Sprites.CSV: Cute,Snuggly,Versatile by awppy 2014-04-29T04:17:00
Great pixel art, and a really fun 'twist'. Wish it was a bit longer though!
(My attack was a chicken, which is excellent)
Foon → Ludum Dare Explorer → Users → hyouko
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Drift | compo | 514 | 3.25 | 2.88 | 3.38 | 2.36 | 3.13 | 2.62 | 2.65 | 2.60 | 49 | |
| 2014 | 29 | Beneath the Surface | One Cold Night | jam | 140 | 3.58 | 3.14 | 3.70 | 3.98 | 3.78 | 3.51 | 2.66 | 3.87 | 88 | |
| 2013 | 28 | You Only Get One | Seedscape | compo |
Great pixel art, and a really fun 'twist'. Wish it was a bit longer though!
(My attack was a chicken, which is excellent)
Excellent fun. Maybe some collectable powerups to restore mana would be good? Also, as others have noted, it's super easy to click outside of the small window and accidentally lose focus.
LOVE KEY ADDED TO INVENTORY
(This game is pretty great. Slightly sad that the music stopped after I died and became a Dead Turtle.)
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Well played, sir.
I like the music and the style, and blowing up the Evil Earth is lots of fun.
Extremely clever and novel use of simple hardware that almost everyone has. Good job!
Feature request: ability to leap out of the water like the beautiful mermaid I clearly am.
Really crisp looking art and nicely complimentary music, but unless I'm missing something it's just not possible to avoid some of the obstacles.
(Is it really possible to survive, anyhow? The game over screen suggests that there's not much left of the planet regardless...)
For a worm, you sure spend a lot of time above bottomless pits! Made it as far as 'Let's Fight' but couldn't get much further (even with a controller). Something to indicate where the goal is relative to your character would be helpful.
The platforming reminds me a bit of Nifflas' early stuff (Within a Deep Forest, for one). The controls can be a bit bugged - I was stuck with my character moving right constantly for the first few screens, which made it very challenging indeed!
My brain struggles with the way the controls flip when going backwards (in a good way).
Could stand to have some nice ambient music in the background, perhaps!
Neat proof-of-concept, and I love the way the character animates / controls. Once I figured out how to lay the beacons, though, the worm virtually never went for me. Maybe a setup with obstacles or other hazards would be good? The sandstorm/wind is a good first step.
Delightfully gross.
Rather hard to play with a touchpad, as it turns out. I feel like it would be good to start out with larger blocks and then work down to the smaller ones as time wears on.
The 1-bit visuals remind me of old Mac OS shareware games that I used to play over at a friend's house. Very well done!
Compelled to post my high score (586). This'd make a perfect mobile game!
Would definitely love to see more of this!
Looking at the screenshots, I realize that I got the bird fellow sans beak, which only served to make him (her? it?) even more surreal-looking. Probably that's a bug, though!
My question is this: where are all the bombs coming from?
Perhaps it's best not to know.
It seems odd to say that a game about a struggle to the death feels soothing, but this game definitely does.
The miners appear to be dying instantaneously in showers of colorful loot. Is that intentional? I'm not getting any points from it.
First-person 3D platforming is tough to get right. This is a good attempt, but I think it could use more cues to help the player know where they're going to land. Some tricks that have worked in other games include a drop shadow under the player and automatically ducking the view down a bit so the player sees where they will land (as with Metroid Prime).
I'm a sucker for well-implemented 2D lighting - good work on that front. I was a bit put off when I decided to see what the holes did and lost all of my power-ups to date - it felt like I was being punished for my curiosity.
It felt like more or less random luck whether or not I hit the duck - could just be my lack of skill, though.
Reminds me of old shareware games I used to play a bit. Unusual systems (some form of spell casting?) but not much point that I could see - the spells mostly appears to get me stuck in deathtraps.
It feels like the depth charges should cost me something. Right now there's no risk of failure - I can just spam as many depth charges as I want until I hit the monster, it seems.
This one has a lot of potential. A few thoughts:
- Going up to the surface for air takes a long time and it's pretty boring - there's a lot of empty space near the surface. Air bubbles or something similar would work better.
- Visualize the different stats (air, battery, harpoon, etc.). Doesn't need to be anything flashy, but it's much easier to keep track of.
- More audio feedback. When I collect a crystal, I should know it!
Could really use a list of commands. I was able to look inside the box, but not get the swimsuit top (and I tried a lot of combinations of get/take). Also, crashed when I attempted to enter the wooden schooner... I wasn't idling and had only been playing for a few min.
I hope you take this and do some more work with it; the visuals are too cool not to take further!
Very atmospheric. Protip: your pickaxe has some reach to it; it can hit things that are below you.
