Grow My Thing by ChronoDK 2015-04-20T23:27:00
I have no words honestly.
Foon → Ludum Dare Explorer → Users → Ilseroth
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | 👥 | Diortem | jam | 138 | 3.91 | 3.76 | 3.47 | 3.85 | 3.98 | 3.28 | 3.51 | ||
| 2018 | 42 | Running out of space | Bag of Devouring | compo | 212 | 3.60 | 3.28 | 3.21 | 4.34 | 4.47 | 3.23 | 3.16 | 3.37 | ||
| 2017 | 40 | The more you have, the worse it is | Curse of the Brew | jam | 547 | 3.47 | 3.45 | 2.77 | 3.31 | 3.54 | 3.37 | ||||
| 2017 | 38 | A Small World | Cardboard Cats Online | jam | 51 | 4.04 | 3.66 | 3.66 | 3.52 | 4.16 | 3.20 | 4.30 | 4.05 | ||
| 2016 | 36 | Ancient Technology | Sentinel | compo | |||||||||||
| 2016 | 35 | Shapeshift | Shadowshifter | jam | 300 | 3.51 | 3.54 | 2.89 | 2.79 | 3.76 | 2.48 | 3.51 | 87 | ||
| 2015 | 34 | Two Button Controls / Growing | Bloodrinker and the Terrible Tower | compo | 632 | 3.06 | 2.75 | 3.31 | 2.38 | 3.06 | 2.80 | 2.73 | 17 | ||
| 2015 | 33 | You are the Monster | Imperial Accountant | compo | 177 | 3.56 | 3.01 | 2.91 | 3.40 | 3.82 | 3.51 | 3.78 | 92 | ||
| 2015 | 32 | An Unconventional Weapon | Umbrellespionage | compo | 296 | 3.46 | 3.44 | 2.84 | 3.40 | 3.52 | 3.21 | 3.12 | 3.31 | 95 |
I have no words honestly.
An interesting concept, though I would have much preferred if you had made the character face the mouse pointer so you could spray in directions other then behind you.
Otherwise it is nice.
The camera is a little awkward but it is quite fun.
Not sure if it is a glitch, or intended but several guards slide aroound without facing the direction they are headed; but then the moon walking may be intentional.
I love the hats.
I was going to stick it out because I liked the style and the concept was interesting. But I decided to give up when I started getting attacked while going through a screen transition on a regular basis.
Going back to a checkpoint because there is a guy who attacks me before the screen even transitions is just silly.
Concept is solid, graphics and audio are good, execution could use some fine tuning.
Fun little game, but the framerate was amazingly slow for such a simple game. If there was more then 2-3 enemies on the screen it started chugging.
Fun platformer, though I think the camera is zoomed in a little too far, as it requires a lot of blind jumps (jumping when you can't see where you are jumping to.
Gotta remember when you are making a game, you placed the platform so you know it is there, as a player, I don't.
Fun platformer, I kinda disagree with the otherwise overall consensus of "too slow" but that's more a matter of taste I guess. Not to say it would be more or less fun if he was faster; but I think slow is fine.
The audio gets a little grating pretty quick, and using your body as a weapon is pretty orthodox, but a fun platformer nontheless.
Failure requiring you to sit through the intro is a bit frustrating.
Fun game. Simple as that. Simple well executed presence and an extremely cute ending. GG
It was fun, though it does obviously snatch a lot from its titular reference. Like that there are multiple levels and masks to use.
Note: couldn't judge sound, playing while in class so sound is off >.>
The art was fantastic considering how short of a time you had to make it. I was a little confused if there was somethign I was missing. The mood is great but honestly the best way to play the game is running full speed because the light doesn't really seem to do anything to the spiders.
Still one of the best I have played so far, just need to tune the mechanics to match that excellent mood.
Fun concept and it seems good... but i think the actual mechanics could use some tweaking. for instance if you jump and swing at the same time, the jump cancels the swing animation. Allow your animator state to have multiple things going on at once. Also the jump feels a bit awkward (like you are getting flung. For a game that demands precise controls it doesn't offer them.
A lot of fun and I was delighted when the tomato had a secondary model. Controls felts a little wonky on the web version; but the controls felt a little better in the windows version. Also there is no quit function so when playing in windows version, I had to alt-tab and end the process manually
The controls and camera made me sick, and on firefox the unity player popped up the dev console and spouted tons of errors at me
I can honestly say I was not expecting a railshooter fatal frame mashup but lo and behold. Quite fun, though it gets a bit repetitive and the hitbox on actually capturing the ghosts can be awkward at times. GG.
On "Fantastic" the graphics were glitching out something fierce so I just knocked it down to fastest and it still chugged a bit. The sound for walking was awkward to hear in the otherwise silence.
That being said the concept is solid and it was fun to give someone the home row and pop some guy with staples. However the combat lacks any kind of impact due to lack of sound effects and feedback. (player or enemies reacting in some way)
I like the launching of dwarves but the gameplay is extremely slow and drawn out.
Not sure if that is intentional but overall it just feels like the pace should be substantially less lethargic. The music was a bit repetitive but I gave extra marks for the voice overs because I found them amusing.
Fantastic concept, gameplay is fun and interesting. Though the other commenter is correct. once you start to get shotguns, no point in using anything else.
A quality entry, with a few hitches in that I started to run into repeat phrases in short order which along with the relatively short music loop was kind of annoying.
The art and music for this project are lovely, but the actual gameplay section is sort of half baked.
I love the spherical movement system, but at the north and south poles it has a tendency to spaz out and start spinning in a circle wildly.
Also I am pretty sure that music is copyrighted? Not sure. Any case. Pretty fun, the controls feel a little wird but it looks good and other then at the poles feels alright as well. Though with the number of enemies perhaps up the firing rate a bit?
Couldn't really figure out what to do in game, though I did have some fun tossing some building when I expected to place them normally. Also no way to leave the game other then quitting, was playing full screen so had to alt tab to get out.
Was interesting but a little awkward to play. No sense of impact when you are hit. I like the concept of weird guns.
Cute comment about the unconventional weapon; but the controls are rubbish and my character got flipped upside down and the controls were reversed because of it; secondly the door out of the first room didn't work.
Fun game, though I spent most of the time just fiddling with he grappling mechanics then actually trying to accomplish something.
Love the "deviljho", despite trying a few times and landing a ton of hugs he didn't fall down, oh well.
Honestly a quality product. It is a bit repetitive but everything feels good. When you hit something there's a satisfying thunk.
Probably gameplay wise my favorite straight out game I have played so far for LD32.
A little obtuse and I was having a hard time to figure out what exactly I was supposed to do.
The controls feel a bit more slippery then I expected. lots of weapons misfired in random directions and the AI seems to be very confused.
Fun concept, but it ramps up crazy fast. On top of that, the game glitched and the cannon stopped working when I was playing.
May consider having the cannon auto fire when you enter in a correct answer, would fix a bit of the problem with the ramp up.
I think the ryhtm bars being as tight as they are is actually a bit of a flaw, but otherwise a solid concept and it is well executed.
Game was frustrating and not really fun to play. A game with a bunch of choices with no means of knowing what they are shouldn't warp you to the beginning when you make a mistake.
Surprisingly micromanagey. You can start to get multiple loops going, when I started I was curious why the studio was so large and it is because they take so long to write/film it, that to make it profitable you need to do multiple of them simultaneously.
I like the concept of flinging yourself around with the tongue but the gamplay felt a bit random and awkward. Also that music loop grates fast.
Please run a filter to cut out the white noise, unless that's the point... not sure.
Gameplay seems far too random, as the boats seem to just be random; but an interesting concept for an arcade game.
Movement was odd, and honestly better off just holding attack down the whole time. The hitboxes seem odd, sometimes I'll be able to hit a zombie from a significant distance away, other times I have to walk up and give em a great big hug.
The movement restriction mechanic is awkward, and just makes things annoying instead of truely introducing challenge. The game looks great; and the concept is solid, but retool the stealth mechanics.
