30 | Connected Worlds | Yay, progress! | jam | 723 | 2.58 | 3.04 | 2.87 | 3.83 | 2.87 | 4.41 | 3.30 | 44 | ||
| 2014 | 29 | Beneath the Surface | The Creature Below | compo | 508 | 3.22 | 3.03 | 3.09 | 3.34 | 2.47 | 2.55 | 1.83 | 3.03 | 67 | |
| 2013 | 28 | You Only Get One | Christmas Cookies | jam | 22 | ||||||||||
| 2013 | 27 | 10 Seconds | The 10-Second Rule | jam | 458 | 2.73 | 2.38 | 3.15 | 3.73 | 2.44 | 3.00 | 2.14 | 48 | ||
| 2013 | 26 | Minimalism | Priorities | compo | 778 | 2.96 | 2.32 | 3.13 | 3.98 | 2.71 | 2.76 | 2.08 | 3.11 | 100 | |
| 2012 | 25 | You are the Villain | Build-a-Bandit | compo | 465 | 2.80 | 2.46 | 3.24 | 3.70 | 2.90 | 1.96 | 3.46 | 2.60 | 57 |
I love text adventure-like games. This one had some interesting choices, but I wish that it would display sentences showing the RESULTS of those choices. Often I would do things like exchange advice with survivors, and the game would inform me that I took medicine to ease the pain. Why did I need medicine? Did I get knifed for giving bad advice or something? This made it hard to care about the supplies or the results, when things appeared to happen arbitrarily.
The interface was nice and clean, I enjoyed the colors, music and sound.
Bugs(?):
-At one or two points, I was able to give away Ammo that I didn't have, and my ammo dropped to -2, then quickly righted itself to 0.
I couldn't find the goat, but I got everything else, including the stuff in the hard-to-reach area.
This was fantastic. The text size would fluctuate between large and small, and there was no text box, but other than that there weren't any problems. I would love to see more of this character. Whoever did the face graphic absolutely nailed it.
I'm running a Windows 7 PC, Firefox 9.something.
The text size was erratic throughout the entire game for me, and I never saw a white text box to go with the text. With an older version of Firefox it's not unexpected to have wackiness. An out of date browser is my fault, of course, but it's good to know about these things, right?
If you need screens I can upload some somewhere for you.
This was really polished for a Jam entry! I wish it was possible to see each of the clients more than once and get to know them a bit more, but I was impressed with the amount of content you had anyways.
I loved the sneaking and running mechanics. Tapping the buttons left and right made it feel way more sneaky than holding down a button to move.
This game is deceptively simple. You have to be pretty quick and clever to win, since the longer the door is open, the more heroes can pour out. The level designs aren't lazy, making this fun to play. I would buy this!
It's possible to kill large numbers of people by "flying" along the ground, so there isn't much incentive to stay in the air! Maybe if you could run into the trees?
I love the atmosphere in this! And it's an interesting change to see strolling NPCs as hazards.
A possible bug(?): the bullets from the cannons were behaving a bit oddly. They'd emit from somewhere between a half and whole tile to the right from the barrel of the cannon.
As you say, it's pretty incomplete (AI won't do anything but roll mindlessly), but I like the foundations of the board game you seem to have. The idea is that placing Minions in dungeon squares you own makes it harder for other players to take those squares, right?
Are the victory conditions taking the whole board, or just a certain number of dungeon rooms?
@cardboard You hit the nail on the head, here. It's supposed to be a game where the tweaking of your stats is important, more RPG-puzzle than anything else. Set up your "solution" to the duel and then sit back see if you can make it through. The appearance isn't just for kicks: each physical attribute affects your stats in a very significant way.
However, given the time and my lack of experience, I wasn't able to make the differences in each stat pronounced enough, nor was I able to implement enough visual feedback to give people more of a clue what was going on during battle. That's why it feels like an action game that fell flat, rather than the puzzle it's supposed to be.
That's the nature of the 48 hour, though. "Supposed to." But I'm happy with the experience I got from this, and if I pick this one back up I know I can make it better.
Thanks for all the comments everyone! I added the source and wrote up a Post Mortem.
@OU GDA: The money is just for high score purposes, though maybe a post-compo version might add a store for you to buy things. Your score is totalled after you beat Goatsville.
@goerp: Speedy Jim is incredibly fast, but weak. Your hat size is very important against him in particular: it's simply impossible to outspeed him, and he's got more health than you, so you need a way to take the multiple blows he dishes out. Experimenting with a different mustache can't hurt either, though the mustache comes down to a personal preference of how often you want to hit him for how hard.
As others have mentioned, a bit more explanation in-game might go a long way. It was hard to understand why awareness went up or down. If abilities that needed to cooldown turned a different color, I wouldn't have been clicking on numbers and wondering why I couldn't queue them.
Still, I loved the concept.
"Unexpected error occurred when running the game."
That's all I get, I can't start it up or anything.
I absolutely loved this, but as I was getting some of the final upgrades, the Exploding Corpses upgrade caused the framerate to plummet to unplayable levels. I had to abandon the game entirely, so close to the end, which was disappointing.
Other than that, this was awesome. Easily one of my favorite games so far. I loved how the control upgrades felt. You could immediately tell that those were worth it, and stomping around with great precision was rewarding.
Clever! That moment when you've tried everything and realize that you're doing everything that you can do, and you're fated to watch heroes jump by for the rest of the game was funny.
The level design in this game makes me envious. Awesome!
Even after I "finished" everything (hit everything, made all the jumps etc.), I still wanted to keep driving around running over people and smashing things. Does that make me terrible? Something this simple shouldn't be this fun.
I left to go get soup for a minute and came back to find the car in a never-ending explosion loop in the middle of the sky. Probably a bug?
I run the game and hear the audio, but I only see a white screen with a cursor.
I'm running a Windows 7 32-bit PC.
I want to try this out, but I can't run it. I seem to be missing an essential file?
-------
Error:
main.lua:18: Cannot create canvas: Not supported by your OpenGL implementation.
Traceback
[C]:in function 'newCanvas'
main.lua:18: in function 'load'
main.lua:108: in function <main.lua:104>
[C]: in function 'xpcall'
The zip is corrupt, so I can't play the game.
