Entropy by Supercannon 2013-08-27T02:01:00
Looks good, controls aren't annoying (on Unity+Mac, that's saying something), difficulty increase is paced well.
Foon → Ludum Dare Explorer → Users → Hume
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | Stunt Jumper | compo | 688 | 2.94 | 2.75 | 2.88 | 2.25 | 3.13 | 2.75 | 26 | ||||
| 2013 | 26 | Minimalism | UltraPew | jam | 123 | 3.54 | 3.33 | 3.15 | 3.15 | 2.96 | 3.52 | 3.19 | 49 | |||
| 2012 | 25 | You are the Villain | ARM: Alien Research Mission | compo | 190 | 3.31 | 3.14 | 3.39 | 3.29 | 2.68 | 3.18 | 3.11 | 2.88 | 56 | ||
| 2012 | 23 | Tiny World | Conqueror | compo | 556 | 2.77 | 2.53 | 3.05 | 2.69 | 2.42 | 1.70 | 1.95 | 2.48 | 100 |
Hume leaves an average of 41.2 feedback comments each event.
Looks good, controls aren't annoying (on Unity+Mac, that's saying something), difficulty increase is paced well.
I sucked at that. On the other hand, you did very well.
Do I have to exit the program and restart it to see the other endings?
Since you went to the trouble of giving your game some replay value, how about giving it a filename that won't get overwritten by somebody else's entry? I'm partial to "SuperNukeRomanEmpire_HDEdition_Brogrammers.jar"
The high score feature adds a lot. I like the art style.
Giving you any points for music would be putting your competitors at a disadvantage.
It seems like your server is capped at 80 kB/s. Most people only spend a couple of minutes on each entry, and yours is 5 minutes before they can even start playing.
I was going to wait for the download, but after 4 minutes of downloading the server closed the connection at 18.1 MB.
I'll come back and rate when you get better hosting.
Title screen was kind of awesome.
Not sure how the gun works...it changed to a pistol at one point and I didn't remember reading anything about that in the instructions (although I'm pretty tired so I have the memory of a goldfish).
It seems like you can enter the middle of a platform if you jump in from the side, but I didn't get stuck so that was okay.
Reminds me of Mario Bros., the original. http://upload.wikimedia.org/wikipedia/en/c/cf/Mario_Bros._Gameplay.gif That's not a bad thing at all.
"Shiny", not "shiney."
As you suspected, this didn't run on my Mac. It looks like it might work if you changed forward slashes in the paths instead of backslashes. Does that break paths on Windows? I forget. It's been a while since I did a game in Java.
Anyway, I saw shader loading and OGG and a whole lot of interesting technical details go by, unfortunately as part of exception stack traces. Too bad. See you next LD!
The art and audio are great. I was often frustrated because jumping a certain height is easy in most games, and it's very important in this game, but I found it much more difficult than usual due to high momentum and low friction.
That is some very specific criticism for a very, very well done Jam entry.
The parallax effect was good, but some of the effect was lost because the same shade of green was used for everything.
It wasn't obvious that the cow could fly, because normal cows can't fly, and this looked like a normal cow. But maybe that's a statement about Stubit Cow.
I liked the cow-themed clock.
Hey, you played UltraPew as "Play Ping on LD", so I did...sorry there was nobody on the server at the time ;)
I'm really impressed. It works, it's playable. I did have an input issue with the Java emulator but it was clearly not YOUR issue.
Really excited about your dev journal too -- I spent most of LD dealing with technical issues too, but you made a point of posting progress. Fascinating read, much appreciated.
Oh hell yeah.
Good music, good execution. Found the reds decayed a little fast in RED -- I knew what I wanted to do but it was still difficult. Didn't have that problem in any other level.
I love the audio, the level titles, the trails.
It was never obvious how the red tiles would interfere with each other -- which would get to move. Since it's often critical to get them to converge on you and interfere with each other, not being sure which was going to be blocked meant I was just blitzing and restarting a lot of the time.
Simply restarting was probably good enough for most of these levels, but I would have spent a lot more time thinking if there had been an "undo" state -- if I moved and the result wasn't what I expected, move everything back one turn.
Anyway, really good game, decent depth, and yes, box pushing is serious business.
Found the clues, followed the clues, got run over by a red cube. :(
"dead cow on a frozen pond," ha!
I didn't realize the purple box was a finish line, so the first time I played, I went around backwards. That was stupid in retrospect.
This was pretty cool, with appropriate audio, and minimal in the good way.
If I understand how this was put together, I commend you for your Twee hack. It seems like a ridiculous amount of branching for what amount to one choice.
And yeah, for the "perfect run" kind of gamer, it actually was fun.
Lots of polish, minimal gameplay. Unfortunately that combination is completely counter to my own priorities, but very very well executed.
I finished it. The jump in difficulty was pretty severe in that level, but it was satisfying to finally figure out how to get the bit pattern I knew I needed.
Mild spoilers follow:
I think I found a timing bug in an earlier level. I hope my notation makes sense:
out = sub(inc(inc(source(k=0, k+=2))), pass(pass(source(k=0, k+=2))))
This gave [65534, 4, 4...]. Obviously a stupid solution given that a one-module solution exists, but I think it should have given [2, 2, 2...]