An alright game, would have liked a bit more variety after the first couple rooms.
Can't try the game, I enter a level and can't move.
The background is pretty, but there doesn't really seem to be much strategy other then "drop lots of bombs."
Simple concept, the execution felt a little lackluster; but it got the point across.
Fun game with a decent ramp up between levels. The audio got a bit repetitive and the interaction between the guys in the later levels was a bit random, but otherwise, pretty fun.
I like the Dog.
Let's see here, I bumped myself out of the level on accident, and then intentionally, the player controls are abysmal, having to rotate from a fixed perspective tank style, in a game where you have to avoid things attacking you from all directions is not optimal.
But the dog was cute, the game was actually fun to play for the most part, once you accept the tank controls as a given.
Interesting concept, great execution and while though it kinda got locked up after I completed all the topics it was still fun to play.
An interesting concept, but pretty short even for a ludum dare. That being said, the lack of firing speed restriction allowed me to bring out my inner masher and fill the whole screen with bullets... lovely. :)
An fun little game, I was a bit disappointed that it just flies forward and going up isn't really noticeably slower or anything like that. My gun didn't work (that I noticed) but flying around was fun.
Alright game, the combat is awkward since you have to be at a certain height to hit the opponents and if they are on a ledge below you you frequently can't hit them and you die very quickly.
Surprised this is the first "infinite runner" style game I have seen in this ludum. In any case decent concept, worked out well; but the gameplay drags on a bit after a couple minutes.
Quality entry, solid concept good execution. It what I would have wanted.
Fun game, though I feel the controls would be better suited with WASD for movement and then the moust is free to move the camera at will. as it is you have to stop moving to move the camera which feels awkward.
Other then that a lot of fun. I absolutely adore the animations, not sure if you made those during the Jam time, but they are beautiful.
Fun, the graphics were pretty splendid up until I saw the black box of the world and a big "END" written on the ground.
While audio isn't a grade I can give I will say it was quite pleasant though the loop on the music was a bit rough.
Overall it is a platformer that feels all right but having progress be random in a platformer that likes to murder you is not fun, it is frustrating (and for the record, "frustrating" is only good in platformers with set patterns. You want to be frustrated with yourself for messing up, not just waiting for the game to let you keep going.). Graphics and audio are good.
Game feels a little awkward, and honestly may have been better without music at all.
I wish I could say something bad, that ragdolling isn't funny anymore... but goddamnit it is too damn fun.
Fun, though I will say all of the "unconventional weapons" prices seem a bit high. took me forever to get the first one.
The graphics are lovely.
Fun game, was confused at first, found the control section and remapped. Didn't even know about the ability to craft while playing but still had fun.
Waifu. Apply. Waifu. Apply. Waifu. Waifu. Waifu.
Anyways, strange concept, definitely an unorthodox weapon to say the least.
Interesting concept but fairly well executed.
Seems pretty neat, would love a means to cancel a teleport after you have clicked also something on screen to show if you have a tele-charge.
Beat em up concept is nice, balance could use some tuning, one time I got mobbed by a bunch of guys all at once, the next time I sat around for 30 seconds with nothing to attack.
Thanks for taking a second to stop by and check out the game <3
@edve98 Actually there is an E before the D... my fault for using a stylized font lol
If anyone reads this, just a quick question; could you tell me how hard you think it is? I am thinking of building more levels; and this one was intended as a base line (easy) and it was going to ramp up from there. however a few people in the comments have said it is hard so just want to get some feedback, thanks!
@agmcleod Unfortunately, io.itch doesn't allow for direct links. The Windows/OSX links are at the bottom of the page.
@emmelineprufrock Actually; that was purely intentional. I was streaming the whole thing; when I went to make the game pause when you died, someone said they thought it was funny to watch the corpse slide around on the ground, so I kept it in.
@destruktorr: The colliders were put there, but in my post after I finished I mentioned a bug caused by unity. well that is it. The mesh collider that is generatd by unity isn't particularly accurate, so even though my mesh is relatively simple; occasionally darts go through. It isn't particularly useful, but yeah sometimes tranqs will go through walls.
Honestly, if I were to take this game to full production, I'd go in and make a custome collider box for each piece to prevent it; but for ludum, I think that kind of small bug is acceptable, especially when it does'nt effect gameplay.
@lebrokholic: Well the "bad ai" is actually intentional. This was designed as a tutorial level. So the enemies have short aggro ranges and slow reaction times; so moving out of their aggro range is quick, and usually you get out of their vision before they actually aggro unless they catch you while turning.
Unfortunately, I wanted a certain level of polish for the menus, and had to compose a song which ate up the time I was going to use to make a 2nd level (or more.)
Technically, all I'd have to do is knock down their reaction time and aggro range and the AI itself would be fine, but as it was the tutorial I wanted to keep it simple.
@dos:Wow, first person to point that out, apologies @dos, will be fixed shortly.
Fixed, I had them all in one zip, but before I made it public had to make a quick fix, but I only compiled the windows version.
Fun tank game, gets repetitive after a bit; but Oh those Russians, they are so charming with that intro screen.
The camera is zoomed in far too much to see enemies approaching making the game awkward to play. On top of that you appear to be taking in player inputs in a way that drops them occasionally (fixed update?) While fixed update does save some processor time; to ensure inputs aren't dropped better using normal.
The game feels odd and there is no means that I notice to restart after death in game; which is particularly frustrating considering I spawned several times being attacked immediately.
Started the game, walked into something and died and now it is stuck on a death screen.
*mellow* YEAH */mellow*
Concept is solid, execution is lovely, looks nice and just just overall is quite lovely.
Fun game, though I forgot about sprint and when I got to the room with the 2 platforms I just couldn't do it until I read the sprint thing. The boss felt a bit slow, I think one bomb would have been enough (waiting for the cup when you miss a shot is torturous. but fun all the same. GG
The controls felt awkward, and while the gun pushing you back is a neat touch, the fact the game doesn't grab your mouse pointer means playing it on the web is impossible, and even in full screen on the windows version if you have a second monitor you will frequently minimize on accident.
Fun little iteration of the classic "snake" game.
Sorry couldn't judge sound, playing while in class >.>
An interesting concept with some strange gameplay; also COLOR IS MIGHTIER THEN THE SWORD.
The controls feel a bit awkward to get used to but after a bit they seem to work all right. The music gets repetitive really quickly.
The sound design seems intentionally annoying and the combat is drawn out and boring. The graphics are alright and the concept of music as a weapon is alright.
Not really sure what I am supposed to do and a massive debug thing pops up on launch.
Can't judge audio, on laptop in class >.>
Was about to say screw it then saw the P.P.S. and decided to persevere. Until I cleaned out the 2nd room and got tackled by the snake repeatedly. The concept is fine but your attacks have little feedback and with instant death it means a lot of pointless deaths.
Also that sound for pouring water was unbelievably annoying.
Fun game, surprised at the amount of content, but a little annoyed at the fact I can't fullscreen or make it a little bigger. Keeping my mouse pointed on the tiny little window is a little awkward. Also the camera has a tendency to hand a bit behind the character which means a lot of off screen "jumps of faith."
Really quality stuff, fits the theme perfectly. At first I thought the Hunter was psychic, but running draws attention from a mile away.
Great concept, though I honestly had no clue what to do when the game launched, in fact i thought the blue picture wasn't even a game at first because I didn't see the unity launcher load.
But yeah, it was good fun.
Honestly my only major beef is it feels awkward not having some kind of indicator on the screen showing that I am in fact controlling a character (highlight them and the place I am dragging them.
My camera is just endlessly spinning wildly.
The buildings in the foreground mean that roughly half the screen is obfuscated most of the time, causing me to die repeatedly to attacks I couldn't see.
It's not flashy but it is cleverly designed. Only thing is, I would have the edge blocks not have doors where the doors don't exist.