The bugs made this one hard to understand: I thought I killed a guy, but he came alive to start coming for me when I killed somebody else, except he kept vanishing and reappearing in the same spot. The gun didn't behave the way I expected it to, so I got caught. Why do I need to stand so close to use the gun, instead of shooting across the room?
With a bit more bug fixing and visual feedback, this could have been nice and suspenseful.
The timed dragging mechanic for picking pockets is brilliant, and the visual design and palette are perfect. Nice job!
I got an error message when trying to run on Windows 7:
"Lamiae fatal error: Large texture support is required!"
Doesn't seem to point to a file I'm missing, so I don't know what to do.
This is simple, fun, and beautiful. Amazing job.
It's an interesting idea, but not pulled together too well. More levels of minimalism would have been interesting. The money thing was a bit odd, considering that you don't lose money to pay for new games.
The goal-based generation idea seems neat, but the movement was too jerky for me and gave me a headache after a few minutes. I found a blue power-up right away but never encountered any water or vertical shafts.
The decision to have two toasters made this game significantly better than just one. Great job.
This game is genius. It's rare that I want to come back to an entry and make sure I beat it. I can't seem to get past 6/9 right now, but rest assured, I WILL.
Just the right amount of difficulty, and each level turns into a great "A-ha!" moment.
This game is atmospheric as hell. Lovely.
Any chance of a resizeable window or smaller resolution? The resolution is too big for my puny monitor and I can't resize it. The DONE button is impossible for me to click, as it is. It seems like an awesome game, but unplayable for me as it is.
@Misael.K: The instructions on how to change the resolution, and the low res version, are much appreciated! How nice of you.
You used some of my favourite paintings in this game, and I love the idea of pulling superfluous things out of them. Awesome job.
It was cool to see which pieces of art you chose, and fun to shoot up Voice of Fire, but I had trouble getting shots to register on the other paintings, and the camera was very jerky.
The music made this a pretty soothing experience. It would have been nice to cut down on the obstacles for the first 5-10 seconds of play or so to let the player get a flow going. The experience of flying felt more like the experience of crashing, over and over, since it was very easy to hit obstacles right out of the gate. Since you were trying to convey the experience of gliding, a very smooth movement, it was jarring.
I loved that there was a commentary option.
This game had a cute, yet eerie atmosphere. The colour palette was great. I enjoyed it a lot, but the walking speed is slow enough that I might not go back and beat it.
I had some graphical glitching, but was able to play the game anyway.
It can get tricky, and I love the trade-offs in the gameplay. Smoother controls would have been nice, I guess.
This game was an absolute blast. I played it over and over again trying different combinations of gameplay, geometry and color. That adjustment system turned a simple yet fun game into something really marvelous. Amazing job!
This felt a bit buggy and incomplete, but you did a good job with the movement. It felt really free and natural.
You put together a beautiful palette, and the audio was awesome. I did actually grow sleepy towards the end.
This was wonderful. Thank you.
I love the concept, but the movement was way too slow for my tastes.
The most unique take on a maze game I've seen so far in this LD. Nice job.
After I ran for a few screens, the game restarted, set me back at the beginning, and froze the controls. No potato appeared. I'm not sure why this might have happened.
I enjoyed the movement in this game. The double-jumping and firing felt really natural.
Too bad there's only one level, I would have loved to tackle more paintings.
You got the graphics to bounce and loll perfectly, especially the soldier movement. It made the whole thing feel very playful.
The jumping sound effect and playful music were really great.
@Dietrich Epp:
If you got negative 1.5 million points, it's likely that you missed out on the other two screens. There are three screens that fill with boxes (house, heart and garden), and you swap between them with S and D. All the unattended black boxes on those two screens probably added up to a lot.
I certainly could have done something to make the presence of the other two screens more clear.
There were a few bugs in it, but it managed to create a pretty good impression of brush painting, right down to swirling your mouse cursor to pick up paint.
After comparing resemblance, the image disappeared.
Instead of paint making transparent trail, it blends the colour with white, which is good for normal painting but bad for painting over pictures.
I'm really impressed with this. Amazing job!
Nice atmosphere and story, but as others have said, being able to drag on the circuit puzzles would be much better.
I found a bug: Clicking the Play button after the credits have rolled once when you fail a puzzle causes the screen to flicker, but nothing else happens.
A different shade of blue for the blue squares would have been nice. They were hard to see against the water.
I agree with the other points, too: no life bar, no score, and not being able to move all the way down the screen detracted from the game.
I'm going to keep coming back to this one until I win! Awesome game.
The movement and jumping felt a bit mechanical, but the whimsical graphics were cute.
I wish the ghosts wouldn't get stuck on top of the princess so often. Other than that, this was a cute game.
Unrated because graphical glitching made this unplayable for me. Too bad, because it looks really awesome.
There's a nice message here about game development, plus it was funny and the games were creative.
Still, the second game didn't work for me. After clearing all the shapes, it wouldn't let me advance to the next stage, just kept replaying the second game over and over.
This was really something. It's a great mini-game collection, tied together by a funny idea, and the barebones graphics make it a fun guessing game: which games are inspired by which attractions at Disneyland? The controls were very intuitive, and the games were at just the right level of difficulty. Amazing job.
The game sometimes hung up for me a little but, but that might be a problem on my end.
You managed to make this pretty chilling. Well done.
"System Error: The program can't start because MSVCR100.dll is missing from your computer. Try reinstalling the program to fix this problem."
Trying to play on Windows 7. Seems like an essential file is missing?
Salamander3: I tried to play it directly from extracting, and didn't modify or move anything.
Oh, this was an awesome idea! I got to the level with a number written out in words (#6?) before throwing in the towel. This was a lot of fun. Fantastic job.
Some feedback on when enemies were hit would have been nice. I left and reentered rooms several times looking for things I could kill before realizing it would take a number of shots to destroy the volcanos and so forth.
Ow, my eyes.
I like the idea of obstacles you can only see some of the time, but I can't play this for long without getting a headache.
Something about this game makes the slapping sound incredibly funny. Watching the arm ragdoll was pretty funny too.