"Loyal crew, our rocket is inverted very near the minor axis of this Chopin. We can't rotate enough to get a usable thrust vector. We are going to have to eat our way free."
"Yay!"
Much fun playing this. I wasn't quite sure when I would win, but it became clear how to win after I understood that the rocket can carry two types of cargo.
Appreciated the music, the potato stats, the undamped thrust, the playfield zoom, the seemingly perfect gravity implementation, the terrain deformation, and good use of potato.
Was surprised by the location of the terrain deformation under the center of the Captant -- I thought it would occur under the head.
Occasionally frustrated when the rocket or the Captant overturned and I could not eat my way out of the situation.
.-.. --- ...- . -.. .. - ... - --- .--.
- .... .- -. -.- ... ..-. --- .-. - .... .. ... .- -. -.. ..-. --- .-.
.-.. .. -... --. -.. -..- ... - --- .--. -- -.-- -... . ... - -.-. --- -- -- .- .... ..- -- . ... - --- .--.
This game made me love it and hate it, probably not for the reasons you intended.
Supposing you figured out the ship flying controls within about 2 minutes. What then?
I wanted more, but I was pretty convinced there wasn't. Or maybe that was just another level of meta...obscuring the goals too, and not just the interface.
Almost loved it. Wanted to love it. Marks will reflect that. Humor points added for your poem.
I agree that with the comment that the trail should match the size of the player. Beyond that, great geometry game, well executed.
Still broken
I finished this and it took me 31:00. That tells you that I was having fun for pretty much 31:00.
Loved the friendly unit AI (wander around camera), the squeaky toy alien sound effect, the variety of units. Wished I had a way to repair buildings. Killing garrisoned units when a building explodes would make this harder, maybe not better. But it surprised me when my building blew up and all four astronauts just bounced away.
Good game!
Started stuck in a wall, couldn't pick up anything, circles didn't do anything, no indication of what color maps to what number.
After I blew something up I was able to move around until time ran out. I scored 498 for my effort.
I think you needed more time, and I needed more instructions.
Full marks for theme! High five!
Great sound design. I don't know if I'm imagining it but it seemed to be mixing between two different moods of the same theme depending on how red or blue I was.
Locating the goal was difficult because those last few shades of blue are very hard to discern. I have no idea how you'd improve the mechanic without diminishing your treatment of the theme, though.
Thanks for this.
EPIC. Difficult, as you warned. Great music, art. As mentioned, the shadow indicator would be nice. In trying to get the shots initially, it helped to remind myself that despite the artwork, this is probably a 2D game internally :)
Minor gripes: Didn't see any way to get back to the title screen after a defeat. I had to exit the game and restart. As mentioned, the shadow on terrain would be nice, but I understand how that could take some time. You might have to mask and draw two different versions for the different elevations.
Minor art gripe: the perspective on the buildings looks like you swapped the order at the last second. I approve from a gameplay standpoint -- that last tall building is a kick in the goolies -- but, well, when a game looks so good, these are the flaws you notice.
1. Needs multiple humans.
2. Humans probably should not be using computer (some of the quirks seem pretty visual).
3. Will play later.
Looks like this is JVM 7-only. Java 7 on Macs right now is a bit of a mess. Bombed out complaining about libjawt.dylib. Probably not your fault.
Controls were easy. Did they reverse on me at one point? Seems like it maybe that was intentional. No problem anyway.
Gameplay was simple, once I understood I wanted to hit some of the cars. Yeah, I read the instructions, but when I saw the ASCII art I sort of glazed. Sorry, really tired.
Love the different modes, all the audio clips. Actually I need to emphasize that: the audio is great and really funny.
Appreciate the OSX love too.
Elephants: Bouncier Than You Think.
Thanks for this. I really enjoyed it.
Actually, it doesn't seem like you can tell where they want to go based on the stress level. For some guys, a certain amount of stress meant that they wanted an adjacent floor. For others, that same amount of stress meant that the target floor was at the other extreme of the building. I might have that wrong, but it's hard to tell the guys apart. I did much better moving guys to random floors than trying to figure out where they didn't want to go.
You mentioned that their floor would appear above their heads in the instructions. I think people would have gotten a lot more out of this game if that were so.
Regardless, I played this quite a bit and really enjoyed it. I kind of wish I were playing it right now.
And thus I learned what DMs already know: putting a bunch of minions around the goal and mobbing the player isn't very fun.
The idea here is solid. What's missing is feedback: Hit? Critical hit? Hero uses potion?
Also, the opportunity to build an actual dungeon would be cool. But then the hero would have to do some pathfinding, so I can see how you might not have had time for that.
Anyway, I had fun. I thought I might lose. I lost minion #5.
That was awesome, but I don't think I could catch his friends, and I didn't know how sad he was.
Apparently I won.
I DEMAND ADJUSTABLE SCAR LENGTH
I don't know how the characteristics affect your success in the duel. And can you spend money to upgrade your hat?
Curse you, Goatsville!
God, that bear is the worst thing I have laid eyes on this month.
Is that organ grinder music?
I don't think the fourth level can be completed. It seems like the trees don't burn long enough to damage the people they're surrounding.