@mikelovesrobots: Well that's too bad, sorry about that; I can't test but I'll recompile it and hopefully it works.
@Otato: Shame the theme wasn't "Helps to have a map" :D. But yeah I wanted it to be a little confusing, similar to the old school dungeon crawlers. If I had more time to make levels I would have made some serious labyrinths.
@Phil Strahl I was going to have a treasure mechanic of some kind, but it was way low on my priority list. I was about to make the next floor up; then realized I only had 1 hours left, which I used to submit.
@Interwebsninja: Well it is the first two floors, honestly only one room is slightly challenging (the mazelike area) and even then it's not bad. Maybe I'll build some more levels for fun and make it an actual game.
@sam twidale: Actually I know it works fine in web player, fixed that hours ago. But apparently it didn't save me changing the description. Only thing I am not sure if it works or not is on Macs, as I don't have one. Here's hoping.
Honestly I was hoping to knock out another level or two prior to time up, but this time around I did actual animations and modeling which ate into a lot of the time... not to mention 3 separate guitar tracks.
@joeProgram That's mostly due to sprint missing. However I didn't get to making a footstep system for the guards, and given that the player can't hear the guards, would be rude the other way around, so you are always being sneaky. (AKA: slow).
@Integershift: I agree the difficulty probably didn't escalate fast enough. Honestly the only room that could be challenging is the maze area on floor 5, since the knights in there all kinda do their own thing with no easily discernible pattern.
Of course that means some people walk through without any issue, and others get cornered by 4 knights from all directions.
@maxi and the gang: I am afraid I am going to have to agree to disagree here. While I agree wit wouldn't be fitting for say, metal gear, which is going for stealth action, this is pure stealth. Any kind of direct conflict is death. Calm is exactly what you want. You aren't trying to pump people up, you are trying to slow them down.
That being said, I do think that tonally, I should have made the songs, still calm, but a little more disconcerting, given that it is a dungeon.
@peterkirk: That is why I actually why I decided the "final" version was going to be 5 levels, instead of 7. Simple fact is. Were I to take this to full production it would be actual modelled levels, as opposed to a grid based dungeon style.
While the grid allows for rapid development, I would need a lot of wall/floor/ceiling variants (which I obviously couldn't do in a tightly timed competition.
@BUNN1E5: Yes. you are short. Very short. you are an Imp. That's why in order to stab people you hop up first.
Sorry an addendum: You are also, in particular, a run of an imp. Only Greg is about as small as you.
Alright I'll admit it, got me, that was cute.
I'll admit I didn't read instructions so at first I was very confused. But it's a cute game :)
Honestly, I probably would have had less fun with it if the attack wasn't completely unlimited. The fact I could mash to fling the spider around the screen like a psycho actually made it more fun.
I couldn't make it 0 feet without pushing someone. Hilarious. also sorry for the mac version of my game not working, I uploaded a new one, but I don't have mac to test it, if you wanna go for another try feel free :)
Absolutely fantastic. Fits the theme, the graphics are wonderful and the gameplay works great. My only real negative tick is that if you play it to completion the fuzz sound effect in the backdrop starts to grate. Only other thing I may want is a footstep for the humans to tell where they are around corners... Something I neglected to do as well in my stealthy entry.
Not going to lie, when I first heard "Two Button" and "Growth" I actually thought pretty much along the same lines, though I was going to play it straight; but decided against it.
Regarding Shadows: I agree and I attempted to make it happen, but for some reason Unity just decided screw me and not allow the shadows to work... for some reason... no clue why.
At first I was like "what?" but it's good stuff.
Quality submission.
The only major thing i'd say is maybe consider a color for areas not seen separate from the empty room. Makes area traversal kinda awkward.
I really wanted to dig this one, but every time I want to get into it, but there's something that just stops me every time I start. First I am getting attacked and killed, I go to walk with WASD and it doesn't work, so I quickly come back to check the keybindings and go back and realize they are all over the keyboard, so I go through and rebind them and finally start running away from things murdering me on the first screen and then stamina runs out really quickly and the base ground speed is unbearably slow (not to mention I still have things chasing and killing me.) And lastly the jump comes out a solid half a second after I press the button so there's an awkward.... pause... then I jump, makes all the platforming so... stiff...
It's really a shame since it looks like a lot of work was put into it and it could be fun :(
Fun, but at the same time it's kind of a rhythm game but isn't it can be a bit confusing because sometimes you move in time with the music and you will hit a previous shape because your hitbox is kinda large.
Is it sad that I almost wanted it to be just a golf game >.>
I kept getting banana whenever I had to go in a tight spot.
Good fun.
@hank I have that issue but only when the browser gets uppity and tries to remind me that something is taking my mouse cursor.
I added the fullscreen mode and it does help with the viewport cutting off the information, which is good.
hmm that's a lot of people complaining about mouse sensitivity, either my mouse is super unresponsive or I am just used to high sensitivity or something.
As for the music, yeah I wasn't happy with it, and was about to add a button to mute it... then my computer crashed and I spent an hour trying to get it going again >.< But I figured most people probably are only going to play for a couple minutes (I mean, surviving past a minute is pretty tough since it ramps up enemy spawn rate based on time)
The shadow isn't meant to last long literally long enough to slide through an arrow and close the distance.
And yeah, I was going to add a sound for enemy spawns to help with that issue but then my computer crashed and when I came back on I just had to submit what I had done.
Nothing really to do with the theme and the normal bullets are so piss weak that they feel useless since enemies come on and off screen so fast.
You know what, it was kinda dumb, but I actually had fun... probably because if you mash space up any ramp it sends you careening into the hemisphere and it was just fun to mess with but fun is fun.
Really cute artstyle, but the controls were a bit counter intuitive for shape changing, you go down, then press a button, then press out again, also none of the buttons are labelled.
In addition, for me the carrot wouldn't climb
Just so you know, you can mash 2 and 3 to fly upwards.
Looks nice, but I switched forms and the game kinda locked up, then I died, then when I restarted it auto beat the level for me...
Agreed with outhers, I seem to just get mobbed and killed instantly
At first I was a bit skeptical but I actually like it :)
I just get a screen with pink pixels.
Really well done, amazing amount of content for a LD game.
The controls feel unresponsive.
I'm a sucker for gameboy art, though it obviously moves like a normal game (doesn't stay pixel precise)
In addition, didn't know the enemies respawned, so I went far away and had to do a lot of jumping to get back.
Hate to join the crowd on this, but multiplayer in a ludum dare game is... dangerous. It's a bold choice to add online play, but the chances of two people doing it at the same time is crazy low.
You know it's been a long time since I played space invaders, thanks for that. Is it odd that I knew it was Bastet before I read the description?
While the mechanics are a bit obtuse at first, eventually it makes sense and I like it. Should have a "par" cut on the screen, to set a goal.
Really quality little puzzle game. Music does start to grate after a while.
My biggest complaint is that arrows slow down the gameplay a bit, they could go faster since, you have to wait for them to move anyways.
The first level my cart exploded and I just walked to the finish, is that supposed to happen?
Any case, I like the spinning leg gimmick.
You may be a meme-lord but blind jumps are bad.
The pixel art on this is great, but I do agree with Killthealias in that that wasd should probably have been movement, and arrow keys the firing.
In addition, it feels like every enemy is just a massive damage sponge; makes all the encounters feel like they drag on.
The pixel art was well done, but the inventory bugged, then my movement glitched up and it locked into going left.
It has an interesting look to it; played long enough to fall to pieces.
I got lodged in a wall when I dashed.
Came out when I dashed harder.
Erm... no clue what to do.
Well the concept is great, but it has an issue with the fact you can mash fire and just turn back and forth until everything's dead. In addition, in the sea of my bullets it can be hard to see enemy projectiles.
The idea of making movement complicated has always been an interesting concept, but there were several time I put in the right combinations and nothing happened which got frustrating pretty quick.
Holy crap the turning speed is ramped to 11. I can't line up the jump because the character spins like a top at the slightest press.