I love how much is contained in this tiny package. You have a beginning, middle, and end, a structure, puzzles, a hub area, and even a credit roll...it's like you put in juuuuuust enough of everything to make it feel like a bite-sized version of a full adventure game.
The collision detection was a bit wonky, and the shape being a diamond didn't help that, as fun as it was to jump around as a diamond. Still, you had an impressive number of levels and a variety of level styles. Nice job.
This was delightful. I wish there were more levels that I could play!
Maybe a bug: When I grabbed a pill near a wall, sometimes I would kind of hang there and couldn't move parallel to the wall until I moved clear of it.
I get that there were clever solutions to each level, but the effect of solving the puzzle would have been stronger if the movement was better. Having it seem completely possible to complete a level the "normal" way would do a lot. It's easy to just get frustrated with the jumpy glitchy movement and jumping and quit. It would have been a lot more fun to play around with the levels otherwise.
"RPGVXAce RTP is required to run this game."
I thought the RTP was included?
This was a really nice story. I liked trying to pull Red into the fantasy, encouraging him into space. Once choice said it all: "I made it" vs. "We made it."
I think a few different directions to the levels would have been nice. It seemed like even if I hit bricks on the side, I would still move forward, instead of bouncing back like I expected to. If the bouncing mechanic were refined a bit, levels could go vertical as well as horizontal.
What a clever idea for a simple game. Nice job.
The only thing I would have added was something to keep the window open to view the endings, for people who don;t run it from the command line. Clever idea.
This game blows me away. It reminds me of feeling nauseated and anxious, and somehow manages to do that with a breathing sound effect and black scribbles. Well done.
I love how self-explanatory this game is. The mechanics instantly make sense, without any tutorials, demonstrations or read me files.
The walking speed for the girl was irritatingly slow.
Other than that, this was neat. I liked the narration at the bottom of the screen.
It's a shame this one didn't get a bit further along. I love sidescrolling RTS games.
I get no images when I play this on Windows 7, just a black screen. The sound and music run as normal and respond to the controls.
I wish this lasted a bit longer. The concept was neat but because it was so short and easy, strategy never came into play.
This is a really great way to interpret the theme. You can see how it was inspired by the art without mimicking the art itself.
The concept is nice, but the game feels very short, probably because after completing a level it pulls you back to the title screen. Even just starting a new level after completing the first would make the game feel longer and more fleshed out. I know clicking the play button again doesn't take much effort, but how many people stopped after they won and were served with the title screen again?
I loved the mirrored level showing hazards on one side and health on the other. Getting the hang of collecting one and not the other was tricky. Awesome job!
I love how subtle this game is. The feedback each box gives back is perfect, especially the audio.
I love games that convey movement like this. I wish that the jump would be just a little higher, though, so there wasn't as much jumping and hitting the edges of platforms, only to fall down and die.
The difficulty of this game should come from bad planning, not from failing jumps that seem perfectly reachable.
"Unexpected error occurred while running the game."
I get that message when I try to run, no other details available.
I'm on Windows 7.
Cute idea for a game. I wish the difficulty picked up a bit more quickly. I was spawning two or more levels at once because doing each one by one was a little tedious.
Twice the game froze on me after fighting imps, when I had the best gear and after crossing the bridge. I never heard any sound, either.
Still, it might be a browser issue for me and not a problem with the game. I enjoyed it nonetheless.
The types of things you can do with the bombs are really interesting in this game. As early as level 3 you have complicated, several-step solutions involving using bombs as platforms, knocking bombs into other bombs and so forth. Definitely a fun concept.
What a unique presentation for a set of timed puzzles!
Jockeying the volume while dodging spikes and listening for clues was a neat experience.
You did a fantastic job of making a murder mystery without words! I wish some of the colours would have been more different from each other, especially the background colours and the shirts. Juggling dark green and light green, or pale pink and pale purple was a bit of work.
But you did a great job with this!
I drove through a house and a couple of walls at some point. Whoops.
But this was frantic and fun. Nice job!
Hahaha, this is a great little game for three hours!
My score: 264!
The base game was pretty cool. The extra bits you made...well, I'm glad to see somebody playing around with meta elements a bit!
archaeometrician: Sorry, the link should work now!
Starspell: Thanks for the feedback! Yeah, I definitely needed some less-linear math on the difficulty curve.
To put items in the trash, you just drag them onto or above the trash and release the mouse button. If you're too far to the right or left, it will fall beside or in front of the trash instead, so you do need to be accurate. Chicken legs are (by design) the most difficult thing to put in the trash because they're the widest, and strawberries are the easiest.
I always go out of my way to try out your entries. I love the way this one turned out! The "puzzles" were pretty intuitive, overall, and I enjoyed discovering how each one worked.
Exactly as the title says, huh?
This was cute. The explosion animation and sound were good, so I never got tired of seeing them. Which is good, because you see them a lot.
What happens if you win?
This was a really cute package of games! I didn't find the first game too cryptic at all, but I did try typing on my real-life keyboard once or twice first. XD
This was really impressive! The minigames were very creative.
This was a really neat concept! Given more time, I would have loved to see what other puzzle concepts you could have implemented (doors and switches, weight-based puzzles, etc.). It'd also be nice to be able to destroy clones, so you don't have too many running around after a while.
I really enjoyed this! It would be nicer if conflicts would resolve a bit faster. I had a large battle tying up the middle of the map for most of the game.
This was charming. I found the dramatic sound that plays when you lose both annoying and hilarious at the same time.
I loved the handmade rocket sound effect.
I like that the unpredictability of the weapons switch could go in or out of your favour. That made the change something you anticipate and dread at the same time. Given a bit more structure and polish, I'd be interested to see what you could do with this.
It ran a little slowly on my computer, but it was a well-executed game, and funny too.
This was really cool! I wish the shooting controls had been decoupled from the buttons that turn you, though. In fact, I would have preferred holding down a button to strafe rather than juggling both WASD and the arrow keys.
The polish on this, especially the menus and screen wipes, is really impressive.
mtinkerhess: That's not a crash, that's the game ending because you ate two cookies! I didn't have time to put in a game over screen, it was so down to the wire.
You can't move cookies, only your work stuff. You have to work around the cookies.
