Beyond Minimalism by SaintHeiser 2013-04-29T16:39:00
I wish I could give you 50 stars for the audio, it's absolutely sublime! This is a game I'm gonna go back to!
Foon → Ludum Dare Explorer → Users → iambored2006
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | A Day in the Life | jam | 615 | 2.75 | 2.29 | 3.81 | 2.26 | 2.20 | 1.60 | 2.46 | 2.82 | 100 | |
| 2013 | 27 | 10 Seconds | 10 Second Gooback | jam | 500 | 2.63 | 2.68 | 3.17 | 3.17 | 1.83 | 1.31 | 1.58 | 1.96 | 61 | |
| 2013 | 26 | Minimalism | Against the Current | jam | 498 | 2.47 | 2.43 | 2.60 | 2.73 | 2.23 | 2.24 | 2.33 | 55 |
I wish I could give you 50 stars for the audio, it's absolutely sublime! This is a game I'm gonna go back to!
Thanks! Yes, I need to reduce the player's hitbox for sure. It's a shame some people won't get past level 5, the next 2 levels are easier and with portals, but it's up there now. @nintendoeats yes, I tried that, but it really slowed down performance for whatever reason.
Done! Dropbox link is up!
Am I allowed to tweak the hitbox or change the order of the levels, or is that considered cheating?
Nah, he doesn't have hairs. That's just my awful artwork.
I'm thinking of porting the game to Android, shouldn't be that hard. I'll then write my own collision code and tweak hitboxes and such.
No audio, I wasn't satisfied with the sounds BFXR supplied.
Awesome game! I especially liked the high gravity controls. It felt like I was controlling a small but heavy character, which is the best! Good job!
Controls are really frustrating to get used to, and trying to get that sword almost got me to quit trying, until I saw the comments. Otherwise, it's a great game!
Nice concept, similar to mine. Couldn't get past level one, though :(
Testing it on my Dad's Mac. Could be the Java version. I'll update his and let you know if it works. Sorry :(
Nope, there aren't any sounds. I might include some SFX in the post-compo version I'm working on.
@gre, are you blocked because of a bug? If not, here's a hint- the player is exactly the size of a tile, so when you're trying to enter a narrow, one-tile hole, you need to use the environment to be pixel perfect.
@zn01wr, I'm really sorry about that, I hate it when this happens. Nothing I can do, though.
@tombsar, I fixed that bug (stupid rounding mistake, 63.999999 is not smaller than 64!), but I can't change the current version, can I? Anyway, the third level is a variation on the puzzle in level 2, you just have to use the environment to place yourself in the right spot.
Thank you, everyone! This feedback really means a lot!
OK, so I'll just upload a post compo version. Thanks!
No idea. Seems like there's a lot of problems running the game on Linux. I don't have a Linux machine to test on, so I really can't help you. Sorry.
@Jupiter_Hadley What compilation series is that? Can you give a link?
Also, can you please tell me what bugs you encountered? There's one I noticed, with the collision, and I fixed it for a future version.
And did the screen size hinder your play?
Some people are having problems with the window size. Too late to fix that, but I'll get it right next time. If you're not seeing a brown little door, you probably have this problem. Sorry.
Awesome! Very atmospheric! Every level is like a puzzle. When I completed the game, the web player crashed or something. I couldn't quit it through escape, so I had to ctrl-alt-delete my way out of it.
First off, amazing work! I especially liked the barrel roll animation. I liked how you implemented upgrades. After I had game over, I retained an upgrade. I don't know if this is intentional, but it's nice.
This is the kind of game I aspire to make. Really well done! Like everyone else said, the ending was a bit anti-climactic. The first thought that came to my mind when watching it was that it was like some kind of intervention or something. I think it would have been better if they had talked while standing in front of Mary's grave, where Jack was constantly being teleported to. It would have hit that sad tone that's present throughout the game in just the right way. In fact, if you could make another version with a better ending, that would be wonderful! I really want to add it to my personal collection!
Tried it and loved it! Of course, this is way better than what I made (no innovation there). Looking forward to a post-compo version!
