Get Out by zgragselus 2020-10-10T06:08:29Z
It's a little simple, reducing how much strategy you can apply to the game, but was still decently fun in it's novelty, looked nice, and definitely fit the theme
Foon → Ludum Dare Explorer → Users → ice9
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Spellbook Shuffle | jam | 426 | 3.71 | 3.58 | 3.67 | 4.33 | 3.93 | 3.14 | 3.21 | |
| 2020 | 47 | Stuck in a loop | 👥 | Commuter | jam | 583 | 3.64 | 3.63 | 3.39 | 3.64 | 3.96 | 3.88 | 3.11 | 3.31 |
It's a little simple, reducing how much strategy you can apply to the game, but was still decently fun in it's novelty, looked nice, and definitely fit the theme
Cool idea that fits really well with the theme! Wish there was more time to polish the controls (being able to select move more than 1 pipe at a time, hover over a pipe to see the speed/type of particles in it, etc), but besides some missing polish it was a fun game to toy around with :)
Now I'm dizzy :p It can be annoying when the debris is too close to hit (but still takes up a bunch of the screen). Still a fun asteroids-like game. And nice sketch.
@antaresvaldemar Totally, I get you. 72 hours is so short :grimacing: Good work!
Maybe you could keep the bullet still visually come out the end of the barrel, but do a hit test for stuff up close as well? (The bullet doesn't need to actually hit it to clear it kind of thing)
Really cool art style! The music added to the mood as well and the ending was a nice touch to add to the story.
In terms of gameplay, I wish there was more to up the difficulty - as is I could just mash attack and get through it all. Maybe a tighter timing with shooting back the enemies projectiles? (I did like that you could do that at all though)
Really clever! Fits great with the theme and congrats on getting that all coded and designing so many levels in just 48 hours!
Cool idea to use the audio cue to guide you through the level! I also like the art style, but in some places it looked like the sprites weren't setup quite right and there were some parts that looked like exits but weren't, and vice versa. The fade into darker and darker areas was cool too.
Cool idea! I like having to plan ahead during the easier levels to make the harder ones more tractable. Past me always making things more difficult :p
Great writing and an excellent idea for the theme of the jam!
Interesting idea that fits the theme nicely. Wish there was a better UI for placing the traps (took me a while to even realize you place them before starting since it was so small on screen).
It reminds me of the old school skiing game where the abominable snowman shows up!
Pretty fun. It felt strange to me that you had to click up at the corner to choose a powerup when that also moves your characters. And I wasn't clear on the tradeoffs of choosing different powerups once my circle of powers was full.
Lots of cute/fun art. Especially the bazooka bear :)
It's got potential!
I like the idea of the level wrapping around :) I ended up taking advantage of that and just falling instead of jumping around the platforms though. Maybe adding a penalty for falling could make it more interesting? Or some other skill related thing you have to do to fall successfully?
Getting used to the wall jump is hard! Solid game.
Nice and simple, yet fun. I wish it wasn't quite so hard right off the bat so I could have a chance to really get used to the controls. I also couldn't help but compare it to super hexagon and would have liked the music to tie in better with the game state. That said, the music was still a nice touch.
lol 10 stars for humor and an 11th star for the Sisyphus reference
It's cool to build out your own platforms! Simple, but fun with a nice tune. The slidyness was a bit annoying - especially since it seems to be slidy from it's own momentum and not just when I'm moving left/right.
Nice and simple. Nice work for 48 hours! I do feel like it might be a bit too simple or lacking in agency. If there were some decisions to make or trade-offs that could make it more interesting to try multiple times. Definitely ticks the box for the theme :p
Cool idea. I don't think I've played a similar game that involves two different places for the obstacles to come from. However, like MikoziQ mentioned, there is something off about the perspective that makes it hard to predict where things will be (I like MikoziQ's suggestion, but I think there's also something off about the math). Tying in the rhythm could also help.
Liked the meta humor :) Could have been a bit more engaging if there were a bit more involved puzzles, but very impressive work for just by yourself!
BTW, it took quite a while to load for me (on a macbook) - to the point where I only waited long enough cause I got distracted on my phone :sweat_smile:
Has a lot of potential fun, but was also a bit frustrating. Took me a while to understand how things work (knowing that scanning "picks things up", except for the health potion) and I still didn't end up understanding what some things did (I upgraded to have a second spell, but couldn't see how to equip something to it). The self-damage also messed me up quite a bit. Music and visuals were great.
Really neat idea and cool visuals! Wish there was more of a goal/more consequences to making one thing versus another, but it's a great start for something if you carry on with it. I'm jealous I didn't think of the idea :p
Is there some way to change the color of the demons summoned? It seems like regardless of what color shape I draw the demons spawned are always green.
I ended up getting stuck (I think early on with just the torch). The puzzles up to that point felt a bit guess-and-check. Especially with the torches, as you can't see where the correct locations are without making light nearby randomly.
It was an impressive production though to even have voice acting!
Really good Compo entry! I was a bit confused at first wondering if I should be running away or had some way to attack, but once things started to spawn and I understood the mechanics it was quite fun.
Really clean style. The art is good (even though you didn't have your artist).
I like the idea and it fits the theme. I feel like there's some balancing issues that could help - I always seem to not have enough units to protect the first enemies for example.
Well written, simple but fun. Great job!
Concept is cool! I wish I could reason a bit more about what my pieces would do though. It seems like they were not making moves that would make sense in normal chess (having an opening to attack the king, but not doing so.
Cool concept! I think the biggest thing missing is consequences for where you place the spawns. It's a nice twist to the normal way to strategize, but on this single rectangular map, there wasn't much to where I placed them (basically always in one corner). Despite that, I still have fun.
Thanks for playing and the feedback!
To those mentioning the difficulty, maybe we should have added a setting. Midway through development it was pretty hard and maybe we went too far the other way in the end. But it does ramp up over time - let us know your high score of Monsters Mashed :)
As others have said, it's a bit difficult :sweat_smile: But I like the concept. Maybe with more time the tooltip clues could be a bit less specific (they read like exact instructions with words swapped for other words). The mood based on eating things was also maybe a level of complexity that wasn't needed. Or could have been a feature that was introduced later on?
Overall a fun idea though. Congrats on putting it all together in time on your own!
At first I wanted a mini-map, but I kinda liked having to take a chance with which direction to take.
Strangely, in order to back up I had to repeatedly press the down arrow - holding didn't seem to do anything.
Some decent fun and a unique take on the theme!
Nice story. I like how some of the different characters' paths can come together. The "main" ones work well, but I would have liked for the other two to have a bit more interaction and references to each other.
Not sure if it's just my setup (playing the web version on a macbook), but there were some long pauses/freezes. Also the text was quite tiny for my eyes - I wouldn't want it to cover the nice art, but it was a bit straining to be honest.
Good concept and diversity of the puzzles, even if the puzzles were a bit simple. I also can't imagine coming up with good puzzles during the time of a jam!
The jump was a bit awkward because of the friction with the side of the platforms and walls (you probably want a different physics material for the top vs sides).
Also for the next jam, it could be helpful to write up the controls in the description page - I know you mention that the crab doesn't always work, but I also don't know what it's supposed to do.
You hit on something really addicting! Has some strong 2048 vibes. The sounds when you make a combo are very satisfying.
My main gripe is that the 4 green pigs combo is literally mathematically impossible :stuck_out_tongue_closed_eyes:
Really impressive for a compo! Would have been nice with some music and some UX changes (a better way to see all the combos, not allowing you to drop the current piece on tiles which it won't "register", etc)