The scream definitely makes it. Wish there was an easier way to start over than reloading the page, though!
The art (both pixel and drawn) is great, and the game proper is fun. I wish the scientists had a warm-up animation of some sort before throwing their nets - it feels somewhat unfair when you have no time at all to react.
Cats? W-why are there cats in my milk?
Overall, pretty fun. Work on the collision detection a bit, and maybe add a bit of logic to the enemy spawning so that it doesn't do truly unfair things like insta-killing you.
(...holy crap, you can shoot? I made it to level 10 without firing a shot!)
I really like the visuals, but this feels much more suited to play on a tablet than a PC - may give the APK a go later.
Beautiful, but just too darned hard for me to get much of anywhere.
The fish at the bottom mock me. They taunt me, looking up at me with their fishy faces.
There will always be one that got away. Always.
Sniffing helps you find the scent of things buried under the snow, including food and people. You probably won't find all three if you aren't taking advantage of the buried food... I'm considering adding a note to that effect in the intro text.
(To sniff properly, you need to hold down the sniff button. You'll start to see scents show up as colored blobs streaming from the ground - there are three scent sources right above you when you start.)
Hey folks,
For those who are struggling with the controls or difficulty, sit tight - I'm working on a post-compo edition this weekend. I plan to add some difficulty options, a few more cues (particularly around the scent-tracking mechanic), and a couple of surprises.
Thank you for all your comments and feedback so far!
Super claustrophobic, which works in its favor, I think.
...I may have cheesed the boss to death after it got stuck on a corner.
Almost got everything, but got trapped under the last treasure chest. The controls listing doesn't mention the ability to climb, which is fairly important - you should add that.
I like the music and visuals, but I'm not really a fan of the trial-and-error style of gameplay. If you give the user three buttons to push, there should be logic behind the sequence of buttons to push - as it is, you have to brute force it. If you're making the player line up an image, make it a test of skill in some way (maybe you have to stop the spinner at the right time so it all lines up).
Rather challenging, and I think some of the mechanics (particularly the don't-pop-the-core one) could be better explained. But it's otherwise very well polished and quite fun. Recommended!
Simple, hard, fun.
Can't seem to get this to run - nothing responds on the title screen after the Unity Player finishes loading. Sad, as this looks like it could be fun.
A very impressive amount (and quality) of art in this one! I found it rather challenging - couldn't find a way to reliably get past the normal enemies. Also, it seems odd that you apparently can't climb the rope ladder early in the level - was that just not implemented?
Hard, fun, and nicely polished (particularly given it was made in 14 hours). Good going!
Simple but fun risk-reward mechanic.
Playing this on public transportation (specifically, commuter rail on the way home at night) made it all the more effective.
One suggestion: make the characters remember conversation points they've already gone over. If I ask her about her music *again* she should probably get annoyed if she didn't respond favorably the first time.
Love the look and the concept. Sadly, Willy got stubborn toward the end and was refusing to climb perfectly good ladders... but it was fun while it lasted!
Flappy Bird takes on manta sex! (And I am not very good at either of these things, it appears. Fun and well-made, though.)
Screenshots look neat, but it doesn't appear to want to run on OS X:
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
_NSJVMLoadLibrary: NSAddLibrary failed for /libjawt.dylib
JavaVM FATAL: lookup of function JAWT_GetAWT failed. Exit
AL lib: ReleaseALC: 1 device not closed
Sadly, it's unplayably fast-moving on my (fairly modest) computer. If you haven't already, you should implement a timing loop that limits the game logic to run at a steady pace, regardless of how fast the game renders.
Oh god everything is flooding! Reminds me a bit of FTL.
Fun and funny, but for some reason the collision detection appears to be off in the lower-right room, making it impossible to fix some leaks that occur there.
Good job for a first try! For platforming collision detection, I find it's often helpful to check on horizontal lines above/below the character as well as vertical lines to the left and right. When those lines are triggered, you can apply force in the opposite direction, preventing the character from traveling 'through' the material (as often happens here when jumping at the smaller platforms from the side).
Had to play this one just for the punny title... you should note that it's the x86 redistributable people need, not the x64 one. Fun! I lasted a bit over 2min.
Fun, and it has plot progression (of a sort)! The hitbox feels a bit big for a typical danmaku game, which makes it pretty hard to dodge some of the burst attacks.
An excellent take on the theme. Worth a play / read.
There are a handful of typos ("it's" in a few places that ought to be "its").
Just havin' a gun break.
Really opens up once you get the jetpack. I'm not a huge fan of the music, but it does seem fitting for the underground world the game takes place in.
A really clever real-time puzzler... which sadly I only got to play once, and now it's refusing to start again. Quite hard, like stigmawall said.