I am so glad my formative years are over.
Simple controls and one-shot-at-a-time make this a timing game. I think I'd enjoy multiple concurrent shots more -- it would make the beginning easier but you'd have to be very careful as it speeds up. Maybe Santa loses altitude as he loses reindeer.
The game seemed to switch every few seconds between half and full framerate in Chrome. Ran as expected in Firefox.
Great job on the dithered-VGA style and the chiptunes.
Very specific comments for a very good job!
Very cool. No trouble running (win7, JDK 7). I think the top speed needs to be lower though. I could go a very long way just by holding right and spamming jump.
The theme seems absent here. Maybe he didn't pay his taxes or something.
Bonus marks for an ending that requires ctrl-c.
A+ would play oldtopman games again
The problem with submitting an unfinished game is that people take the time to play it.
I think this game is easier than you intended on a big monitor.
I'm a big fan of the rotate-thrust control scheme. Nice use of it here.
The rate of fire seemed a little low initially, and I would have loved to see power-ups.
+1 did enjoy.
More!
I hate to beat a dead horse, but the lack of playtesting and balancing was a real issue.
A game with this much thought and effort behind it deserves a slow ramp up so we can really appreciate what you've done.
@HumeSpeaks when you get it repackaged...I'd really like to try it out.
Nobody else is reporting this problem, so I won't rate and penalize, but my keys stick. If I press left, I keep going left for ever. If I press jump, it's bounce, bounce, bounce. Can't really give the game a fair shot with this going on.
OS X, Java 7 u10.
I fall through on the screen shown in the screenshot too. The console spits out numbers going up to 7, if that tells you anything.
I'd like to see what your team could do with a little more time (and, how do you say, a little less booze. Focus, grasshopper!)
I do love a story, even a tragedy.
Well done, sir.
On a replay, I trapped myself in the "burn every bridge" path. Not sure how I would have taken it if I'd done that the first time.
I hope I never receive a letter from the Alaska Fishermen's Union.
Linux only! Hard core.
Smooth controls, nice parallax scrolling background and a cute main character. I feel like he just wants to give the Earth some hugs!
I like how there are two tasks going on -- keep some blocks on screen, but try to accelerate the ball to defeat the player.
A larger playing board and smaller elements might give more time for strategy.
Don't have access to Windows at the moment, but I'll be back.
Not a rating comment (I'm going to retry) but I had a "deadly typo" issue on OSX too -- mistyped a command and appeared to get a new simulation with the same number, then a few commands later it crashed.
35 kills. Fell off the bridge frequently. Alignment is the hardest part, but I'm okay with touchy mechanics.
Like deathray said, I'd love to hit a double-bunny combo.
Very polished presentation.
Pacman froze on me at one point.
I disagree. I love the parser. And it's SHOW INTERFACES.
Driving game! Awesome.
Watch out for pedestrians. Suuuuuuure.
The window wouldn't respond to clicking the close button and I had to end the process.
Suddenly, from nowhere, a huge game appeared.
Those green dudes are wimps.
I was tentative at first, but when the music changed I knew I was going to have a good 48 seconds.
Level 2 broke me, but I had fun.
Very pretty; great text effects.
Difficulty didn't ramp up, as mentioned.
I really like this idea. A lot. I want to play more.
I had an issue jumping reliably though. I don't know if it was key combinations, or maybe you're not allowed to jump on a slope, or what. But I died a lot and cursed a lot because I hit the key to jump and didn't jump.
But yeah, this is an awesome idea. I will be back. If you have a website where you intend to post updates, you should edit your entry to add links. It's allowed -- just be sure you indicate that it's a post-competition version!
Should I complain because your gravity is actually not intuitive because real gravity doesn't work like that? Naah. Not reasonable. But I think it made the game harder for some people than it really is. Just FYI.
This is very clever. The backgrounds are clean and effective. I understand that the second sign is in the right spot if you get stuck, but I thought I had to read it, which means I was intentionally getting myself stuck.
I think this is a really good game that deserves a slight rethink of the first section, just to bring the difficulty up slightly more gradually. Concept puzzles first, then a dexterity puzzle, then combine, and then go.
I got a block caught on the top of the pillar shown in the screenshot, and then got stuck. That was a little frustrating.
The comments about restarting at the beginning are worth considering. My game had the same problem. People were much happier when they can keep the progress they've earned.
Yes, MOAR NSFW games!
I'll second the comment about the flash version being unplayably slow on OSX/Chrome. Unity player was fine.
I had the gear for at least two solutions. I figured I'd get her drunk and THEN give her the ring, but for some reason she was a lot less romantic after a thimbleful of pure ethanol.
And yeah, she's plastic and I'm asleep. Your main character is almost as sick as mine.
Good job!
This is really cool. I love the psychological theme.
I know other people have addressed it, but I got stuck in walls twice, and I walked left out a door and got stuck there too. So collision needs a few tweaks.
The music and the animations in this are among the best in the competition. You guys are great.
I liked this. Reminded me of the island levels from Wonder Boy. (That's Japanese for "Adventure Island")
I didn't actually figure out that the fruit enabled the wind until about three islands in. At that point, I started to wonder about something, and I'm still wondering. I don't think it's possible to finish the game without dying. Is it?
