Shakey Hands by tigerfinch 2020-04-26T05:00:33Z
While I wasn't sure whether or not I was only supposed to be outlining or filling in, man, you wrote an entire image comparison algorithm? By yourself? In 48 hours? I'm impressed.
Foon → Ludum Dare Explorer → Users → hypermania
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Invocations | jam | 1356 | 3.44 | 3.13 | 3.73 | 3.84 | 3.78 | 3.83 |
While I wasn't sure whether or not I was only supposed to be outlining or filling in, man, you wrote an entire image comparison algorithm? By yourself? In 48 hours? I'm impressed.
Feels very much meatboy-inspired, which is good, but could use longer and altogether more mechanically diverse levels to separate it from Super Meat Boy. Still, there's an amazing amount of content for a game developed in a few days. Props.
Something that you might want to take notice of is that Firefox has a security warning on your website, and that might deter players. Consider uploading to somewhere like itch.io instead.
Despite not really being much of a card game person, I actually found this pretty grand. The mechanics were simple, intuitive, and I felt the need to strategize a bit in order to secure a victory. I'd appreciate a smarter opponent, and perhaps some nicer graphics, but altogether this has been one of my favorite LDJ games so far.
Same comments as most of everyone else, really: the graphics are amazing, but either the beat recognition was a little off or I was completely incapable of getting it down for more than a few seconds at a time. Still, excellent potential, great work!
Original and intuitive concept, but needs more playtesting. I selected the two-blade character, and essentially won by running in circles around my enemies and hitting the speed-up pad over and over, until encountering a bug that prevented any further progress despite all enemies in the room being cleared. An interesting remedy to this problem could be to have multiple speed-up pads around the room, with only one activating at a time, so that the player would be forced to confront the enemies and move around the room, rather than move back and forth between and away from the room's sole speedup pad.
Still, a very interesting take on the prompt, and something I certainly haven't seen before. Mazal tov.
Pretty self-explanatory, but could use some more "gameplay" mechanics. As of present, a lot of the mechanics are "if there's a low number, click the button to make the number higher," with the added complexity of "don't click the button if the number isn't low."
The programming's fine. No major bugs or anything, which is better than the norm for Ludum Dare submissions, but try to put a little stronger of a focus on gameplay design next time!
From a mechanics standpoint, this game could really use some slight adjustments. Just making the ammunition less than infinite and enemies having more than two spawn points could make the tactic of "move your mouse from left to right very quickly" significantly less viable. Still, nice aesthetics - ominous!
Really cute! Also an excellent amount of challenge. If there's one piece of advice I have to give, it would probably be to consider adding a small invincibility timer (even if only a few frames) between hits; sometimes, you're just really stuck between a rock and a hard place, and have little option but to take a hit or two. (pun entirely intended)
The only game I've given five stars across the board to this jam. Amazingly fun concept, execution, and general tomfoolery. The only real suggestion that I have is to give greater rewards the further down the telephone line the guessing player is due to the significant difference in difficulty between a five man line and a twelve man line.
I feel very polarized about this game.
Starting with the pros - it's a programming masterpiece. I'm very much impressed with how one person managed to put together this whole thing in seventy-two hours, with a significant amount of content and fairly decent grappling physics. I let out at least one "woo-hoo-hoo" while webslinging over a large lava pit, from swingable surface to swingable surface.
But at the same time, as a grappling hook game, it feels like it misses its own point. The beginning levels were fun, but the later levels felt less like I was Spiderman, web-slinging through Portal 2, and more like I was desperately trying to both determine the distance of my webslinger and click some blue pixel that was miles away at exactly the right time. The feeling of fluidity and aerobic fun is so much less enjoyable when you're squinting at your monitor, trying to click the exact blue pixel needed to swing to the next blue pixel in the air.
While it's a one man project, the graphical style coupled with the grappling hook mechanics made me pretty motion sick pretty quickly, and I can't help but feel part of the graphical design's philosophy was, like the audio, setting, and writing, meant to mimic that of Portal, of which makes up a lot of where the game falls flat. When you have seventy-two hours to make a game, your game will never be Portal, so instead of trying to mimic that game, try to embrace your own design instead.
Still, with all flaws aside, the webslinging/grappling hook mechanics present are arguably better than that of some commercial, published games. Just needs some additional focus on the rest of the game to truly live up to its own potential.
@ebediam Thanks for the kind words! We tried to give it a little bit of a roguelike feel in regards to minimal direction, but it's understandable that can get a bit annoying.
For future reference, all you have to do is watch the white arrows, wait until the arrow game turns red, and then input the red arrows in the order that the white arrows appeared on the screen. Kind of like Simon. Or DDR.
Wasn't entirely optimistic going into this, was very "Wow, looks like another Limbo," and holy guacamole, the amount of crow I ate in the next few minutes made me regret it. This game has an incredible sense of ambiance, and while the sound mechanic wasn't fully explored, I still nearly shat myself running away from that gargantuan behemoth of a spider. Excellent work.
The idea was grand, and the controls felt intuitive, but the number of bugs ended up prohibiting my completion of the game. Maybe you'd have better luck with a click-based system than a dragging system?