Sort the Court! by graebor 2015-12-17T02:32:00
https://www.youtube.com/watch?v=w27hgnRlpfc&feature=youtu.be
Wizard bug starts just after 25:55 I started spamming Y/N around that time code to progress faster.
Foon → Ludum Dare Explorer → Users → hyperscope
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | PLACEHOLDER | unfinished | |||||||||||
| 2020 | 47 | Stuck in a loop | 👥 | Purgatory is a Music Store | jam | 254 | 3.93 | 3.66 | 3.79 | 3.15 | 4.39 | 4.43 | 4.24 | ||
| 2019 | 45 | Start with nothing | 👥 | Words With Foes: Quest for the Lexinomicon | jam | 5 | 4.42 | 4.25 | 4.05 | 3.82 | 4.38 | 4.12 | 4.00 | 4.16 | |
| 2016 | 35 | Shapeshift | Rock, Paper, Scissors Extreme! | jam | 14 | ||||||||||
| 2015 | 34 | Two Button Controls / Growing | Tug-o-War | jam | 829 | 2.97 | 2.83 | 3.26 | 3.43 | 71 |
https://www.youtube.com/watch?v=w27hgnRlpfc&feature=youtu.be
Wizard bug starts just after 25:55 I started spamming Y/N around that time code to progress faster.
It would be nice if the turns remaining for the abilities was shown on screen. Also there were times when not all cubes were visible on screen. Very elegant visuals, lighting elements added a another level of polish to the game. Background music fit very nicely with the overall theme of the game. I also appreciate that the music more or less didn't get annoyingly repetitive. Although puzzle games are typical not my genre of choice I didn't mind playing.
Unable to download
Looked like the text could use a margin, I found the controls frustrating although simply may not be my cup of tea.
Mouse was too sensitive. A little more obvious but the edges around the enemies, and some sort of layer depth issue. I noticed some enemy looked visibly inside the arena but the arena wall appeared in front of them. I enjoyed the variety of enemies.
Far from a failure but definitely room for improvement. I liked the use of particle effects in conjunction with the theme. Having said that I feel like this game has some more potential in terms of "mood" if some more work went into conveying depression in a slightly less ambiguous way. Although too much expression would ruin the mood i feel. Correct me if I'm wrong but I believe the up arrow was missing it's jump action.
The first few levels seemed stupid easy almost as if there was no point including them. And I'm not sure if it was by design but I didn't like having to intentionally jumping into spikes to proceed.
Nice simple game although since there is nothing stopping you from just sinking right to the bottom you can get by without doing much. I'd suggest the player should take damage when the touch the borders of the level. Oh and I digged the music props!
ps I liked the use of 2 asteroid layers
Sound effects for shooting cut out when you are to close to the enemies. Quick easy simple little game.
This game is most definitely in the top 3 LD games I've played for visuals. The game as a whole was very strong but I can't stress enough how on point the visuals were from top to bottom. The subtext was very polished, unobtrusive and helped the game flow in the right direction. Day/night cycle was a nice touch. Amazing job all around!
First game for LD34 that the mood is what initially struck me. Art, mood, audio all great.
Cool concept very unique, very simple, also loved the humor and implementation of the game as a whole. Only downside was some of the text was a bit blurry and a bit hard to read at times. Other than that one of my higher rated LD games, good job!
Initial tutorials did a good job of guiding the player through the beginning stages of the game. On top of that the narration was engaging and witty enough that I didn't feel the desire to skip past it. I would suggest to make the text skip able for players that may have already played. Had numerous issues with clipping with level geometry. Also noticed some blurriness in the level. All in good work!
I can appreciate the work that goes into this but this game/genre simply isn't my thing.
While the control scheme may have been intentional I still found it frustrating to play. The audio however was on point!
I got a super meat boy esque vibe from this game. Very good execution of combining jumping, moving, dashing, and attacking. I was initially concerned that the implementation might not be satisfying but that wasn't the case. Possibly my only issue might be to allow slightly more time to double tap. This could work as an IOS game or even as a platform title if the level design/progression was expanded upon. Great job!