I loved the idea of keeping the boomerang in the air and trying for combos, but the hitboxes on either the zombies or the boomerang were too small. Frequently I'd throw the boomerang and have it seemingly pass through a target. The boomerang is too hard to aim precisely when you're keeping it in the air, so a larger boomerang radius or bigger zombie hitboxes would be a big improvement.
This was fantastic.
Might be a problem on my end, but as the rooms got larger, the framerate got far too choppy and I had a hard time completing the climb-jump combos in large rooms like the main room. But on smaller rooms, I did just fine.
Amazing level design, beautiful job all around.
What did I just play?
That was weird, but funny, but philosophical. Al Gore has the right of it!
There were a few minor glitches with music not restarting after you die, or the blue underwater filter disappearing. They were all pretty inconsequential.
I wish the game could have taken place on more pieces of notebook paper with scribbles!
Seriously, this was weird but I really liked it. Awesome.
The physics are easy to grasp but difficult to master! This mechanic is really amazing and you did a great job with level design. Awesome!
"Error:
src/states/Game.lua:51: Cannot create canvas: Not supported by your OpenGL implementation."
Is there something I should download so I can play this properly?
I love the children's-book aesthetic! You expect something different from what actually shows up.
I played through both stories a couple times each. I loved picking the campiest Hollywood dialogue at every opportunity!
The restart link doesn't seem to work correctly for me. Maybe it should link to ld29/ instead of ld29/undefined ?
I'll echo what other people are saying: turning at other angles than 90 degrees would improve the game tremendously.
Also, this is a minor gripe, but the text in the top-left corner is white, and so vanishes when you're burrowing through the white planet. If the letters were outlined in black or red it would be easier to read.
Enzo42: Which parts did you find hard? Was it a problem with how the creature tracks you? Or was it the regular enemies?
Conchlab Games:
I should have been more clear! The source is .py, so it should run on Linux too!
Conchlab Games: Let me amend that: it's Python 2.7, but has a dependency on Pygame 1.9. Pretty sure Linux and Mac come with Python 2.7, and Pygame can be downloaded at http://www.pygame.org/download.shtml
XrXr: Thanks! Getting the movement on stone vs. ice took some tweaking, so it`s nice that the ice has a good feel to it.
If you stand on stone for a while, the creature stops hunting you temporarily. And of course, he can`t kill you on stone either. Patches of stone are your safety net.
Crowbeak: The tunnel escape was definitely designed so that A) it's impossible without the wings and b)it looks dangerous and you panic even if you have the wings.
Both the graphics AND the audio are really juicy, responding to the play so well. I'm floored. Amazing job.
I love the graphical style. You did a fantastic job!
As others have said, a little more interactivity or choice would have been nice, but as it is, the story you tell is complete, so it's hard to complain.
I loved the concept! It would be nice if it were a little longer, maybe with different types of daydreams. Great job!
Something with the collision detection and movement seemed wonky. Sometimes I'd be able to "climb" up the side of blocks. The jump height seemed inconsistent as well.
But I love the idea of blasting a way down into a pit and then having to climb back up, all on shifting platforms!
It crashes when I try to run it. I'm on Windows 7 32bit. There's no specific error message, just the Windows "This program has stopped running."
I played this way too many times.
Awesome job.
I found that I could fall off the screen and objects would appear inside blocks. Maybe there's something you could do to improve collision detection?
Great job! Maybe I would suggest making kick a different key from K, since it's a little awkward to reach K from Space.
Keep on programming! You're learning something incredible at your age.
This game is slick, simple and fun! It starts out a little bit slowly, but when it picks up it's really great.
I liked this a lot! Finding the different thematic treasures was a treat, and as others have said, the spacing of the shells was just far apart enough that you weren't sure if you were going to make it.
I think I would have been happier if the field of view had been a little wider, but the narrowness does lend a certain feeling to the whole game.
This game is funny, but as the number of body parts starts to pile up, the game slows down on my low-spec computer and it becomes impossible to get people into the barrel.
Since the name is about peeling, I expected the pieces to peel instead of just disappear!
Fun little concept, though. Maybe turning the speed of the arrow down slightly would be good.
Either the hammer's hit box or the meme faces hitboxes are too small, because I could hit grapes consistently, but I barely could hit any faces at all.
Great try!
It's a big laggy, but I love the idea. I had fun burying a bunch of jerks!
So how many endings are there? I got two, by playing two completely different ways. Absolutely stunning. You should be proud.
I wish I had known that it ran in real time. The first day or two I wasted time and villagers died because I wasn't gathering as much food as I could at every opportunity.
Sometimes I'd upgrade and nothing would happen.
After examining something once, the game would tell me I can't examine that thing when I tried again.
Also, the commands were unintuitive. Why couldn't I assist the farmers, instead of gathering food on my own?
I did see the ending, and I liked the concept. The execution was just a bit wobbly.
This is incredible. It's funny, of course, but the gameplay is solid too!
I love how much you've been able to convey visually with the chunky pixelated style, too.
This one crashes when I try to run it. I'm on Windows 32-bit. The console window closes right away, but it says something like "Failed to open GLPW window."
I really wanted to play this! I'll check back in a few days to see if there's a fix.
Jonathan Whiting: Sorry to keep you waiting! Here's a screengrab of the crash:
http://imgur.com/G9SabZN
Great job on BOTH games!
About the second one, I felt like it would have been nice to be able to burn the cups by knocking them into the lava. I expected to be able to, but nope. Would have made my life easier.
But still, a game within a game? Fantastic job.
I get an error when I try to run the executable .jar:
"Could not find the main class: ca.mapboy.GameLauncher. Program will exit."
I'm running Windows 7 32-bit, and I think my Java installation is up to date. I'm not sure what the problem is. Sorry I can't be more helpful.
I enjoyed the basic concept! Trading games like this are usually pretty cool. I wish that there was an element that increased the difficulty, though, since it was pretty easy to start making piles of money once you buy your first planet. Maybe the lorries could have operating costs, or the market could periodically fluctuate. As it is you can find one profitable route, set a lorry on it, go make yourself a sandwich, and come back to find yourself a wealthy shipping baron.
Still, for 72 hours I really like what you did here. Good job!
Definitely has a good mood to it. It's very encouraging and heartfelt.