Anyway, this is definitely ripe for an iOS port, as Mike the robotophile indicated.
Unexpectedly epic, even for Jam. I struggled to complete the last screen, which was fine since it turns out that ended the episode.
What's behind the [censored]? What's the deal with the [censored]? And did my partner just totally [censored] my [censored]? I'll have to wait for the next episode!
Loved it!!!
However, I will never get over the feeling that hundreds of microscopic ninjas are crawling all over me and poking me in the endoplasmic reticulum.
Oh man. I gotta rate this before I forget how much fun I just had.
Great concept and mechanic, but I also found the controls sluggish...keep in mind that 200ms is just the animation delay, and there are other sources of delay you can't control that vary per system. Best thing to do is avoid introducing any more :)
Rating will reflect good concept and execution, and a lot of work in design that went into this. That's good
Oh dear.
I think there's something wrong with my experience -- the mouse was very slow (~1 update per second) and got slower as the game progressed. It was pretty much uncontrollable.
I probably shouldn't rate based on that experience, because I don't see anybody else with the same complaint. Sorry.
Aww, you can climb walls? How was I supposed to know that?
The awesome part of this is mood, of course. It's freaky, and the evil fish silhouette when the red eyes find you is AWESOME. Also the game over screen is great.
On the other hand, I didn't feel like the light did enough. Sometimes it got a little frustrating, like I was trying to find a game with a flashlight.
This is a pretty strong entry for its simplicity. But if you're going to tell the player they can move and jump, you should tell them they can climb. There's no reason to suspect that's possible.
Small criticisms on an excellent submission. Great job. Now I'll go play the post compo version and remember that I can walk on walls.
I think there should be a game over screen with a pause. I think I got up over 2000 points, but I was moving when I died and then I was at the title screen.
This is one of those games where the idea is original and works really well, so the simple graphics work too. Also, the increase in the generation rate works in increasing the difficulty and increasing the tension.
You could develop this more, add pickups, who knows. Anyway, way to actually produce an original game! I appreciate it.
Oh yeah...procedurally generated music?! Random blippiness works for this game. Cool.
I got a trophy!
It's a beetle shooter! I was actually pretty surprised at that. I managed to keep most of my health until the boss, when I stopped paying attention a little bit and he chipped me down a little bit. Shooting the boss bullets does make it easier.
If this is your second game, don't stop making games! They're already fun!
685 points. I wish you'd had more time, but you can't make deals with a 10 month old. Anyway for the time you had this is pretty good. I hope you keep entering LDs and have a little more time next time.
YES text adventure, YES humour, YES watching the bread's every move, YES smelling the hobo, YES optional illness.
A few synonyms in the parser would have been awesome. I can't tell you how many times I typed "GET" and "TAKE" instead of "PICKUP." Reminds me of another game back in the day where you had to "FEELUNDER." You should probably pretend I didn't say that.
Anyway, that was great. If you keep making these, I'll keep playing them.
I dug through your code a little big looking for the flickering issue, since I'm an LWJGL guy myself.
I actually didn't see anything obvious, but I don't think the LWJGL renderer timer is that bad if you're willing to have a *slightly* variable timestep for your engine. Nice framework though. Looked pretty similar to mine in places :)
I leveled up :)
I got into this. It took a minute, but you have to keep the speed down and get over quickly when you see a rock that's big enough to possibly hold fuel. Yeah, it was good stuff.
I had no issues with physics or collisions until the very end, when I was trying to fall back down to the Black Box of Hope at the bottom of the level but I got wedged between the side of the level and a few rocks. I should have just pressed R to get fresh asteroids too.
My wife recognized the sound effects, but this is a Jam entry so I guess that's not a big deal, and they were kind of funny in a new context.
Good entry!
I got the kitties to emulate my favourite Dune 2000 RTS strategy by alternating between gather and destroy at intervals. :)
I applaud your audacity in putting a 10 second loop in an HTML audio tag. For the record, I let it play the whole time.
I got quite a bit out of this, to be honest. Does that make me weird?
Invert Y is a funny thing, but there are some old-school types who started playing FPS games with it turned on, and we can't handle it the other way. I'm exaggerating a little...I can handle it, but it's really not natural flow and it really hurts my reaction time.
Here's another thing about Unity -- the default mouse sensitivity for almost every Unity game (for me and a lot of other people) is like 5 times too high. For this game, having it around 2 or 3 made the game feel approximately like a mainstream FPS. I think the default is 10. If you're going to stick with Unity, you should keep that in mind.
This is not something I usually comment on, but the fonts in this were awesome. They actually added to the game.
The environment was pretty good. I immediately liked the tiny cities. But hitting the spheres without invert-Y was a problem (now you know). The shots looked cool, but I wasn't shooting them correctly. I don't blame you for that.
In the end I died a lot and that was about it. But congrats on a great looking game.
I can't find a way to download this without registering for that download site, and it's full of sketchy links so I'm nervous to do that.
If it's Flash, could you host it on Kongregate instead? Sorry.
Doh. Hope you get the hosting problem sorted out. @humespeaks on twitter -- I'll come back and rate if you do.
Many many thinkings about this game.
First of all, I thought, wow, that looks awesome. I really need to try Flixel next time.