Much too slow paced for my liking. Overall decent game!
I found the controls a little wonky not to say that it should throw out all together but maybe a little more clear. Like my ludum dare entry I'm sure this game would be better played with 2 people :P I wonder does the size of the player affect their weight? That would be interesting.
I rather enjoyed the art, good work there!
Admittedly this type of "game" is not my cup of teas as it were but I found this "game" if I can truly call it that rather uneventful. And like some other commenters mentioned visual novel description in the game page left a lot to be desired.
Particularly good job on the mood of the game! Unfortunately the gameplay it self doesn't live up to the mood, as the other posters mentioned it is far to hard to click pollen. Also it might be small but I found the flashing "start" to be rather annoying and tacky.
I absolutely love moody games like these! The way you incorporated the photos was also really well done. Honestly one of the more memorable games for me. Having said that the clipping seemed wonky a lot of the time. On a few occasions I got stuck due to a hand forcing me below the level. And took me a bit before I realized I had to duck to get past the fox thingy.
Not sure how I feel about the use of the theme but on the other hand I don't care :P
Visually the game looks well put together. Had issues trying to restart when clicking to go back to the menu. Hitboxes could possibly be more forgiving
I found it rather difficult to click the empty block at times which was rather frustrating because the mechanic itself was incredibly simple. First thought was it might be a good idea to wait for user input before starting the players movement. Enjoyed the graphics and music good work!
Art, animation, sound all on point! Actually everything was on point! My only issue was I wasn't able to change colors after passing through a gate a fast as I would have liked. Which to me felt like it caused my death on occasion. All around good work team!
10/10 for intro sequence! Might seem a little silly but it added a bit to the game play itself in terms of "mood". Music/sound effects were top notch. I preferred the music stop and restart on player death to avoid the infernal never ending loop lol. Intial I didn't know why I was dieing but after a bit I realized it was due to the birds.
First Ludum Dare game I played to completion for a very simple unassuming game a really enjoyed it. I liked the "speeding" mechanic and the balance between grass and completion was just right. The end scene was a nice little extra aswell. Only downside was I did get stuck on rocks 3 times but was glad to see I didn't have to start from the beginning. Good job!
I would agree that the game would benefit from tweaking the jumping mechanic. And I don't believe anything was stopping me from spamming the attack button.
Forgive my ignorance but I made it to level 5 thinking I was still in the tutorial screen lol. I didn't particularly like the approach to 2 button controls but the game seems decently polished. Good work!
The most well rounded jam game I've seen yet, amazing work!
Interesting use of theme although I also did find it hard to read the words at time.
I'd also suggest trying to cut out using the mouse for anything as well. Unfortunately I didn't find the mechanic particularly engaging. Having a tutorial or explanation in game may remedy that. Regardless keep it up!
Well it certainly has potential beyond that not much else.
Windows download build doesn't work. Audio was great although I couldn't find any rhyme or reason to the controls
Way to difficult and unfortunately not in a good way in my opinion.
The transition from certain levels ending to "exposition" was to abrupt. Example you kill a boss and it immediately transition to the text. Art and music was on point. I did find it funny but also forced and cheesy at times. Everything else I didn't have any issues with good work!
Seems to be the winning strategy is mash the mouse with seemingly no rhyme or reason. Didn't find the humor particularly humorous. I suspect I may have enjoyed it a bit more had the block mechanic worked
As a huge fan of Pod Racer for the N64 I felt like this game had a lot of potential going for it. Granted I wasn't expecting that game but it would have been nice to have even a basic scoring mechanic implemented. Sound effects fell flat without the visuals to back it up. noticed some tiling in the textures besides that looked great. Overall this game has a lot of potential but fell flat.
It wasn't until my 4th play through that I had any idea about what was going on only due to Roffe's comment. Other than that nice simple jam esque idea!