This was really adorable!
Once again, a stunning examination of life and the universe, through the eyes of this humble, yet noble creature.
I liked the properties of the different kinds of skills, like how the basketballs made enemies bounce far away from you.
I can't seem to jump, for some reason. I'm running Firefox 31. If it's an error and you fix it, I'll give it another shot.
What a delightful puzzle game! I would play more of this, for sure.
This was cute! The characters had all kinds of things to say, which I wasn't expecting. Nice little jab at RPG conventions.
I'm not very skilled, but I had a lot of fun with this!
I enjoyed how chaotic and hectic this was! There are some collision issues but you've got the start of something great here.
The only complaint I have is that the degree to which my dancer bounced off of obstacles felt a bit extreme. Other than that, everything about this was incredibly lovely.
Congratulations. :)
This is very cool! I really enjoyed playing this, and wish there were more levels.
I think you meant to embed an iFrame, but it's not showing up for me.
If you can get it running or release a downloadable version, I'll definitely give it a try!
Echoing what others have said, I like the idea of the dungeon slowly getting smaller as you play, but in practice it makes the make too difficult to play very quickly. It would have been nice to see some variations in the types of rooms too, and some way to fight back against the trail of enemies that starts to accumulate behind you.
This is pretty polished for 72 hours, and I like that you have the option to play alone if no one is online.
I don't know what exactly you used to calculate the enemy movement, but the enemies move in fits and starts, sometimes not moving until you move or click, and other times they move constantly. They were unpredictable, but not in a good way. The walls also seemed meaningless.
This was a good attempt, though. If you could clean up a few things like collision and movement, it would be enjoyable.
This feels incomplete, but I love the idea. I would have loved to see what kinds of puzzles you could come up with for this concept.
@Managore, TriSquare, error031, tielbyrd, PlasterPhantom: Thank you so much!
@Jonapulse: My personal favourite is the line about blowfish. I must have listened to that clip like 50 times during development and it still cracks me up.
@Rodaja: You're right: I did have a pretty great time making this game. I'm glad it shows!
@Crushenator: I still can't beat it sometimes, so good for you!
@folmerkelly: Haha, glad you like the art. I'm not very proficient at arting. Or sportsing.
@Diventurer: Keeping it on your computer? :D That's high praise for a jam game.
@Alex Rose: Wow, thank you so much. That means a lot.
@TijmenTio: Glad you enjoyed yourself!
@Elemental Zeal Games Studios: Thank you!
@Virtually Competent: WOW, I can't believe I missed that! It didn't even occur to me that the effect continues if you spam the same button. Hahahaha, whoops. There's always a bug, isn't there?
I considered stopping the progress bars while you're invincible, because I knew that there might be people who would spam DIFFERENT buttons to win, but I figured that would be tedious and hard on the fingers (and you miss the show!) so I didn't bother in favour of addressing other things.
Well, I'll fix that in the post-compo version, I guess. Thanks for playing and huge thanks for pointing out the bug!
@sorlok: They are wonderful and I'll tell them you said so!
@Hob623: Thanks! I was aiming for about 1 minute of "content" per channel before things started repeating, and double that in audio length so scenes could have multiple audio tracks to make restarting after dying less dull. I'm pleased with how it turned out, but it still feels a bit anemic to me. I'll probably add at least another 30 seconds per channel in the post-compo version.
The graphics and audio are lovely, and the gameplay is simple but fun.
I really love what you did with the controls. It would have been easy to designate one or two buttons per screen, but you made entire swathes of the keyboard connect with a single screen, allowing somebody to mash random keys and feel like a guy in a movie. Amazing choice.
Tackling a multiplayer game in a game jam is no joke. I think you pulled it off pretty well on the keyboard, but I definitely want to try again with some USB controllers!
I won but I don't exactly understand how I won. This was fun to play around with and figure out how the letters moved, though, and the audio was awesome.
This was goofy, and reminded me a bit of Work Time Fun, but there's a surprisingly nice friend on the other end of that phone that boosts the Mood score for this game too.
It feels silly to say this about a laundry simulator, but I'm really, really impressed. Amazing job!
The turning is wonky, but I like the simplicity of this.
It took me a long time to figure out what was going on. I read the instructions beforehand and still had a hard time with it. It took reading the comments below for me to begin to grasp the mechanics, and I bet most people won't be that patient.
I think the biggest problem is that the interface is a very bad match for the mechanics. Because the buttons are on the same field as the shapes, I'll bet a lot of players were clicking at or around the shapes they wanted to destroy, rather than one of the many (too many!) squares at the intersection of the desired colour and shape. Why are there so many clickable squares? Moreover, when a square gets triggered by the sequencer, it lights up the row and column, which seems like a neat juicy visual effect but is actually very, very misleading. The average player will probably assume that they can destroy shapes in that row and column when a square is triggered.
My suggestion would be to ditch the large grid entirely. Have the device and a smaller, clearer 4x4 control grid in the bottom center and have shapes approach from the top and sides. Have the device emit waves that expand outward from the device to strike shapes and hit them with lightning instead of a wave moving from left to right. That way you can keep the core mechanics intact while maybe losing fewer players with a confusing interface.
The atmosphere in this game is just darling! I wish that the gameplay were a bit improved. I feel like there were too many customers, not enough empty seats, and things happened too infrequently for my input to matter. I left the game untouched for periods of time, only needing to do something when a phone started ringing. The changing seats mechanic never came into play.
Also, the movie is way too long. I'd rather do two or three short levels of escalating difficulty in the time it took to do one long one.
Still, this game has a lot of charm, so great job!
This game is pretty punishing. I think you had a good idea with the zooming mechanic, though.
This is a cute minigame collection! Each game could have individually used some polishing (a lot of the enemies were too small, for example), but the finger-on-screen control was novel.
I found it a bit frustrating that I couldn't destroy blocks with my attacks, so I'd often be helpless and held hostage to the environment, watching blocks descend and there being nothing I could do do dodge them.
If I could destroy blocks, I'd have a lot more agency in how I fought the battle. I like the set-up for the battle, though. It's pretty cool.
I love the way the dragon twists and deforms as you move the cursor. It improved how the game feels by a lot.