I like the first person obstacle course concept, allows for rapid dev time in a short period, but the control is paramount
The music loop is so short it is diving me mad and the controls don't feel "tight". Unity is pretty good once you learn it and this is a nice stepping stone!
Going to agree that movement speed is way too low, the blocking is alright, but it makes attacking useless, since youmove so slow better to sit a distance and just tap block all the shots.
I'd love the atari style, if it stayed that way overall. But something are clearly at different resolutions.
Did a few races and got utterly crushed in all of them. I guess I am just terrible at managing chariot racing.
The art, what ther eis of it is pretty good, but the gameplay kinda feels like filler? once you know what the algorithm is you can just tap it out in 2 seconds
A really interesting game, pretty unique concept.
The music feels like it is slowly boring a hole into my brain.
I do love a dedicated swear button though.
Yeah, I like the concept, but the builders all seem to just go away. Maybe add a warning for a builder who is getting irritated.
Alright so I'm going to be 100% honest, the sound immediately started grating me since it was such a short loop, I was annoyed that WASD didn't move and pixel art is all over ludum... then suddenly it was typing of the tower and all is forgiven, just that easy. Though the font you used occasionally was hard to tell which keys they were.
The intro was cute but t ran on, then it was asteroids without screenwrapping.
I loved that you can just straight ram the alien ships and cause them to bounce around like crazy though.
I thought it was pretty neat, though I was really hoping when traveling about I'd find something other then just pirates. In a universe where everyone are pirates, how could pirating be profitable, lol.
Yeah I'm going to go with, some kind of interaction during the carnage would go a long way, even if it is superficial.
It's definitely interesting, but for me the upgrade window was locked open and I didn't seem to be able to do anything other then just fly around, maybe I'm missing something.
The aniamtion on the dragon flight is really nice though.
@CMLSC Well the Unity HTML5 is going to be laggy, especially with a 3d game. My guess is it was so laggy it was timing out the grounded timeout, so the animator thought it was always airborne.
@TheMightySice Yeah the walking animation is garbage. I just needed something functional.
@johnbjuice Actually, you can take 3 hits before you die, it's not instant death. (The health bar is in the top Left corner)
As for the camera, yeah that's probably my biggest issue with my game. And for "bassy" sounds, I did them as bassy as I felt reasonable for a game most people will play in their browser, and that I don't have an volume bar in.
@KevKevOnFire : Yeah the camera is pretty bad, as for when your character gets hit, any time you get hit by a missile/touched by the robot; I considered making it only do damage when he's in an attack, but decided against it when it introduced a bug that the undamaging boxes could throw the player in weird ways.
As for when your player hits, it does start shooting steam from the pipes with a sound queue, but I could see that being missed since the camera swaps to the next pipe, and music, and giant robot groans and ect. I suppose a nice solid CLANG and KADUUUSH would have been a better "you dun good" indicator.
@Headmade
Actually Ancient Tech was surprisingly exactly the theme I wanted. I looked at the votes for the previous sections and Ancient Tech had won by a landslide; and when I asked myself "what would I do if Ancient tech won" this was pretty much the game that popped into mind.
Definitely an interesting concept, but lacking any kind of direction makes me much less likely to actually sit down and figure out the mechanics.
Interesting game, though the controls seem to be a bit wonky, I kept trying to remove plugs and it refused to let me.
Still really unique concept that fits the theme perfectly
I have to say, the looks were a bit barren, but the game was fun, though I feel like it needed reverse/strafe to adequately fight the ships that come straight at you... though if you are supposed to just avoid them it makes sense.
Let's be honest here; you were going to blast hippies no matter what the theme was.
Short but I had fun with it. if you had a full 48 that may have been some serious stuff.
Felt kind of awkward to play, but overall solid execution.
Seems like a lot of thought went into this one; I just didn't find it very engaging, but that's probably just on my end.
Looks nice, and I'm always up for a pipe game, but the 2nd level I tried to play the movement mechanics didn't work on a lot of the blocks for some reason. (:Spaghetti)
Wierd; my server is up and I checked with a couple of my testers across the country and their's worked fine.
That's odd about the sound @joyfired, it should make a sound every time; I have an idea for how to fix it, and yeah I know there needs to be a sound for cardboard pickup.
@klekky: glad you guys had fun! as for content...
Problem was purely time. Building the infrastructure, testing it and heck just figuring it out took my a huge chunk of time. I haven't really done' any networked games in unity, so while I had messed with some of the basic premises I hit probably every pitfall you could expect. I'd add them in but well,
But
a) that complicates judging, I could add them and make a note like "this sound wasn't in original build, don't consider for judging" or "this room wasn't in original build" ect. But it still makes it awkward.
b) I don't have an updater for the game, so if I were to update the game it wouldn't roll those changes out. Anyone who already downloaded it would be SOL and confused.
c) I already kinda moved on; Really wanna see more people on the server and looking forward to judging but I'm pretty pleased with what I did here in the time given and am going to take that information forward on either my next project or the one after.
so yeah thanks for playing and the feedback :D
@xavier-indie-gamedev the server is online (had 5 people on it till a moment ago), you probably don't have an open nat I think that's the issue that stops some people. I don't know what pun is but it is Unity
@iseeicy Thanks for poppin in! Yeah this was one of those LDs that I was working down to the last minute. If I had a bit more free time I would've added like a "spawn room" for players. That being said, the whole "enemies spawn on you" is something common to mmos... maybe I would add an indicator though, since I have spawn times ramped up to accommodate potentially a lot of people in a small space. thanks again for trying the game <3
@jakobe3 Yeah, the network jitter is real. It isn't too bad if you are on the east coast but a friend of mine on the west coast has to swing a full half second ahead of time to hit enemies. It's my first time doing networking and that it works at all surprises even me. Going to spend more time on networking in the future. Thanks for poppin in!
(For anyone curious about why, it was my first time so for security sakes I did the hitbox check on the server. however as it is an action rpg, I should have done the check locally and sent the hit in. Technically less secure, but feels way more responsive on the player side.)
@jdmazz : Thanks for stopping in! Yeah seems to be a popular request, if I do another MMO in the future LDs, I'll make sure to include a jump when building the character controller.
@slimabob Sorry bout not responding, stepped away for a minute. Thanks for stoppin in and gearin up <3
Server is online; I just restarted it to be safe, but I had people on it recently so I am pretty sure the issue is on your end. not sure what it is to be honest, I have had people with closed NAT join just fine... Try restarting the game and trying again @eddynardo / @richard-michael-smith
@simonhutchinson Thanks and yeah, I'd have liked to have added a second attack swing to give it more physicality, as well as (as I previously mentioned) moving the hitbox work clientside instead of serverside. Technically you should have as much serverside as possible for security reasons, but the better gamefeel is just too important for me not to do it clientside.
Thanks for stoppin in!
@red-fan-games honestly it would probably be pretty trivial to use a basic hex editor and set your damage to 100 and just one shot everything, since that variable actually is stored clientside. Everything else is serverside. someone could also probably set their position due to local player authority of control, but that wouldn't help much unless you like falling forever.
Thanks for stoppin by <3
@richard-michael-smith really sorry, but I double checked with my testers, running both mac and pc, spread out across the US and they say it is working fine. Probably something to do with the Unity matchmaking service. My intention is to learn how to circumvent that for the future and host my own matchmaking service. I used that, instead of direct connection a) for my security and b) to help people with closed nat to be able to connect.
The one time I have been able to recreate the issue is when I tried to connect from my university open wifi, which said pending forever, never said offline. Sorry you can't try the game :(
Yeah @eddynardo, as I said to the other guy, it's probably something to do with Unity's matchmaking and you not getting along. I literally just said hi to someone on my server, so it is working. Thanks for your interest. Maybe it has something to do with the fact you are not from the US? Maybe Unity blocks international traffic?
This is my first time using their matchmaking service and it seems to work well for everyone I personally tested with... I got a friend who lives in canada, maybe I'll see if he can't connect.