I didn't really feel like I could jump safely from island to island. I read your explanation of the fall death mechanic, and it makes sense to me as a developer, but to me as a player, it doesn't really. There are just some parts of the island where you fall and die, and others where you fall and live. And I made the same mistake as strega, thinking the bridges were solid.
Okay, that's out of the way. Wall jumping is awesome, the coins are big and temping and easy to see, the "I warned you!" shooting mechanic is cool, I love the backgrounds, everything is smooth and controllable. No technical issues whatsoever.
Solid, fun entry. Thanks.
This isn't terrible. It's just buggy.
You have a sense of humor. The game is funny. Mr. Dibbins' animations are funny. The crazy inexplicable setting is funny. The font is funny. The title is funny. The airdropped enemies are funny.
If I'm already that amused, all you need to do to make this awesome IMO is make it so that punching works and you don't get stuck on enemies, and have the enemies die a ridiculous death after enough punchingness. This is only partly broken, not boring. Boring is harder to fix.
Imma rate you now, and I bet it's not as bad as you think. But yeah, you should probably work on LD stuff on Friday nights.
Love the concept, the fake suicide note (the forlorn philatelist), and there's some challenge here to understand flow (should that affect typing speed?) and time your typos at just the right moment. For bonus points, I progressed from mucking with the cursor to trying to insert common letters to create common misspellings. I don't know if it helped; it was just fun to do.
Full marks for fun. I don't know if I've been more delighted with figuring out a game system during the whole competition. I'm weird that way, but this is awesome.
This was pretty cool, and I enjoyed playing it.
Here are things I said out loud (to my wife, who wasn't listening) during playtesting:
"Oh my God, the edges wrap. That's fairly important information. Why didn't it tell me the edges wrap? Crap. I was putting my planets in the corners. Crap. The edges wrap. Crap."
"Hey, if the edges wrap, how come any particles that fly over the edges don't get pulled back by my gravity?"
"That's a lot of carnage. I blame God for not telling me the edges wrap."
So yeah, all on a theme there, but except for that one little point, really enjoyable. Very relaxing. Needs spacey music :)
Awesome audio, smooth controls (usually), good particle effects.
I did see some animation issues and frame rate hitches; it looks like collisions take a long time to process in some cases. Honestly, I'm not sure why the team needed to bring in a physics library; when the whole game is newtonian physics and sphere-sphere collision tests, you can roll your own with reasonably easy math that will probably run a lot faster than a third party library.
Not a lot of LD entries had so much going on that optimization becomes an issue, so that's actually to your credit.
I had quite a lot of fun with this, and I would love to see more levels and goals after a little optimization.
Definitely a good game in progress here.
You mention a higher zoom level in your post-mortem. Perhaps that would have helped with my issue, which was determining ownership of a cell.
I hope you polish it up after the compo, because I had a lot of fun with your game and I bet other people would too.
I thought it, so I'll say it: "avant-garde." Okay, I feel better now.
This was cool. What do the lines on the world and the ball mean?
I would have won, I guess, because I got all the parts and got back to the ship.
The explosion physics got you humor points. :)
The content was stopped because a fatal error has been detected.
Simplicity as art. I played quite a bit of this. I love the harmonic tones for each asteroid.
Love a good hacking/stealth game. Good level design really makes this. I really enjoyed playing. Seemed like the hitbox on the player was maybe a tiny bit big, and I'm only pointing that out because I can't think of any other issue.
Good job!
A solid platformer. Lots of polish; the character seemed really well animated.
Aww, I didn't get to see the egg? But I did win and I had fun doing it. Heheh, doing it.
I got pretty far in this. Enjoyed it. Slight collision detection issues -- I think skinheads ran right through me a couple of times with no damage.
Good entry though.
Ok. Awesome concept. I really wanted to finish, because I bet your sense of humour made a funny ending.
I didn't finish because the reload is slow. SO slow. And birds can poop on you from so low that you don't even know they're doing it.
I really like this. High marks for fun, theme, humor, etc. I wish I had been able to finish.
Linux jar works fine on OSX.
Cool idea and works well. However, much like the UN, I couldn't move fast enough to prevent bloodshed.
Love it. I want to play the full version!
Oh heck yeah.
Great compo game. Solid graphics, good puzzles, lame funny jokes, good interaction, yeah...loved this.
Used Chrome; no audio. Not sure what's up there. I'll skip that category.
Ahaha, he can't play Diablo...good opening sequence
Stencyl and Unity plugins both make my browser show "stuck plugin" dialogs, which make them really annoying to play, so I didn't play this for as long as it deserved. I won't penalize you, but I can't rate what I didn't see. More mature plugins like Flash and Java do not have this problem.
Great graphics and premise. Good use of theme. Love the changes of state. Lots of promise. Wish I could have played more.
This is a great idea executed with considerable polish.
I agree with marudziik -- I would have enjoyed this better as a puzzle game, not a twitch game. I knew exactly what I was supposed to do, but by "Slalom," I couldn't accomplish it. I was too frustrated to play more, which is a shame.
Great use of theme, very solid technically.
This is going to be more harsh than usual for me; this means I think it's really good. You're clearly pros.