This was cute, and I really enjoyed the music!
This is the perfect example of humor through gameplay. I don't know how you came up with this, but it's a real treat. Well done!
Like others, I had problems with movement after battles. Certain directions would stop working for some reason and I couldn't advance.
I like limited-resource RPGs, so I'd love to see what the game would be like if you fixed the bugs.
Pretty neat! Small bug: If the lights are off when you die and then you restart the game, the lights are still off.
Congratulations on your first LD!
I found the responses from the suspects odd. A lot of them shared lines, and sometimes I'd ask a question and their answers would make no sense. Sometimes they screamed "LIAR!" for no apparent reason. One guy said he was visiting a friend and when I asked about his alibi he said he was alone at the time.
I think if you cleaned up the responses a bit (there are a few typos too), the game would be improved.
This seems like a good start to a game. Was bumping into enemies the only way to reduce their health? I couldn't figure out why my health would replenish, either.
Haha, captures the style perfectly.
The .exe crashes when I try to run it, without displaying an error message. I'm running 32-bit Windows 7.
I love the level design here and how you handled the concept of having everything on one screen. There were some frustrating bits involving block collision--sometimes I'd get stuck on the corners of blocks, and trying to jump straight up through a 1 block gap like on screen 3 was far more difficult than it should have been.
Still, this was really delightful!
I tried playing this, but it exited immediately without displaying an error message. The screen went black, and I heard a few seconds of music, and then I got kicked back to Windows.
I don't know if this error is the same one rabbit got, but I did install the DirectX component you linked to and that didn't fix the problem.
I was really hoping to play this! I'll check back again to see if there's a fix.
I finally found a PC that can play this! Worth the wait!
I think that the moment I realized that you could modulate the height of your jump AND the speed of your descent when wall-jumping down that one shaft with the spikes was when I knew this was something extra special. The one-screen shader is a fantastic idea (and only made me a little bit sick!) but you backed that idea up with Metroidvania gameplay that is absolutely rock solid.
Amazing job.
I feel like this needed some interface elements and a bit more structure to make it feel more fun and gamelike. If it had numbered levels and a limited number of snowmen or snowballs per level like Duck Hunt, or if your health were displayed and you were fighting for your life. As it is, it's a fun distraction for a minute or two, but there's little urgency and the scoring is too random to make playing fun.
This was fantastic! My only gripe might be that once a hero engages with an enemy, even by tilting you can't seem to escape. I lost heroes to bears every single time, and no single hero seemed able to kill one.
That said, you've combined two genres so, so well here, your visuals and audio were both excellent, and I had a lot of fun with this!
This was really fantastic. You really nailed this style of gameplay.
-On Level 3 I got an Orange piece of equipment! Super Shiny Leggings with +675 stamina, +450 health, a value of 2500 and 12.0x prestige. The dungeon wasn't a problem after that. That was the only orange I saw before the scores reset, so I must have been really really lucky.
-I wish you would give a pop-up notification when the server's scores are reset. Maybe a note of your final score and place in the leaderboards? Give the whole thing a minute to turn around? It switched almost instantly and surprised me.
-I wish that I there was a sell-all button or something. I was getting stuff faster than I could sell it. Dragging items to the shop to sell individually took too long.
-I didn't seem to be able to drag items directly from my hero to the shop. I had to put them in my trophy case before I could sell them.
-Finally, you have some floating point errors happening: Items would be, say, +0.300000000000002 Prestige. I don't know how you would fix it, and it wasn't a huge problem, but it looked weird in the interface!
I enjoyed this and would love to see an improved version of it! Please consider continuing development!
"The version of this file is not compatible with the version of Windows you are running. Check your computer's system information to see whether you need a 32-bit or a 64-bit version of the program, and then contact the software publisher."
I'm running 32-bit Windows 7.
I'll check back again to see if there's a fix, because this looks interesting!
I love the crazy crate bonus. The game is simple but Crazy Crates gave me something to look forward to.
You're pretty brave for making a second game after the compo. I think after I finished my game I didn't even want to be anywhere near my computer.
One hour (or in this case 1.5) hour jams always produce unique and interesting results. I can't say this is good as a whole, but it DOES exist, which is more than can be said for a lot of high-concept ideas that nobody ever bothers to hammer out. The idea is cool and I don't think anyone would complain if you came back to try and flesh this out a little!
This was goofy. I wish that it was harder: winning and losing both could go a lot faster.
Couldn't not try it with a name like that!
I liked how well the simple gameplay was executed. My only gripe is that hearts that spawn in the middle are a death sentence, since a new jellyfish will immediately spawn next to you.
The game was kind of bleak and hopeless, so I'm not sure whether it's a good thing that it also feels unwinnable? Crates would get hit by bombs long before I could ever walk to them--I never felt like I was actually able slow my inevitable doom.
Still, the mood was really nice. Congrats on completing your first LD!
I loved the tiny duck character. I could watch his walking animation all day.
Creative idea with gradually adding enemies to the same level.
At first I thought the main character's bug-eyed stare was that of a man who is work-weary and needed a good party. But then I slowly realized that it was a gaze of horrified dread. Work is recreation for this man, because when he has to clock out and go home, his "friends" insist on coming over and the real chore begins.
No, I can't throw out that piece of trash for you. How about, you're standing right next to the trash can and you stop being a lazy piece of human garbage?
I've been to parties. This game speaks to me.
I loved this take on the theme, even though as a game it feels a bit incomplete. You really made it feel like a glimpse into someone's PC.
There seems to be some problems with clicking on things after a couple days. Clicking on one icon (like MMORPG) will bring up the Banana Browser instead, for example.
You've captured the classic pinball feel here so well, especially with the graphics and sound! Fantastic job on that.
That said, I think the table design could use some work. The angles where things are placed seem to make the ball drop straight between the flippers quite often, there really isn't much to hit in the middle, it lacks some kind of loop to hit the ball around (not essential but a lot of tables have them) and it's hard to loft the ball in any meaningful direction using the bottom flippers.
Most importantly, everything needs a little more snap and weight to it. The ball is a little too slow and light, and the bumpers should probably push back more aggressively when they're hit.
Don't take those criticisms as a sign that you did a bad job, though. This is really wonderful for 72 hours and I played it for a long time.