This is what hell is like. Oh god. I'm freaking out.
Yesterday, I played this game at night. I found the man sitting on the stool and completely freaked out when .. it .. happened. I told myself- I'll play it tomorrow, I'll try to make more sense of it. Oh god. My conclusion is that I'm fucking scary. Thank you for this game.
Hey! I mentioned your game in this post- http://www.ludumdare.com/compo/2014/05/18/10-games-that-resonated-with-me/ , along with some feedback. I'd love to hear what you have to say!
What a strange story. Anyway, I liked this game a lot!
I find it interesting that I didn't even think of the theme until actually rating the game. I guess I was so engrossed in the narration. The Nietzsche quote was very fitting.
Hey! I mentioned your game in this post- http://www.ludumdare.com/compo/2014/05/18/10-games-that-resonated-with-me/ , along with some feedback. I'd love to hear what you have to say!
I read your name as gorgeous bastard. It fits the game, I suppose. Those sounds, though. Haunting me even after I closed the game. Would you mind making a standalone build?
Hey! I mentioned your game in this post- http://www.ludumdare.com/compo/2014/05/18/10-games-that-resonated-with-me/ , along with some feedback. I'd love to hear what you have to say!
I haven't played a detective game in years! Only in LD can you find this stuff. Anyway, I'll come back to it later to finish it.
I love this game! The graphics remind me of how good programmable graphics can be. I also wasn't expecting the bullets to be physics enabled, which was a pleasant surprise.
Very interesting. I didn't know there could be product placement in an LD game :)
I love this! Also, thanks for making the font available, been searching for this one for months.
I liked the little details in the story. Added this to my collection. Great job!
Hey! I mentioned your game in this post- http://www.ludumdare.com/compo/2014/05/18/10-games-that-resonated-with-me/ , along with some feedback. I'd love to hear what you have to say!
Very immersive. I wasn't sad when I died, but the whole experience felt very real, if that makes any sense.
Hey! I mentioned your game in this post- http://www.ludumdare.com/compo/2014/05/18/10-games-that-resonated-with-me/ , along with some feedback. I'd love to hear what you have to say!
The game is great, and I loved the idea of building an analysis, but what made it for me was the voices!
Thanks, guys!
@runvs point taken, added instructions in the description. Thanks for the feedback.
@Marcellus I'll put a mirror next time (not adding one now, though, for personal reasons). Thanks for the advice and for the feedback!
@Fritzendugan first of all, thanks for the feedback! This goes to everyone here; I really wasn't expecting this kind of reaction.
Now, I get what you're saying here. I'll try to experiment with this a little, maybe upload an enhanced version with some music later on. The thing is- my design philosophy is that things like text, music, and graphics are all there to amplify the message delivered by the gameplay, not the other way around. I feel like putting in too much text will make this a case of the latter. A good compromise would be to have tooltips for the tasks, as in- you hover over 'Be happy' and it says "You need to: Learn piano, Make a game".
I'll write a blog post on all of this after the judging is over, I think. I'll address what you said. Thanks again for playing!
@TeamPurpleDolphins I originally wanted to have the gravestone give this kind of message, but I scrapped this idea because it didn't fit well with how I wanted people to understand the consequences of their decisions, if that makes any sense. I'll definitely experiment with this, though!
It's not an "easy to pick up, hard to master" kind of game. Hard as nails right from the start, but not frustrating at all! I really wanted to get better even when I was failing epicly. Great job!
I got to 9. I can die a happy man.
12. Can you please upload a windows build?
Nice game. I really liked the controls! Some instructions would be nice, though.
I really like the graphical style of this game! Great job!
This reminded me of a children's book in a very good way. Thanks!
It worked for me on Windows 8. Good game!
Loved it! Did you make the music yourself? It's amazing! I only got as far as the moon level, but I was taken aback by how good the music was there.
Awesome! I would like to see a version where the rocks make different sounds depending on their x value, creating some sort of random melody.
Before I write my actual feedback, I'd like to say that this is a very good entry. I'm pointing this out because it may not be obvious from my feedback.