Very very unique LD entry! The customizing mechanic was really well done and satisfying. I felt although the graphics were simple it didn't take away from the experience for me rather it added to it. Although there was a few instances of the game crashing, guns not working, getting stuck in purgatory when I died, and going "below" the level. All in all for your first jam great job!
UI was very cluttered and inconsistent. Unfortunately it was hard for me to get past the irregular looping audio.
Simple concept in a good way. Rather difficult. Good use of Audacity. Good work!
Combat was clunky as I was not certain of my, or the enemies range along with the hit-boxes. If I could be given the opportunity to time attacks at the right moment it would be great. It also might be nice to see hit points and the freeze cool down time. It would also be nice to see more player feedback. Good job working as a team y'all!
Insta "kill" w/ the rabbits was a little unforgiving. I felt the controls were only enough to satisfy the theme on the lowest level. I felt as though there needed to be a sense of conveying movement because while the character looked nice the background was extremely flat. The odd background art might have rectified this.
MESSAGE FROM THE DEVELOPERS
@Bloodyaugust
I looked into webgl but could not figure out how to host it at the moment.
@DrFallos
While the game is tailored/designed specifically to be played on a controller I regret not adding keyboard controls for those w/o access to gamepad.
@zenmumbler
I didn't feel a build would have been necessary but based on your case I probably should. Maybe try a different browser?
@adsilcott
Glad you liked it! Part of the appeal of the gamepad for us was that not only were you both influencing the "swarm" on screen but both players using the same controller to do so. We were trying to capture a unique local multiplayer game in a unique way. I appreciate the game being played together in a more intimate sense as it were
MESSAGE FROM THE DEVELOPERS
The audio was not intended to be included in the final Ludum Dare build as it was simply placeholder and in our minds actually works against the frantic nature of the game mechanics.
Loved the style of the game as well as the 2 different phases. Although I had a hard time trying to figure what was going on as there was no player feedback. I get the impression had there been animations for attack and defense I may have been able to understand the mechanics and timing of the game better. When I eventually lost none of the UI buttons worked.
Title screen was a tad nauseous with all the wavy elements. Enjoyed the sonar element along with the music. "Beeping" sound effect when I clicked seemed to be inconsistent. All in all great job guys!
Would have been nice to see more variety in the spawner. I rather enjoyed how opposed to getting your score based on kills it was based on growth. Nice use of the theme and simply as a game mechanic. More variety in the background would have been a nice bonus.
I absolutely love the local multiplayer aspect of this game especially your implementation of it! The randomness of the keys definitely adds to the fun of the game.
I'm curious why a windows build was not possible?
Looping sound effects like the footsteps in your game can get very annoying very fast. It would have been nice to have more player feedback on shooting and hitting enemies. My biggest issue was the jarring transitions when entering wardrobes.
Having said that I'd be interested to see a post jam build as this game initially drew me in with the art style just that the programming side could use some more time.
Keep at it though as a first jam I can only see better things from y'all from future jams.
Really enjoyed the audio aspects of this game. A small issue but I'd like to see greater variety in the feedback methods.
You simply collide with the other player although upon further review it seems the rock, paper, scissors logic is out of order at the moment.
a little unclear of the objective.
I think it has a good foundation but fortunately lacking a bit of "juice". Do you have plans to continue?
Oh my goodness, I thoroughly enjoyed this game! While I understand where @ketura is coming from I was able to ultimately get the correct prompts. For those that don't, I understand why it might be frustrating.
Aside from that I was VERY satisfying to discover the prompts, the mood was 10/10 and the creativity was also 10/10. And I generally don't like these types of games. And to be honest I didn't mind the lack of art and would not have noticed had it been mentioned.
Kudos!
I forgot to mention when I typed "No" as my last prompt and then the game transitioned I burst out laughing. 10/10 humor ;P
I'm not sure if it's a limitation of the game engine but the way the camera followed was a bit off putting. Other then that the game play did exactly what it needed to!
Big fan of every single component of this game concept! Solid use of theme, game mechanics were tight, audio fit the vibe and graphics were polished. This is a clear front runner for me so far!
My only constructive criticism was the time it takes to get the house.