This is an absolute riot! Well done!
One bug I noticed: I died, and at that time a wizard was throwing a dagger. When I went back to the title screen, the dagger continued on its path and hit the Toggle Music button, triggering it! I had already swung at Play so I had to play that round with no music. XD
I think the level design is a bit claustrophobic for how floaty the jump is. It's hard to get through small gaps with precision. I think wider spaces and more opportunity for the players to chase and collide with each other could work wonders here.
Kudos for tackling a multiplayer game in the jam, though: it's not easy, and I think you've done a pretty good job of it, all things considered.
This is pretty cool! It needs a Give Up button when you run out of ships and money, though. Or maybe there's some way for the island to generate its own resources, however small, somehow so the player doesn't "lose" long before the island falls.
Kind of a silly game. I couldn't find much of a use for parrying, but maybe I just suck?
This is unpolished and buggy (I fell through walls a lot), but you had a very cool concept. I think you should continue to work on this outside of LD31. Congratulations on participating for the first time!
I played this way more times than I thought I would! I enjoyed it a lot.
This was adorable. I also had some problems both with clicking and collision detection, which made the Quikies screen basically unwinnable, but this game was so charming that that didn't mar the experience.
I enjoyed this! At first it seemed like the "correct" responses were a bit obvious, but then near the end the customers started to shake up the pattern a little bit.
This is really well-polished too. Fantastic job for 72 hours.
Heh, your idea was similar to mine, but I like the way you've executed it as a puzzle-platformer. There were a few bugs, though--it was easy to get stuck in objects when changing channels, and if you "died," sometimes I would get stuck in some kind of infinite static loop.
By being very careful and by following the walkthrough I was able to finish it. I don't know what made you choose this type of music, but it's a nice, mellow, weird kind of track that fits well.
It's clearly not finished, and super linear as a result, but I like what you have. I would have loved to spend more time with these characters to see how they interact. And your art is fantastic!
I agree with what others have said about the friends being a hazard that block your path. It also wasn't clear under what circumstances my "health" bar would deplete, or even what that health bar represented.
I also didn't find the music very appropriate. For women, walking and trying to avoid street harassment is tense, but the music made it sound like a scene in an action movie!
I like that you took a simple avoidance mechanic and tried to say something important with it. Best of luck if you continue developing this!
This didn't really grab me at first, but then it got better with a few replays, where you can see yourself in other branches of the story.
This is a very cool mechanic and I loved the types of things you did with it!
(One small thing: I know this is a jam so time is pretty scarce, but the default camera settings in Unity tend to make me and other sensitive people a bit motion sick. In the future, if you could turn down the sensitivity a bit, that would be awesome.)
This is silly, fun, and well put-together for 48 hours! I definitely enjoyed it. It would be cool to be able to play with friends, but it's not a knock against the game that you can't--48 hours isn't a long time.
Pretty awesome prequel. I loved the dialogue, and it felt frantic sometimes, trying to consult the script and confirm the actions and dialogue. I would have loved another stage or two, but this is the compo so I know how things can be.
Awesome job!
Well, as others have said, you fall down almost immediately and the single-player opponent doesn't do anything, which makes strategic play pointless and even impossible. But the ragdolling is pretty funny. Tell your kids I love their character designs!
Having to manually reenter dates every time I wanted to travel somewhere was really annoying, especially since I could only scroll through the numbers one way. I was also disappointed by how little I could use or interact with things. Some objects couldn't be tried at all, for whatever reason--the cannonball, crayons and bucket. Blank canvases? Why can't I try and use the crayons on them? I just saw too many "I don't think they want that"s and "Are you mad?"s on things that seemed totally reasonable, like using the tie on yourself (to wear it, of course!).
But I can see that a lot of work was put in here, and I enjoyed the concept of what you have so far. The graphics are adorable.
I liked the concept, but often the options I could pick and the results seemed surprisingly different from each other. And oftentimes the orange text would backseat drive and lecture me when I did something "wrong." How am I supposed to know that I'm lying when I say I'm the cute person in the photo? I can't see myself or the photo!
The shield throwing and retrieving mechanic is brilliant. I would love to see a full game of this.
I'm a huge Bubble Bobble fan, so I loved the idea behind this right away. I think only one real execution problem mars it, and that's the process of picking up the frozen dinos. As others have mentioned, it's difficult to get around the levels vertically. The dash carries you across the entire screen, and the dinos are stunned for a very short amount of time, meaning often even after you stun them, it's tricky to pick them up before they're back to normal.
Aside from that, I like the multi-step process of taking care of the enemies. The graphics and sound are both fantastic, and you really made this feel like a complete, polished game. Awesome job.
I was surprised at how cinematic this was, so to speak. It wasn't a very polished game but I really felt like you tried to tell a story and didn't let anything intimidate you: cutscenes, and camera panning, moving back and forth across changing levels, programming in car chases, etc.
This made me smile. Good job.
It was a bit hard to understand how damage was dealt, but your dogs and cats were cute.
Tokushima is a pretty cool place, so props for including it!
An idea that immediately makes me wish I had thought of it. Nice job.
@qapn, SkyWolf: The speed thing seems to be a weird hiccup in how my low-spec development PC processes things. It runs at a completely reasonable speed on my (terrible) computer!
There might be a parameter I can change to fix it. I'll see what I can do.
@joppiesaus: You are correct about the refresh rate thing. Turns out there was a pretty unfortunate typo in the player character's update cycle. That's fixed now! Thanks for playing.
@nihilaleph:
The RNG must love you. No one who tested eveer mentioned getting either of those, and what's more, *I've* never gotten either, and I've pushed the vend buttons too many times to count. The drop rates on ultra-rares is between 0.2% and 5%, and then the pool of ulra-rares has a number of items, so your chances of getting either is quite low. Both? Extremely unlikely.
If no enemies were showing up, it just means you hit a long period between waves. After beating the boss, the enemies should spawn infinitely at an ever-increasing rate. I had to give players gaps between waves to have a chance to vend powerful items and replenish themselves, but if you had both Excalibur and Masamune, you probably would have never needed to and had nothing to do! XD
Wow.
Thank you for this.