Made it to level 2. I liked the sub-customization aspect, but the way the health was set up it wasn't super clear how armor works (does it block 0.5 damage per bullet?)
Found it a bit amusing how every enemy sub apparently carries exactly $1. Times must be tough in the Land of Red Submarines!
I dream of being big enough to eat the divers and turtles.
Would have loved to see the game do more with the enemies and the rotating blocks (and much earlier - too much time spent stacking blocks). I think it'd be helpful to highlight the 'goal' region in some way, since it's not always in the same place relative to the user.
Great visuals. Would love to see a ramp-up in the challenge - fingers that move back and forth, smash down from above, etc.
(This person appears to have an unusually large number of fingers at some points... perhaps he or she is attacking with both hands?)
Has some neat effects (like the persistent tire tracks) but the enemies didn't really pose much of a threat, so the only challenge came from finding the pieces. Could stand to have more varied environmental features and enemies.
Spoilers!
Feels buddhism-inspired. Not a happy game, but we probably need more unhappy games.
(If this is in any way reflects on how you're feeling right now, hang in there!)
This game makes me sad when I finish a level too fast.
Not sure what it has to do with the theme precisely, but I'm glad I got to play it.
Overall, pretty fun! Felt like I should be able to blow up the bridge and go down below, but it didn't happen.
Hell of a neat concept. Reminds me of something I built for a hackathon at work, actually! And it got me to go out and play more games, so it achieved its purpose.
Darned good fun - played through to the end. Keep working on this! Add a time attack mode or scoring mechanism and it'll be even better.
I'd love a 'visualize how everything is interacting' button. Very cool - would be fun to use in a physics class to demonstrate the concept of gravity, too.
...You got me with the flaming obstacle 2/3s of the way through. But I'm not going to play through again.
One recommendation: make jump height / strength variable depending on how long the button is pressed. See Cave Story for a good example of this in action; it gives the user a lot more control over the jump.
Fascinating - will come back and give it another go during the ratings phase. I did manage to get a green-and-black box to shuttle between planets, I think by clicking almost exactly as one planet transitioned between red and blue. Bug?
Playing this felt a little bit like going crazy, though not necessarily in a bad way. I'm going to give it another go when I'm not quite so tired from 48 hours of game-making.
Given the name of the game, it's clear that you know where your towel is.
I fully expect to come back to this tomorrow morning and find something utterly bizarre written. It already has flaming dragons - not fire-breathing, mind you, *on fire*. Definitely keep developing this; I want to see where the story ends up.
One small, marginally ironic nitpick: there are a fair number of typos and misspellings in the intro text crawl.
Well, that was strange. Doesn't seem like Alex has learned his lesson; better stab him with glass some more.
The direction indicator flew me straight into the ground in the cold zone, and then I froze to death. Reminds me of an experience I had with an early GPS device.
("Exceeded" seems like the wrong word for a minimum temperature. Maybe "passed"? Something that doesn't imply going upward.)
One of the more amusingly literal takes on the theme that I've seen so far. Feels like it would play a lot better with a gamepad, though the frantic out-of-controlness is kind of part of the charm.
@Mali - Ah, sorry about that! I'll see about making a 32-bit Windows version. In the meantime, you can grab the 32-bit LOVE distribution here:
https://bitbucket.org/rude/love/downloads/love-0.9.1-win32.exe
Installing that should let you play the .love file version that's linked above. Fair warning: if you are running on an older/slower machine, this game is likely going to chug a bit. Lots of totally unoptimized physics equations running in the background.
Made it to wave 2 and almost got carpal tunnel syndrome in the process, I think. Simple and neat! Could do with a wee bit more explanation of what you're supposed to do.
Cool visuals. Rather than using numbers to represent all the stats, I'd recommend using icons or bars of some sort. I couldn't tell when my health was down far enough to be in danger, generally, so I died quite a bit.
(Also... a button to quit would be appreciated. Had to give the three-finger salute to close out when I was done!)
You may want to mention somewhere that you need to collect the appropriate red and blue crystals to proceed - I hit the end of the level and was a bit stumped when nothing happened.
I liked the art and music. Would like to see some more obstacles in the player's path - enemies, environmental hazards (other than the laser pits), etc.
Ran in circles a lot, and then got lit on fire. All in all an above-average day!
Would love to see a bit more variety in basic enemy types / movement patterns.
Turned off Chrome's malware detection and checked with two standalone app (Avast, Microsoft Security Essentials). It looks good. The game itself looks absolutely beautiful, and I like the concept (farming the gelatins for energy to seal them away). Physics glitched out on me a couple of times, with the blocks getting stuck/unwilling to move. I also found behavior at the top of a ladder to be a little unintuitive - maybe make the character auto-jump?