@Listonos thanks for stopping in! Sorry didn't catch you on the server, I was busy playing your game >.> I would've liked to add more equipment/weapons but I was working to the last minute. As for the hitboxes, while the player attack box could be a bit wider (to hit enemies on the side) I'd say it's more that the damage check is serverside, so the discrepancy between server location and client location, while not huge, is enough to make it feel less responsive then it should.
Thanks again for checking the game out <3
@alext-design / @scornz : Thanks for stopping in!
@palemachine : Yeah I tested the server last week since judging was delayed and it ran 5 days with no interruptions or issues in connectivity for my testers. I have had people with closed NAT say they were able to connect fine so I have really no clue the reason it would be unable to connect. Maybe something to do with a firewall blocking it? Maybe Unity matchmaking just hates some people? I haven't gotten any tester to recreate the issue so it is hard to say.
My intention is to keep the server up non-stop for the next two weeks. Maybe check your firewall, maybe check your nat, or maybe curse at U-Net matchmaking for being dumb... Not sure why it seems like about 1/4th of people just can't connect... Shame I didn't include some debugging stuff to really check >.<
@jaytord : No offense but if you haven't played the game at all I'd kinda prefer you *don't* rate it, even if your intentions are good, I feel that it's against the spirit of the competition. In addition, server is online as mentioned before. Something between you and the unity server is borked and I can't figure it out because I'm not you. My connection, and all people I know who have tested it have had 0 issues connecting.
@arcticmattekar : I know that the burden isn't on you, but if you read some of my other comments, and now this one included. The Server Is Up. I just added a giant bold text at the start before you can even click on the game because I am getting frustrated (not your fault just tired of repeating the same thing.) I can't do anything from this side and I understand if you don't want to do any finagling to get it to work,
But I can't do anything because I've tried Windows, Mac, Linux. Works Works Works. Behind a firewall, Works, Closed Nat, Works. Shitty Wifi Connection, Works. So yeah, no clue what's wrong, but it's something between you and the unity server and I can't resolve it.
@cliffracerx : Yeah healing items were literally the next item on the docket when I ran out of time. I was either going to add a second "weapon" that could heal, or healing items, but I got to the point I had to stop adding and start polishing. Thanks for stopping in :smile:
So I just got into this and have to say, it's some pretty interesting stuff. I wonder if it's text based nature actually benefits the core gameplay or if a graphical representation would assist in filling it out. Part of me likes it just because it is different, feels different, then most of the other games in LD; but at the same time I feel like the extra layer of obfuscation doesn't inherently add anything mechanically.
That being said, as opposed to other LD games, I usually post when I am done with them and my intention is to get a drink and keep at this for a while longer.
I guess that bodes well for it <3
@listonos Well I mean there must be something to it
b9b8f001d7346bbd2e15398c62c100f2.png
After all, I finished the damn thing :wink:
After finishing it I will say that there aint much to do when everyone is dead. I ended up spending the last 40 days trying to kill the Earl over and over until RNG finally allowed it to occur. Lots of enddays once I had enough hustle money saved up
Physics based platforming makes me feel like it's always one small step from breaking and letting me do terrible things (in a good way) but your game managed to keep me in check and while it was short I had a pretty good time.
Finally free (but still in a ball); Thanks for the game <3
Fun simple puzzle game; I knocked through in a few minutes. Looks nice and the more complicated grids and bugs would let you make this into a full game. All seriousness, really quality design work here. <3
I am a picker of nits, so I will say some audio would help a lot to add to the game, and introducing the idea of double clicking in the tutorial (to release) would help, I just hit the restart button a couple times when I made mistakes.
Thanks for the game <3
As other have already informed, a crosshair woulda been great or more specifically I would have appreciated making it dual joystick so that I can be moving independent of where I am aiming. Other then that though, great stuff, the weird floppy growth physics and movement were fun to deal with and it's a solid prototype. One thing I will say is I'd like the camera code to get cleaned up a bit, since I frequently had parts of my cell getting hurt offscreen and I was unable to see them to shoot at them.
Fun game nonetheless, thanks for it <3
As other have said, something about this made me stick with it for a while longer then I expected to when I first got my hands on it. that being said the controls were what eventually caused me to stop playing. Some sort of visual feedback over whether I can click a location and move there would be great. I recognize with this simple of an art style adding anything more can be tough, but that combined with the right click to use thing really threw me for a loop.
The name immediately grabbed me, but overall I came away wanting a bit more. Recognize it was your own engine, so a lot of the time was prolly eaten by that but I feel like some sort of extra mechanic would have pushed it further. Also I like that it has music, but after a few loops it starts to get that droning effect due to how short the loop is.
All that said, props to makin your own engine, thanks for the game <3
Not sure how this is related to the theme, but the graphics are pretty nice and the straight bumper cars work as you'd hope them to. If I had a nit pick it is just that, for a jam game with such a relatively simple base gameplay loop I would have hoped for some more depth (powerups, weapons, different arenas, maybe different game modes). that being said, it's always ballsy to do a multiplayer game for ludum.
Thanks for the game <3
Control feels really floaty, I know it's a toy but kept spinning out even on straights. That being said, a racing game is a fun departure to the norms of LD.
Sorry sorry, I tried the 64 bit on both 10 and 7 compatibility mode and it wouldn't run. Makin your own engine is hugely ambitious but this is the downside. If you fix it for win10 then send a @ message here and I'll come back and try/rate it <3
The fact you got a leaderboard in there is neat, but the base gameplay kinda feels one note (as well as the shooting sound); in addition the first time the hand sweeps past is crazy disorienting and I didn't realize the new wave of food would hurt me until it was too late. Seems obvious now but at the time I was annoyed.
Overall the game is pretty alright; just wish there was more mechanics to mix things up.
Honestly, there isn't much to it, from your comments you made it in 7 hours, alright, but since there is no cost to units, there's no reason for me not to just throw out a billion tanks. I'd have appreciated some sort of thing to play around, as it is, the game is just "how many units can you throw on screen before the framerate gets unplayable"
Alright so I hit day 4 and then fell through the ground when it loaded in the walk to the bus scene. Don't have the time to start over so I'll just say that this is a fair deal of content in a short period of time, I may go back through tomorrow (2am here) and see how it ends but it's good stuff.
Small nitpick, when you deactivate the player controller during an action in the house, the animator locks in it's current position so say you brush your teeth, you can see your character running in the mirror while stationary. Make sure to either send a call to the animator to turn off the animation or simply limit the players capacity to move without actually turning the controller script off.
Thanks for the game <3
Alright so; was surprised ad the audacious nature of this one; and the mix of 2d and 3d gameplay was neat. All in all though kinda like the original no mans sky; gathering resources wasn't that interesting for me and there wasn't anything to do on the planets really. In addition, the controls in space felt awkward, I got stuck to planets on multiple occasions and eventually my controls seemed to stop responding entirely and I got launched out into empty space.
I hate to be down on it (feel like I am way too critical tonight >.<) it was a bold entry and you got a lot done. If you continued with it, put in some more interesting mechanics in both space and on planets and cleaned up space movement it could be a real winner, just not something you can do in 72 hours.
Thanks for the game <3
Alright so, overall platformers like this are hard for me to judge, I tend to set high expectations due to the fact they are pretty easy to get working. That being said there are a few nitpicks that I have to throw your way. For one, you have the standard unity platformer bug, which is that you can just hold left/right to pin yourself to the wall. If you add a 0 friction physics model onto walls this will prevent you from gripping with them.
Next is the wall jump, generally it's good to give some "push off" velocity when someone wall jumps, especially when your intention is that they jump off the wall opposite to gain height. Without that the game feel kinda suffers unless it was explicitly your intent.
As for the implementation of the theme... well honestly last LD I ended up not submitting anything because I wasn't happy with the theme, so I know how bad it can suck when you can't think of a good game around the theme, but at the same time I'd rather you just ignore the theme entirely and do a game you care about then kinda just shove it in there.