Music was great. Loved the translated messages popping up. Asymmetrical visual theme was boss. The "get 'em next time tiger" boss was a great nod to the classics. Loved the game to bits right up to here.
Difficulty scaling after the first boss was too abrupt. You need to master the "spirit jump" to handle that level, and I just wasn't getting it right. Maybe show four ghosts where I could rematerialize?
I would love to have played longer, but the second level was just too frustrating.
Hey, what about the theme? The play area was small, but really, I didn't see you address it except in that meta fashion. I wish I didn't have to penalize you here.
Okay, after that criticism, I'd consider this one of the best entries in the compo, and I'd say your 40 hours awake were well spent. Congratulations. Now go sell this.
Jumping to go faster was a bit weird, and lack of invert-mouse-y was killing me, but I loved the UFOs.
I reduced the mouse sensitivity and then my mouse axes were swapped, which was good for up/down (I always invert mouse for Y) but actually made me feel nauseous because X was backwards. I haven't had that happen with a first person game in like 10 years.
So I couldn't keep playing. Sorry.
Great game. On the second playthrough it was laggy, but that's a minor bug.
I think there might be something wrong with me that I loved stomping the cities and the people so much, but obviously I'm not alone.
That's the first game I've ever played that sang the instructions.
I love the painted parallax background and the friendly interactions that serve as checkpoints. The player sword hit area was pretty generous; I was able to do falling attacks near ants with it extended that surprised me as they hit.
I enjoyed this a lot. Thanks.
Unfortunately I'm only rating the competition versions right now -- I like the spirit of this game but I'll have to play the fixed version later.
As it stands, I couldn't jump after dying for the first time.
Good physics from what I could tell. The upside down ice cream sign made me laugh.
Great theme, concept, graphics. Love the moustache pickups.
I feel like flat 2D hurts you a bit here, because it's not really obvious where on Bill you can stand. I lost in the tutorial level, and I don't suck at platformers. It's just not quite there.
These are small complaints (remember, more comments means somebody liked your game more). This was really impressive and with a little refinement, it could be a game to play for hours.
What's here is really good. Controls work well, shooting is right on, you've got bullet-bullet collisions.
I think you needed more time. I think this is a good candidate for post-compo work.
Nice one!
You deserve a trophy for "best abuse of projection matrix," but I can't find a way to award it.
Definitely fun. There's an art to replacing desert tiles that I didn't quite master, but I beat the game anyway.
Possible improvements: more feedback on radius of protection for shrines; spreading disasters.
I rated this pretty highly, FYI.
YESSS!
Stupid feudal lord no let me in for banquet. I drink green water, all of it. Now I stomp!
This was totally cool. I'm not totally sold on the white flag castles, but I had tons of fun with this.
Can't play Windows-only games this LD, which is too bad because this looks great! I'll try to have something worked out for next time!
Sorry, can't play Windows-only games this time, but I'll try to have something worked out for next LD!
YAY text adventure!
Good sense of humor! I quite liked it. I'd like to see what you could do with a text adventure framework ready to go for next time!
Sorry, can't play Windows games this time; maybe next time.
Like mortehu, I couldn't make it past the second cannon. What I saw was good (particle systems for the lamps?) but more playtesting would have shown that most users find the game too difficult.
Don't feel too badly -- mine was the same.
This was a lot of fun.
Do the inhabitants really do anything? I tried enslaving a few but they didn't seem to mess with my extractors.
The first phase was great -- it was clear that the rain helped grow the trees.
The second phase was fairly unclear; I could drive the people back to their houses by raining on them, but I didn't know if I wanted to do that. In the end I just let them chop down all the trees, and then I got a score, but I don't know how the score related to what I was doing.
You have a great game started, but the player needs more feedback about what results from their actions.
Lucky for you, cheese is my second favorite thing ever!
This really was a solid effort and I had fun with it. Thanks!
Accordion soundtrack! Hilarious voiceovers! Cryptic inscriptions! Big levels with backtracking!
The graphics are way better than the title screen would indicate, and more screenshots would probably serve you well here.
This was an absolute sleeper. One of my faves of the compo so far. Only issue was a "plugin is not responding" popup that tended to steal focus at the worst times. I think it's a Chrome problem; I've had it with Unity games too.
The asteroids come slowly and lots at once. This is freaky when it starts to happen. Very good mood setting.
One thing that took me a while to realize is that my cat could fly! Imagine trying to play this game not realizing your cat can fly! Although, you can't blame me for not realizing my cat could fly. I have a cat, and if he flies, it's only when I'm not home.
Anyway, this ended up being really fun, but really short lived fun, because it's pretty hard to keep up, and you can only miss as many times as you have kitties in your harem (each miss is almost guaranteed to kill one of your lovely ladies).
A pleasant surprise!
Is your download link a placeholder? I hope you come back and edit your entry. There's still lots of voting time left!
I couldn't get past the menu screen either. (OSX, Chrome)
I was perplexed by the tutorial levels that didn't tutor me. I was expecting some kind of how to play walkthrough; instead it just seemed like it was the easier levels.
Controls were good, hit detection was solid. Graphics were clear.
I'll try to have a Windows computer available for next LD.
Love the soundtrack!