Took me a couple mins to figure the UI but once I did I ended up playing for at least 30+mins. Unfortunately I didn't understand the crafting recipe, they seemed to be empty? Eventually got stuck trying to craft items in the oven and had to quit, I hope I didn't miss something obvious.
Good use of music and mood!
At first I thought playing as a pixel would feel weird but I thought it was weirdly interesting. Although the parallaxing was hard on the eyes. I would also suggest fine tuning the spawn rate, starts of reasonable but a couple seconds later they cover the screen.
Overall good jam!
Making this game was my favorite game jam experience ever!
@catusfelony Just starting actually!
@karlipoppins Oooo which stream did you find it on? Glad to hear you enjoyed our game, we had a really fun time making it! This build does not have a "hard" ending, once you get the monster "credits" screen it switches to an endless mode. Maybe we could make it more clear that you've reached "the end." <3
I have spent the most time playing this game so far out of all the games I have rated! I was only hoping that I could upgrade the graphics even further but it by no means was vital.
I really appreciate your game.
I had a bit of trouble with the controls particularly during the moving floor tiles section. The player will continue for a bit after pressing a direction which would sometimes cause me to fall. The roomba was a cute addition for an enemy! I'm not sure but the attacks didn't feel as satisfying as I would have liked. But overall good job for working together and completing a full playable game!
On my first play-through the WASD controls became non functional when I made the first transition. Restarting did not solve the issue until I deleted and reinstalled the game. In the starting screen the camera transition when looking left/right was much to rough. So much so that I thought the game had a bug because when I looked left I had no idea what this "new" area was. I think having a smoother camera lerp of some sort would solve these issues, at least for me. Some other quality of life features this game would benefit from is not continuing to move after a death. Also the function of the fruit was not super clear to me. The art and music was very fitting and very much complimented each other.
I hope you all continue to do jams in the future!
I like how you were able to combine the simplicity of some of the mechanics while also making the game-play itself complex. It took we a bit to get into a game-play flow but when I did I enjoyed it. I think there is some play testing you could probably do to refine it even further but all in all great job!
Obviously some of the components of the game were unfinished but the most important parts, the mechanics were very well done! It would have been nice to see at least some sound effects to round out the entire package. Lastly this has a great learning curve which makes playing it over and over all the more fun. Good work.
The biggest compliment I can give you is that I've bookmarked and will be gunning to beat that score ;P
My thoughts were perfectly reflected by @brokenmirrormedia. I think it would be great to have more of a walk through for those of us that don't pick it up right away.
Overall good work!
Fun, solid little game-play loop. Although the `looping` screen mechanic kept trowing me off my A game :P
Have you participated in Ludum Dare before?
The mood and writing in this game has absolutely been my favorite, gives me a Thomas Was Alone vibe. I'd love to see what you could do with a post jam version.
The graphics and visuals are wonderful but obviously the game-play could use some work. Typically I would recommend not to attempt to build a crafting type game during a jam but you do have the start of something cool! I also like that you included a how to play screen which is surprisingly missing from a lot of entries.
I felt as the the choice of music in the intro was a bit odd and the play button was using a question mark. While it did seem a bit rough around the edges I enjoyed the style of gameplay. It would be neat to include some sort of local multiplayer to battle your friends.
Good jam!
I think it is a bit rough around the edges but I appreciate how you took a common game genre and added your creative twist. You win the spirit of the jam:)
It wasn't immediately clear what my objective was but eventually I figured it out. Although once I figured it out I didn't know what the win condition was previous to reading your comment. I really appreciate that you added that short little intro sequence!
Odd choice thematically but the game-play is fun and it's a fun simple mechanic that you can pickup and play. With some polish I could easily see this on an app store. My only other point of feedback is that the camera would sometimes "click" into place.
Like many of the previous people have mentioned I found the controls to be too sluggish. As well I had a hard time getting a solid play-through as the character did not seem to handle collision very well.
I found the atmosphere/models to be really fun and the top speed character animation was fun!