Thanks for the game <3
Thought the 90 degree turns would actually be way more disorienting then they were. I had fun, if I had one nitpick it would be that the orbs appearing on top of you when moving forward causes a strobing effect (light dark light dark) which hurts my eyes a bit... and I'm not someone who usually is affected by that kind of thing so, just something to keep in mind. :)
Thanks for the volume slider, the music started to grate after level 1. That being said I kinda lost interest mid planet 3. I just feel like some sort of extra depth (something else to do) would've helped.
That being said, it's well constructed and does what you were going for. Thanks for the game <3
I like it, its quick, effervescent, dumb (and I mean this in a good way) fun. I'd say if I had one beef, base movement speed is a bit slow but otherwise just quality stuff.
Thanks for the game <3
Looked fine, simple concept but well executed. Thanks for the game <3
Honestly, I like the core shmupness, was a bit disappointed that when you go into the small mode that the camera zooms in so far as to make it impossible to see anything. The point is to let you dodge things, but then makes it hard harder to dodge things.
Very traditional roguelike; the enemy ai was actually pretty good, but annoying as hell to deal with. lots of throwing and dodging rocks. While I question it's capacity of following the theme, it's the first roguelike I have played so far and I have played a bunch of games, so I'm feeling it :D .
Thanks for the game <3
Heh, you were really planning on "You control the game not the player" theme weren't ya?
Honestly though, I like the base conceit of the game, but I felt like it kinda lacked the spice to keep me interested. Maybe if you could throw down things in real time, as opposed to just the encounter system and then keep multiple players enthusiastic simultaneously so you have more to do at a given time to keep my interest.
Thanks for makin it, but unfortunately "The player got bored of the game."
(... sorry, it wasn't that bad, but the line practically writes itself >.< Thanks for the game <3 )
Swung in to try it out, going to agree with @gumboot and say that the intro ran on a bit long. Also I would have appreciated some means to turn down the volume (or mute) while the music was fine it was super loud on my computer and forced me to mute everything.
As for the game itself, it seemed to work fine, my only beef was that enemies would sometimes be behind say, a tree, but still be able to detect me, so I would have no good way of seeing it coming... maybe there's an audio cue I was missing since I muted but I got hit by it twice.
The core mechanics of the game are interesting, an arcade style game is a pretty great for LD since you can get in and play as much as you want and get a flavor for the game immediately.
The downside is, the controls are a bit complicated (lots of things bound to one button) so an in game tutorial screen would be preferred.
I had fun with the mechanics, grappling hooks are underused in games... or maybe I just like them.
Thanks for the game <3
Sound balancing could definitely taken a bit of work and as other people said, I kinda felt like I was lost the whole time but managed to find the end pretty quickly? Not sure if I skipped something but anyways. Simple gameplay but overall it felt pretty good.
Thanks for the game <3
Alright so I spent a while flying around with nothing happening, but once I started finding other planets it was neat. The intro was a bit random and I am not really sure what I was doing but I got pretty biggish before getting very smallish.
Thanks for the game <3
Liked the look, but I found the perspective a bit awkward to deal with combined with high gravity and small platforms to make a game that is initially a bit much to get hold of. Overall I liked it, but I feel like the platforms + perspective + gravity combined to stop me from falling in love.
Snappy, short, fun and get's the concept across immediately with almost no tutorial. Solid Entry overall <3
It's a bit hard to tell if you can connect to a planet to sling to without just trying to click; other then that mechanically sound. Would have appreciated a mute button, while the music was fine for the first few loops it started to grate.
Heh, our games acronyms are dangerously close, just one letter off (CCO).
Fun concept, I know this is an odd thing to fixate on but the UI looked nice and clean. The mission start/end windows are great. My only issue is that mid way a mission I was wondering what the key on the pause menu meant (it's obvious now) and I accidentally went to the main menu. I was going to replay the beginning to get where I was, but the lack of a way to make the first levels go faster caused me to elect to stop playing instead. A "speed up" button might be a consideration. In addition, I'd appreciate the ability to buffer orders while a mouse is moving. So if I pause on the frame before it is able to be commanded, I can tell it to turn when it lands instead of having to unpause then repause.
All in all, solid presentation, interesting gameplay and a surprising amount of content for a Ludum Prototype.
I wish I had more constructive criticism... I tend to go on and on but all I can really think to say is that something about this just didn't do it for me; sorry >.<
Thanks for the game nonetheless <3
Overall I like it, I have a couple beefs but it's mostly me nitpicking. For one, I'm not sure if the escape rock is randomly chosen, but once it was a tiny slice of rock that when blasting off I immediately fell off of despite standing on the center of it. In addition when I found the escape rock as soon as the counter started, it kinda of made it awkward just standing on the rock... maybe have the ability to set it off early or something? I know it's just 10 seconds but in what is otherwise a snappy time based game it just feels weird to stand around.
Also, is there a benefit or anything to collecting a lot, does it say increase your time on the next planet, or is there a score, or something? Also after about 5-6 planets I started to lose interest due to lack of variety. Rather then having a bunch of planets that you rapidly go through, having more interesting mechanics on each planet would have spruced things up.
And more nitpicking! Sorry I just kinda write whatever comes to mind, but I'd have appreciated the UI be a bit more individualized... at least a font fitting the game or something like that.
Well my capacity to pick nits not withstanding, the game is well made, looks pretty good, and has more content then expected for a Ludum, just woulda preferred less content that was spicier than more that kinda felt repetitive.
Thanks for the game <3
As @joe-cowman said, my main issue with the game was that on two occasions the level generated was actually impossible (long required branching paths) now you could say" just restart the level" but it does say that something is wrong with the generation. Thanks for the game <3
Flappy fish. Anyways, the audio design is probably the most standout bit of your game to be honest; different sounds for every bit. I got really worried at first because I genuinely hated the bowl controls... but you don't really have to use them for anything besides nomming so it didn't become an issue.
Thanks for the game <3
Pretty good, might be a bit biased since I like pirate games. That being said, you say to keep a ton of buccaneers alive but all I did was set my raiders and they ate enemy ship while I sailed behind them.
Thanks for the game <3
@Hakita the thing I finished just before having to build and upload it was the level up UI notification, I was just about to add the stat up/down notifications but looked at the time and used an expletive.
Thanks for checking out the game :D
@florian-van-strien
As it stands the only real goal is to fight stuff, gain levels, experiment with the potion and get deeper. But yeah, I was hoping to have gold/shops/equipment and all that jazz, but doing a 3d game solo in 72 hours has a lot of overhead.
For starting in a room with enemies, there is a small delay on a floor load before enemies can spot you, but yeah, I was going for the old roguelike feel where you get dropped into a room filled with monsters and have to figure it out from there. The problem is, old roguelikes are turnbased. In retrospect I should have paused the ai of enemies on a floor until you perform an action after loading in.
Thanks for trying the game :D
@wdelvi I hate to say it, but that is intentional, it's designed to be similar to old roguelikes that could totally spawn a hard enemy right on your head, sometimes tons of them.. To be fair, I was planning on starting off with no minotaurs on floor 1, but I ran out of time before I could set up multiple spawn tables, so I put them at a kinda low %.
That said, minotaurs are the one enemy that really forces you to dodge, all the other enemies are pretty slow, and get stunned when you attack them, minotaur's just keep swinging through and hit like a truck, so you gotta plan accordingly and dodge them swings!
Thanks for trying the game!
I can say. without a doubt, that was one of the most awkward controlling characters I've dealt with. It took a good chunk of my time to get used to his wavering waggling methods. Usually control issues are due to people not taking the camera position in mind, but this seems wholly intentional.
Other then that, I mean, there's not much to it really, I like the particle effect explosions.
All in all, the truck is so awkward and unresponsive and despite it saying "pick dumpster: space" I trued rubbing my truck up against every dumpster I could find mashing, holding and anything else I could think of and it didn't do anything. Maybe I am missing a logical leap here.