This game is surprisingly hard!
I wish the combat interface were a bit cleaner. It was hard to direct my guys. I know that they're drunk out of their minds, so it makes sense, but it didn't make the game very fun.
Do you know what happens when the two destroy each other simultaneously? I do!
http://i.imgur.com/8r8Naiw.png
This is a pretty simple multiplayer game, but it's fun to watch how people adapt to each others' strategies over time.
As usual, you've put together a really solid entry. A lot of people have already covered most of the bases: cool shader, really moody, feels like a complete game, controls/movement are a bit wonky.
-The jump height seemed inconsistent to me. In Level 22, are you supposed to be able to jump and grab onto the walls? I generally couldn't, but I feel like one out of every eight jumps I actually could hook around the wall and grab onto it, out of reach of the cannons while waiting for the lantern to fall.
As others have said, the horizontal movement felt a bit loose, and movement in the air and on the ground was unpredictable. Tighter controls would have made the game a bit easier to grasp, and could allow for levels that were more challenging, platforming-wise. I liked the feeling of throwing the lantern upwards, and some of the most difficult, yet satisfying levels were the ones that force you to get good at vertical throwing. Horizontally, it was hard to predict the distance and speed, and it was easy to try to set down the lantern and wind up punting it across the level instead. The lantern also had a bit too much bounciness when hitting walls.
-That said, I liked the variety of levels you had. The early ones were a bit samey, but later on there were some that required a variety of tactics. The vertical shaft jumping between walls dodging birds, the one where you run a gauntlet chasing the lantern, and the one where you need to destroy only a few blocks were all standouts. The levels also did a good job teaching the game and easing players into facets of the mechanics even late into the game (like the one that forces you to try attacking bullets from a cannon).
-The knife itself wasn't very fun to use. It was cool to have it connected to the lantern the way it was, but I feel like it could have had more...urgency, I guess? I got very, very excited in the early levels when I saw the lantern's radius shrink after swinging the knife, because I thought that would be a crucial gameplay element, but it never came into play, even on levels where I was basically button-mashing to attack. I like that the lantern and knife are connected, but while how I used the lantern affected the knife, the reverse was never true in a way that mattered. I wonder if there's a way to explore that?
-Has anyone said yet that they hurled themselves into a pit? Because I sure did. It was purely instinctual: I overshot the lantern, it plummeted off the edge of the level, and without even a second thought I jumped down after it. The weird clenching I felt in my gut when I realized what I'd done will stick with me even after I've forgotten the parts of this game that weren't so great. (I was able to fall for a VERY long time alongside the lantern, an experience so atmospheric I consider it a feature, not a bug. In fact, if you're at all considering making more levels for the game...)
All in all, it wasn't your best entry, but it was still really enjoyable to play. I think you should keep exploring this concept, if you have the time and energy.
Short and sweet.
But what happens if you keep fighting the guy? I didn't have the patience but I am really curious.
Some type of feedback when you let an enemy past would be nice.
I love the animations, especially the paper enemies bouncing along.
I liked the idea of disappearing and reappearing enemies.
Pretty great for two hours. It was a bit challenging, but not in an unfair way, and the design of the second level was actually interesting. Also, shooting rainbows is just the best.
I liked that this had a lot of different paths and endings, but I think the story lost a bit of coherence because of how many different settings and scenarios it tried to cover.
Also there's a bug on the page for putting on your suit: a set injured = True shows up as regular text.
As others have mentioned, it's a nice idea, but the jumping bug and the camera make it difficult to play. I do like the setting as a series of lines on paper.
Unfortunately, there wasn't much to this. It was pretty cool to hit stuff with French bread though.
Crashes immediately when I try to run it on 32-bit Windows 7. No error message is given.
Awwww, that poor dad.
I loved this from beginning to end. The roll of all the words you used at the end was an awesome idea too. Are you taking metrics of this? >_>
This is an interesting puzzle dressed up as an RPG. It got fairly difficult, but it was interesting that you could brute-force your way through some challenges.
The interface on the screen gets hopelessly mashed together at low resolutions. The controls were also a bit confusing.
The timing was a bit difficult to grasp, but I enjoyed this! The music was great.
I was pretty stubborn about insisting the narrator is stubborn.
@A_K_:
Web and Mac builds are coming as soon as I've had a decent night's sleep!
@TeamOA: Thanks for the heads up. I thought I had fixed that, but it might depend on your resolution? I'll check it out.
@mooncalf: You're absolutely correct about the audio, and I hope to add it. That's a rather literal interpretation of the theme, though: Zeus might not be an actual monster, but...?
I can't tell if the author is a non-native speaker or just took a masterclass in bizarre internet memetic grammar butchery, but the result was surprisingly funny either way.
This was funny, and I was really impressed with how well you handled the randomly generated elements!
Audio is top notch. The music is wonderful, of course, but the variety of dinosaur sounds is staggering, and the percussion on the footsteps is perfect.
The game does get bogged down in later levels, in the sense that you've already lost when you're surrounded and can't outmanouever your enemies but playing through to realize you've actually lost takes time. Still love what you've got going on here, though.
"I...what?" sums it up perfectly, on the very first screen.
Some cringeworthy description in here, but I suppose that's the point! This would be a very inconvenient problem in real life...
Tijn: Thanks for playing! You should be able to just press A or D to restart the game after a game over. If that's not working, then there's a bug and I'll have to look into it.
And it is possible to reach the bottom, just fairly difficult.
batmanasb: I love how you can tell which placeholder art I didn't get around to replacing. Bees were pretty low on the list.
The three-stage movement mechanic is great. It takes a bit of getting used to, but once you do, the dash and stomp feel awesome. The obstacles are nasty, while also being completely fair.
I got a time of 9:12, since I had some framerate stutters in the web build because of my terrible computer. If you get a downloadable Mac build running at some point, I'd definitely give it another go.
There's something really delightful about this game--at least, as far as a game about dismemberment can be delightful. Really gives me some Warioware or Work Time Fun vibes, which is never a bad thing.
I loved the variety of minigames you got working with two buttons, and how intuitive they were. The betting added a lot of tension without feeling unfair. Awesome job!
I don't know how you came up with this color palette, but it really works. Awesome job.