I certainly appreciated the uniqueness of the art style. Although I would have liked to see a bit of a smoother camera transition and camera follow.
Often times I find the most simple mechanics can be the most fun. I think if you are able to optimize the button layout it would take away some of the awkwardness of the controls.
First few game launches caused me to fall underneath the map, fortunately all I had to do was relaunch the game. I think there is potential to create an interesting mood in this game.
- More "features" like the red planet to break the monotony of the environment. - Less tedious "A to B" objectives - UI more user friendly - Found the user input a tad clunky
Like you mentioned I do get the impression that the game was over scoped but I would be curious to see a post jam version!
I would love to see more variety in the backgrounds and possibly also the enemies.
I think my high score was 62
I absolutely love this entry!
HUGE props for making something completely outside the traditional theme/genres. I feel it's important to recognize that there are more possibilities then what we typically see with interactive mediums. I think adding some very subtle sound effects for walking or environmental sounds would have made this perfect. As well I think if you could find a more subtle way to dissolve the foot tracks that would be great.
Thank-you for making this <3
First thing I noticed was the camera was a bit too zoomed in show off that nice environment art! Seems pretty ambitious for a COMPO entry although you obviously finished the game. I think we the idea scoped down you would be able to put more time/energy towards polish on the smaller details.
Overall really great work for only 48hrs!
I think with a bit of extra time and some polish you would be able to address most of the previous comments. It was not always clear to me what I was meant to accomplish.
I enjoyed this although I kinda would prefer the more minimalist style it started with rather then showing the level.
All in all, good work!
The visuals were engaging but mechanics would benefit from some more polish. I think if you were able to "smooth" out a lot of the mechanics the game would play more fluidly. For example the jumping felt a little herky jerky and the trigger for death was very abrupt. Having said that you obviously have built the foundation for a cool project so good work!
Would be nice to have a static point of reference in the environment as movement felt a bit "off" with the solid bg.
I like the style but I'm not sure where to go as it only seemed to lead to my death. Intro was neat!
The visuals were engaging but mechanics would benefit from some more polish. I think if you were able to "smooth" out a lot of the mechanics the game would play more fluidly. For example the jumping felt a little herky jerky and the trigger for death was very abrupt. Having said that you obviously have built the foundation for a cool project so good work!
Also @u-tsang-clan has some really great feedback!
I like the idea but I found after awhile I got tired of repetitively pressing the space bar. I wonder if there is an alternative way to integrate this mechanic?
Having said that I like the concept, good work!
I found this game to be very difficult which isn't necessarily a bad thing but something to consider. My biggest comment would be that while the text is engaging and a cool component it very much slows down the playthroughs.
Overall I like this concept and would consider this a successful game!
Absolutely wonderful job on the mood, audio, visuals. Absolutely wonderful job on everything!
Such a well executed, simple idea that I was able to pickup right away. Typically I love giving constructive feedback but I can't think of it at the moment.
This is a front runner for me, good work!
Right of the bat I found the style of them game interesting. It took me a couple mins to realize that I could rotate the camera but once I did, it kind of unlocked another level of coolness! Play with 3D space like that adds so many potential layers of interactivity. My only issue with this was that if you can't rotate the camera to the ideal spot it might become subconsciously frustrating. I think if you were to limit the rotation to set presets it solve my comments in that regard and you could still have free rotate as included feature. Most of the puzzles I simply solved by guessing rather then thinking about the puzzle.
Overall very interesting and unique entry!
As simple as your game is I honestly found it more fun then some of the other overly complicated games so kudos! It's a funny concept as well. I would like to see the speed boost have more of a progression, then 0 - 100.
Good work!
Wow, huge kudos to taking a different approach then most other people. This was a very peaceful, calm, serene experience. Thank you for making this.
For your first shot at a game jam I'd say that y'all did a wonderful job!
I found a number of the rooms to be completely empty and I wasn't sure what the purpose of those were. Not all but some of the enemies could be defeated without triggering them, I was thinking if you hit them once it should trigger their AI.