Also, the backup "beep" sound was funny the first couple times, and then it shifted to annoying pretty quick.
Honestly, the game is to look at and it's a solid little platformer except.
I love minimalist art styles, but gameplay should come first. the screen is absolutely congested with stuff that is all the same color. . One of the important things when working with a super limited pallete is careful budgeting of colors and use of negative space. All the swirling stuff in the background and the splotches on the foreground (I know they are intended as a gameplay mechanic, but as a mechanic it simply isn't fun.)
Also I think a few other people have said this, but the controls feel weird when you first start out, which only adds to the annoyance of the screen being clogged.
I think it's a solid game, with a ton of content for a compo entry, but I feel like you put in the screen cluttering effects simply to match the theme and it detracted form the game as a whole.
I know this is a problem with first person melee combat in general, but I had no sense of what I could do to avoid damage or where my range was so it really just didn't feel very good to play. The movement also felt kinda awkward (I had weird momentum which caused me to slide after letting go of the movement key)
I wasn't really 100% sure what was going on with the game at first, but honestly even when I did it wasn't really engaging.
All in all I don't really see how it goes with the theme, but the base loop feels like it's missing something, and it feels like a constant flow of enemies to the point that defeat is almost guaranteed in short order, maybe I was missing something.
So I was kinda annoyed, I couldn't seem to find the version for jam, so I played the post-jam version anyways.
For one, there seems to be a lot of content for the time provided, I was surprised when I looked in the screenshots and saw tons of levels of spells, then you say you get one at the end of each level. The problem is, I was ready to move on after about the first level.
The fire ball felt real slow inbetween shots. I feel like it could have been more entertaining if there were more enemies and a faster attack rate. Especially when it came to breaking boxes, It'd take me a solid minute to knock out some of the piles of barrels. It kinda makes it a grind to clear out rooms.
Graphically it felt a bit of a hodgepodge. Some of it seemed to be into the heavy polygonal flat shaded style, some was textured with simple designs. I feel like sticking to one style would help give the game a bit more identity.
Also, I tried to use my normal WASD controls and found half of them to be working the other half not. My guess is a difference in keyboards (AZERTY?) thankfully the standard unity launcher let's you change this, but might be something you want to note.
The momentum felt a bit weird and the hitstun was crazy overtuned (poor doggo gets bounced all over) but a good amount of content and man, those transitions between levels is a lovely effect!
Alright so I think the core mechanic is broken. The fat meter is just constantly going up, even when I don't eat anything, so it always ends in a loss.
@tex-killer it happened both times I tried to play the game. No matter what I do the fat meter increases endlessly until the broom hits me, even if I avoid all the cheese orbs
I can appreciate it was more of a learning exercise, but I can't really get over that it's just not much fun to sit down and play. Maybe add a jump, some platforming challenges or something, Otherwise it really just turns into "Hold right or left till you get to the top of the hill."
Couple things: 1) I couldn't get the windows version to run, there was no EXE in the folder given. 2) If you incorporated art that isn't your own (you credit it here on this page) This is a Jam entry, not Compo. 3) You said "we" so if this was a team project, also, again, Jam. Not compo.
Honestly, amazing art, maybe I am just a sucker for pixel art but for the time provided it has a solid style to it. The gameplay seems to be implemented well, even if it's not my normal thing. My one complaint is that (maybe I'm missing something) but I can't see the towers actually firing at the enemies attacking which kinda just makes that phase a little awkward as enemies just vanish. In addition, compared to most Ludum entires you have solid music and sound; granted it seems you had a dedicated member just for it, but it shows.
I was really liking the look and how the character compressed and bounced as I moved, but the wall jump feels super awkward. In addition, the fact that projectiles just spawn out of the enemies without any animation means you kinda have to play the game in a real awkward manner. Also the hitboxes on bullets seem huge, I wasn't even close and it still blurred out. I didn't make it very far before getting frustrated.
The game feels awkward to play, and the disparate visuals between the enemies and the background art is just too noticeable. It feels like a hodgepodge as opposed to a unified entry. I couldn't really tell what was going on when I used a card, no effects just one of the lumps of cubes in the distance shifted about.
The long and short is, I feel like the best things about the game, the music and the background art and the card art, all feel like stuff that was made before the Jam, it may even be allowed free assets, however when those things are used you aren't supposed to be rated on them (that's why you can opt out of graphics/sound). If they were made in the Jam, great job, they look good. Otherwise you shouldn't be judged on them.
Fair enough; there is an issue with a lot of people using premade assets and getting rated based on them, so if it was made by scratch,as I said earlier, good job to the artists. My comment was purely for *if* you had done it, then to opt out of graphics/audio. Otherwise, it has solid environment art, music and the UI is pretty good too. It's just that when you get something as different as your character art and your environmental art, something shady is usually afoot.
A cute idea, decent amount of art stuffs done, but actually controlling the ball was super tough. I suggest next time making sure the controls match the camera.
I didn't really "get it" at first, I was wondering why all I had was a punch then I realized the whole point was to die and restart and get different weapons and all that.
It's a neat concept, a good take on the theme, but I do feel like the weapon balance is completely broken (I can fire about as fast as I can click with a shotgun, which just kills all of the things), and some enemy variety would have been nice. But I personally know how challenging it is to make a multiplayer game in during a LD, so all props to ya.
It seems alright but it lack any sort of real challenge, the shurikens kinda just make it mindless.
That said I was kinda alright with it being easy because if it were hard the grey viewcones on the grey ground in the grey level mighta been frustrating. I understand it was a visual aesthetic you were going for, but remember. Gameplay first.
The water is neat looking and I love the shark, but actually controlling the game feels a bit stodgy and the spear attack was a bit weird it wasn't 100% certain if it was based on where I was clicking or proximity to the boat or what.
Nice take on the theme, interesting gameplay and solid art for the time provided. If I had one complaint it'd be that enemies respond instantly to sound as opposed to there being some kind of response period. It gives the player very little response time themselves if someone they are sneaking behind turns around and sees them.
Thanks for the game!
@hakro Blender for the models, ui and background in GIMP
@hakro Blender for the models, ui and background in GIMP
I enjoyed this, even if controlling the character was (I believe intentionally) a struggle.
Looks good, sounds good and is a unique an interesting interpretation of the theme. At first I saw some negative memories and was like "Ok, deleting that!" and from then on I was way more careful. Thanks for the unique and enjoyable time. :smiley:
After actually reading the instructions I had good fun with your game, thanks. :smiley:
I can appreciate any shmup that will actually let me fire and move as fast as I can mash, though my wrist may have different opinions. When I first started playing I thought the portal wouldn't have much effect on gameplay but as it started to approach things got claustrophobic quick. Really good entry :smiley:
At first I wasn't too into it, but after the first few the AI started actually being tricky, staying away and trying to wait for opportunities where I was distracted or get me to chase them which was pretty neat. That said, after a few minutes of not losing any logs, I eventually gave up interest. Thanks for the game :smile:
I really liked this, though the controls at first had me a bit at odds after I got used to it it was a fun game with some optimization in it. That said I feel like I had no reason to swap the stuff on the counter, I just nabbed a condiment, used it and just put it back. there's no travel time so it just comes down to being a fast typist. Any case, good fun, thanks. :smiley:
I did get to play it, it was alright but I have a few critical things. The main thing I have to bring up immediately is that the start menu confused me right off the bat. Besides that the camera shake is terribly disorienting, it seems to have a mind of it's own. Same with the player character, you give it some gas and it keeps going, not what I expected but I got used to it pretty quick but the camera I never really got acclimated to.
Really great take on inventory management. If I have one major beef with it, it would be that enemies have a tendency to spawn inside of me. maybe have a small bubble around the player where enemies can't spawn because while I recognize that danger while messing with the inventory is kinda the point; enemies can spawn inside you even if you stand still for a split second, and it just feels cheap.