The game feels unfair. When I played it, I wanted to quit, but not because I was disgusted, but because I felt like I was being punished for doing things that I wouldn't have done if I had a real choice. I was being punished by my conscience, by reading a horrific paragraph detailing my atrocious acts, just because I chose the kill option instead of the wound option. On the one hand, I wanted to kill these people, thinking of their crimes against humanity, but then, I don't want to kill a ten year old! Why can't I choose to spare him?! As you can see, this game had a very negative effect on my. If there's one thing your game failed at, it's invoking guilt. I could continue playing the game because I knew that I had no responsibility for my avatar's actions, thus creating a disconnect.
This is almost as frustrating as real life! Good job! I'd love to see a version with voice acting, maybe even for thoughts.
Very Hyper Light Drifter. I liked the fact that the player sprite is 8-directional. A lot of games in this general genre neglect this. However, there are some problems-
* There was a problem with textures appearing above/below other textures. I know it's a bug, but you could say it's a feature (beneath the surface, huh?)
* I'm pretty sure the player moves faster diagonally. This can be fixed easily with normalized vectors.
* I was fighting the boss, and I pushed him off the map, so that I couldn't harm him any more.
I like this kind of game, where it's basically a succession of bosses.
Holy SHIT, did you REALLY code collision with land?! I think I'm overreacting. Anyway, that's impressive as well.
The thing I liked the most is the music.
Ludum Dare is indeed free sex. Well done!
I was really sad when I died after a long playthrough. Not because of the score, I just wanted to hear more of the music. Very good game!
Yay! Physics enabled stuff!
I liked your game, and I have some suggestions-
* have the rocks amass so that the player has to climb them.
* that jump, man! I'd really like to see a version of this with better jumping.
* more varied rocks, but obviously that's a matter of the time constraints.
* I don't know what you're doing right now, but having the difficulty ramp up could do wonders to your game!
Anyway, good entry!
Could you check out my game?
Hey! I mentioned your game in this post- http://www.ludumdare.com/compo/2014/05/18/10-games-that-resonated-with-me/ , along with some feedback. I'd love to hear what you have to say!
Huh. I'll have to get back to this one, I'm not sure I understand it. Anyway, as an experiment, this is very interesting! Also, the mood is spot-on!
I got to the edge of the map and died a beautiful death, looking on, observing the hellish landscape.
Hey! I mentioned your game in this post- http://www.ludumdare.com/compo/2014/05/18/10-games-that-resonated-with-me/ , along with some feedback. I'd love to hear what you have to say!
This is so funny!
I liked the gameplay very much as well, it feels really good to thrust. Indeed. Anyway, I got stuck in the ceiling a couple of times, not really sure why.
This one really touched me! However, I'm not sure how I feel about the fact that you can "beat" this game. I played it several times so as to get them all right, and I think this kind of defeats the message of the game. The idea reminds me of this scene in the movie 'Groundhog Day', where the protagonist, who lives the same day over and over, tries to learn everything he can about this girl so that he could get her in bed. He gets further and further with her, each day, but it seems like no matter what he does, she won't submit, and he finally gives up. I feel like this game would have benefited greatly from this. That is, you can't succeed; instead, you just go on infinitely, or until you mess up. This is probably impossible to design, unless we come up with some kind of procedural dialogue generator, but that would lower the quality. I would recommend you check out my game, as it deals with a similar design problem (don't read the comments until you've played it). I'd love to discuss this further.
Overall, this is a fantastic, though imperfect, entry.
(I wasn't sure where to reply, I guess it's OK here)
Regarding your game, I was thinking of a cyclical design. Maybe you could permute the dialogue so that it doesn't feel like each day is exactly the same. Events like having to finish a project at work could spice it up.
When you play my game, you try to solve it as if it were a logical puzzle. You try to get all three goals. But you can't. It's technically impossible to get all three, and when it clicks in the player's head that he can't get them all, it has a powerful effect on him.
I'm currently experimenting with the idea of concluding the player's life in some way.
I really wasn't expecting that! Good game!