I wish that the level of difficulty started lower and then escalated; I feel like I just couldn't get started with this
Solid marks from me. The planet eating monster turns this game from goofy fun into serious business. That said, I kept dying until the beer store planet disappeared, and still didn't get anywhere near the finish. With the speed of the truck and the size of the smaller planets, it felt like luck.
If you add music, you'll need pre-beer music and post-beer music. :)
I'll start with this: A long comment from me means that I loved your game and I want to play more ;)
Love this. Love. I just wish I had slightly more direct control over the atoms so that I could have really gotten cooking with...I don't know, sucrose or something.
Polished! Responsive! Great graphics!
I'd have played for longer, but my browser keeps popping up "webpage is not responding" prompts with Unity player. This happens to me too in Java if I don't do threading right, but I suspect it's out of your hands with Unity, which is frustrating.
The level design shows you a shortcut from the third orb, then punishes you for your laziness if you try to use it! Sadistic Hume like!
Seriously, this is a very solid entry. It feels like level 1 of a game. I'd like levels 2-n as soon as possible, please ;)
You know what's a great idea?
This.
I've never seen this mechanic before -- sort of like bolas -- and I love it. More! More!
This is one of the stronger entries I've played.
The level of detail is great. Inherited names and inbreeding; attitudes; structure decay. I did get frustrated that 80% of a person's lifespan was spent walking from place to place -- I knew I needed to maintain houses, but unless they were built right up against the trees, they decayed faster than I could maintain them.
I want to keep playing this. I hope you'll refine it.
That's a pretty hard game! But very simple. It's easy to figure out what you should do, quickly. I would suggest that when you fly off the screen you come back automatically, because right now there's actually gameplay off the screen -- the enemy shoots at you but you can't really see what's going on.
I like this, but I'm not very good. I like the way the spheres tremble when the game starts.
Sorry I can't rate this on my Mac, but I wish I could!
A soundtrack and more levels (including multi-level levels like the screen you showed on "You Win") would be great. I want to keep playing!
You're a provocative one, aren't you?
No marks for fun, but full marks for making your point, in categories where that is a factor.
Sad to say I didn't beat it, but I sure enjoyed playing it.
Yes, there's a control issue playing with the applet. Yes, the OS X jar fixes it.
This was really well put together. Very impressive.
"Fonts, drum loops, drum samples, and sampled instruments are allowed IF you have the legal right to use them." -- from the Rules.
Here's Apple's legal stance on the loops in Garage Band:
http://support.apple.com/kb/HT2931
I'm going to take that as yes, you have the legal right to use Garage Band samples, and vote accordingly.
I finished the game. That says a lot. I give full marks for most of the execution. I really enjoyed the level of difficulty (I may have shouted an obscenity when you reversed the controls).
Great job, all around.
High marks. A goal you can really feel good about! I liked the message of spreading the music from person to person.
As noted on the web page, I did have performance problems in the late part of the game (including disappearing bitmaps; the background on the page included -- this was Chrome 18/OS X). But I was able to finish and the game was highly enjoyable throughout.
Innovative, good story, right on theme, great graphics. Good jam, guys. I look forward to checking out your other work.
This was fun enough for me to play four times. I tried different browsers (Firefox was a little less smooth and the high score list didn't appear after the prompt). Overall it was good. The "hold A and spam mouse" technique, which is called "death blossom" from now on, doesn't work because the bolts are too far apart. Either that or I can't spam clicks enough. But I did manage to break the sound effects in Chrome. I don't think that's your fault -- I closed the tab and came back and it was still broken.
I'm with stromchin -- couldn't stop shooting.
When I visit the link, the page works but I get 404 for LudumDare.swf.
I was just starting to die when the game finished. But other than that, it was pretty great. I liked the sinusoidal attacker curves. Knowing how those guys were going to move doesn't make it easier to hit them. And the time limited power ups were good.
I wish you'd had more time!
Too...many...aliens...d'aww!
I played the web version and there was no jerkiness. Smooth like buttered silk :)
I'd be really excited for more content here too.
NASA approved -- I laughed.
Okay, war is pointless. But were you going to take this farther? There's detail in here, like your friendly troops levelling up.
Anyway, this was fun for a while. And war is, ultimately, pointless.
Easy mode was easy, because I didn't really have to move (since I didn't have to avoid the red blood cells). Hard mode would be really, really hard.
I think I got to Right Foot before my hand got tired from tap tap tap tap.
This was great. I explored for a while, killed some beasties with my blocks, had a good time. 44 points.
I'm confused by this. Mostly in a good way. The world is confusing in a fascinating way. It does invite you to explore. I would have liked to have a reason to stay longer.
Mostly I want to know: What's the story with this strange place? Will the golden orbs tell me?
Final note: the mouse is really sensitive on OSX, and I really wish I could invert the Y axis too.
You built a game with science in it!
I enjoyed this. I would have enjoyed so much more of it!
This was fun. I did have a control issue with clicking (dragging works much better), but not so much that I didn't play all the way through.
I really like the sense of humor here. And I'm a sucker for the fact that your different celestial categories had names of real items that you drew attention to. Pleiades! M31! Awesome!
Maybe it should be possible to see farther as the meltdown progresses.
I liked it and I gave it a lot of tries, but in the end I gave up at level 3, which is a shame because I think you've put a lot more work into this than that.
This is in no way your fault, but the SourceForge page to download the OpenSLUDGE engine (for Mac) is returning 500 errors at the moment, so I can't play :(
This looks great. I bet it's a hassle, but if there's any way you could distribute a compiled executable for other platforms, I bet more people would rate.
Okay, let's run down the experience.
1. That was a pop tart? I wasn't imagining things?
2. Those dirt balls have eerily accurate aim.
3. AWWW ending.
I am a sucker for this kind of game and I had fun playing yours. Thanks!
Tower defense on an...icosahedron? Woo!
Well, the enemies don't attack the planet. But, the turrets work and can be upgraded. That's all good.
I think that if I could have died, I would have very quickly.
Definitely more work to be done here, but it's a good start, and I like the vector-y style.
I did have a little trouble figuring out where I could and could not put a fishing flag.
Humor points for your writeup here.
Multiplayer: check (I think).
Kill some rats: check.
Grief a player: check.
I mean, a health gauge would be nice, and maybe a little less tiny would be good too. But this is good stuff right here.
This is actually packed with features, the mechanics are smooth and predictable, and the writing is funny.
Good stuff Darien!
Hey, it's an original idea! And it plays! I yearn for a little planet-destruction animation but this is well-executed, clear, simple, fun.
Coming back to this.
This is the game I wanted to make, but I'm glad I didn't, because you did a better job of it than I would have...despite what you say about it not being a game.
I think you could make a platformer out of it. In fact, I think YOU SHOULD make a platformer out of it. Or, whatever more creative idea you come up with.
I'd love to see what more you could do with this.
This was fun. I didn't quite get the hang of why I would hurt myself jumping between planets sometimes and not others, but I still got far enough to see quite a bit of content.
Very polished, as others have said. If this is your first entry, I'd guess you have a lot of great LDs ahead of you. But that's only a guess based on my first time.
Great entry!
This is why you work in a team. This looks amazing. Never mind that I died in under four seconds in the first three games.
Gorgeous. I want to keep playing. Must rate other entries.
Looks great, plays smoothly. I know that no diagonals is part of the challenge, but I can still wish for them.
The artwork here is truly top-notch. And I'm not sure if the white flash is a workaround for missing artwork or animation, but man does it ever get your attention. "Hey dummy, don't step on that!"
Great entry!
Simple. Beautiful. Beautifully executed. Controls are great. Mood is perfect. Multiple "sprite" sprites is a good touch.
Like a lot of games with edges, I had issues with my sprites being hit by flies before I could react. This is not unique to your game. I just need to learn to keep my sprites away from the edge.
More of this. More from you. Please. :)
This is playable, looks good, the writing is funny and the sound effects are entertaining.
You're creative enough to put a spin on the gameplay as well as the art and writing. Maybe next time you'll take a risk there as well.
Finding the controls on Kongregate really helped, but then I got stuck on the side of an asteroid and locked up my browser.
The stack trace is not in my clipboard now, frustratingly, but it was in Artemis exit() via box2d.
The cave man in space was incongruous and funny. Glad you left him in :)
I read the description about how we form our individual world. As suits my oeuvre, I went left and in a straight line.
I found nothing but walls, and every wall I broke down had only another wall behind it -- nothing more.
My world is barren and empty. I want to cry :(
It is! It is Bomberman! As one minigame half of a game. And quite well done too.
Nice work! Runs perfectly in Chrome BTW.
Chrome says this appears malicious and won't let me play :(
My dudes didn't randomly disappear...but it seemed to think I was landing them on top of each other when they appeared to be safe...and packing them onto one side of the planet seems to be the winning strategy, so this is important.
I got into the gameplay once I figured out that WASD didn't work, and had fun with this.
I'm really bad at fast-paced score-attack twin-stick-style shooter... hyper fighting games, so I didn't get very far. But what I saw was vibrant and smooth. Do like.
It's too bad I didn't get to see more of your hard work.
I had a serious cow underpopulation problem, but we worked through it.
I had a lot of fun playing this. The simple graphics didn't take away from it (I was shocked at the gore actually...hilariously unexpected).
Nice one!
The Unity web player wasn't showing up for me. Not sure why. I've been able to play other Unity games just fine.
The graphics are great, and the bouncy physics are fun.
The control scheme is the only weak point, which has already been covered.
Great work!
I got through...no secret level for me either. I love a puzzle game, especially a well-constructed one. Good job!
No luck getting this to run. Busy mouse pointer, then nothing.
Working on Windows, however I can't playtest full screen apps here and ctrl-F results in a black screen. Will try again from home.
Great art, great controls. The arrows require skill to properly use. I enjoyed playing this.
Congratulations on a polished entry.
Yes, control issues. But this was seriously fun.
The cats (?) can damage me. Hmm...can I eat the cats? I tried. Maybe that's why I lost.
I've failed the empire :(
Level 3 is a BIG step up.
Awesome fun. I could break my mouse this way.
Luke O'Cyte! Awesome
LD30 — Connected Worlds (1)
Chipset-0 by deepnight 2014-08-25T14:16:00
Where's the source?