Oh wow, I didn't even think to try it till I read the comment above, but sure enough you can just hit your way out of the situation. Well in any case, I really like how much texture everything has, looks very physical. It's a bit short but I had fun with it. :smiley:
I can appreciate what you're going for, but the core gunplay doesn't feel very good (I recognize that they are flintlock pistols, but when it takes 5 shots to kill one thing it goes from wacky to annoying quickly) and the amount of rampup time before any real number of enemies showed up made me lose interest.
I'm gunna agree that it's really hard to tell if you are bigger then another bubble. In addition, controlling the bubble, especially when aiming up or down causes the camera to do funky things. Spawned inside the shower and it was terrifying trying to get out.
Simple game pulled off pretty well, I had fun with it :smile: lots of words I wasn't expecting.
I had fun with this one, you and I actually have pretty similar ideas for what to do with the theme, right down to the time limit. That said, I think the audio should probably have a toggle (something I shoulda put on my own too honestly, I just ran out of time.) and I feel like I had no stake beyond "don't let them get to the end." which isn't a particularly hard challenge.
Despite that, it's a solid idea and you made it well.
@zugai89 The ending was both kinda intended and a product of trying to make a metroidvania in 3 days. (AKA Time.) The idea was that if you merge, it's over; but if that robot escapes, then the issue is still there and it's up to some other robot that will have to take over.
As for the lack of BGM, I couldn't find a fitting one on any of the creative commons sites, and I'd rather have no music then something that isn't right. I don't know anything about DAWs, so my music usually is just me playing guitar, but my cord I use to capture guitar on PC broke apparently sometime between this and last Ludum... so no music. Thanks for playing!
@pandan I was going to did alternate colors for walls, but we were strapped for time. I mean, let's be honest almost everything you brought up as a negative were planned on being addressed but ran out of time.
The Jump I'll agree was a bit too binary, it does slow down near the top of the jump, but not nearly enough, I probably should have spent some time really iterating on it, but I didn't get much time on the actual level to test it, and I was in charge of coding and art, so I had... a lot to do.
But yeah you called it, the project was ambitious, which means that people tend to compare it more with actual games as opposed to Ludum Projects. But I wasn't really going for a good score this time, it was more for fun and to do a team project; thanks for the in depth review :heart:
As others have said, it's a bit slow going, but the weirdness of it kept me going till I finished it. Despite what I just said about it being slow, the population seems to grow too fast for the game really to be a challenge. You just kill all the folks that walk away from town, they get instantly replaced
Incredibly short, and somethign about how shiny the characters were kinda creeped me out, but then, I guess a lot of old 90s adventure games that were 3d had overly shiny characters so I guess it's on point :laughing:
All in all, it was what it says on the tin, just really brief.
While I have no knowledge of adventure time, any game with a dedicated bird sound noise instantly get a free point in my book. Honestly though my main issue with the game is that the player hitbox is kinda awkward. I got hit plenty of times when it looked like it should, and simultaneously, the head *doesn't* have a hitbox, which means that I would frequently be avoiding shots that wouldn't have hit me anyways. I guess that's just a problem with a tall ass penguin. :penguin: :heart:
Great graphics, the sound was fine and it was pretty ok, but piloting the ship felt... not great, especially trying to aim. It just feels loose but not in a good way. Anyways, all in all pretty good, I just think the controls should have been tighter then they were.
I was surprised how much content was in the game, and it was pretty alright! To be fair, I think my love of dungeon crawlers in general kinda skews my opinion a bit, but I played it all the way through. While the graphics are admittedly mostly nothing to write home about, that shader on the escape portals is wacky as hell, really like it.
I will say, there are probably too many enemies for someone to genuinely make it through without losing gold... so it's more about mitigating losses and my brain is kinda ocd on that, so I'm trying not to lose a single drop of gold and that's not really feasible. So that was kinda frustrating, but that's more on me.
Played it to completion, I really liked that each wave gave you a new power, in general the character moved all right. Blowing up buildings felt a bit odd. It was a solid entry :heart:
While the theme is kinda just thrown in there at the end, besides that the game is an interesting take on a puzzle game. That said, I will say holy fucking hell, I could not stop myself from pressing the escape key every time I wanted to change the options. I restarted the game like, a dozen times. Even when actively telling myself *not* to do it, I'd do it because of muscle memory.
I think this was one of those situations where you had a decent game, and trying to put the theme into it just kinda ruined it. If there was like, some penalty besides straight death some sort of choice you had to make or something then OK. But instead you play the game by... avoiding playing the game. Despite that the game looks pretty good, especially the panels before the game itself. Sound was fine, but simply killing a player when they want to engage with the game seems... just not enjoyable.
I'll be straightforward. I didn't really like it. The load time between rooms was real long, since all of the rooms look the same, I thought I was in the same room at first. The "sanity" effect making things blurry just hurt my eyes. The setting was an interesting concept in writing, but this one room temple didn't sell it.
I get that, and for the first room or so I was like, ok. But after a few rooms it just got repetitive and boring. If I was given some sort of change in environment or some sort of action to perform besides just choosing a door based on my inventory, then I might've enjoyed it more, but that's the whole game.
The art looks good, I especially like the dejected looking rabbit, not sure why you have opted in on audio unless I'm missing something there isn't any. The game actually feels like it could be pretty fun, it has a touch of difficulty which a lot of ludum dare games don't have really. That said a lot of that difficulty was the controls, specifically that you can only aim in the direction you are moving, and the enemies fire homing shots which lerp to your location (which means they move faster when you're farther away) so a lot of time you'd dodge away from it, only for it to catch back up and smack ya when you turn to shoot at someone. I feel like the mechanics woulda been improved by letting me either aim with mouse or going with the directional shot method on the arrow keys.
Admittedly I do feel like it's intentional, so as to have the player die to sacrifice more often but still it makes the gameplay itself feel less challenging and more frustrating. Like you're fighting the controls then the monsters.
As other people have said, really like this take on breakout, the graphics are great. If I had one issue it's that it doesn't go beyond. I was really hoping for other enemy types, maybe some enemies that bounce the ball in weird ways, speed it up, slow it down, only vulnerable from certain directions. That aside, really solid entry.
It's pretty all right. The sound design is nice and and doesn't blast out your ears (with no volume control of course). The platforming feels kinda... sticky? Like a lot of early platformers for PC it doesn't have any kind of momentum. There seems to be a good amount of content for a Ludum game.
I think if this game didn't have the music it has, I would probably have lost interest pretty quickly. But all in all, it's not a terrible collectemup. It's just hard enough that you have to be paying attention, but easy enough that you can tank some damage if you just don't feel like learning a particular pattern. I had fun with it, thanks for the game :heart:
Honestly, I enjoyed it probably more then I *should* have because real time first person dungeon crawlers are my jam, but it's rife with problems. For one, the movement speed is glacial. if you have a slower character, you make a smaller level. Second, I tried using the purple smoke to teleport and no dice, didn't do jack. In addition you don't really have any sort of method of indicating the player getting hurt besides the health bar and I didn't even realize I was hitting the enemies really until the second or third one because it wasn't reacting and there was no sound. Finally, while the theme is sacrifice, I feel like it's a bit of a stretch. It's more straight resource management then sacrificing.
That said, I do likes me some dungeon crawl :heart:
I was going to try it. But there is only the EXE on the page, none of the actual things needed to play it
It's odd, but I feel like I should like this more then I do. Something about it just feels off. I mean, the puzzles are fine and work pretty well, the art and sound is pretty good... But for some reasons I just... didn't get into it as much as I really should. I love zelda style games but something just felt wrong. Oh well. It seems like a solid entry, not sure why it didn't work on me.
The game looks good, the shaders used look good so I guess those tutorials did ya well. Also the sound was pretty good and fitting. That said, the smoothed mouse look is so sluggish it feels really really bad, combine that with the character kinda feeling sluggish as well just makes you feel like you're playing the game immersed in gravy. This led to a lot of frustration just with moving around and shooting, and really just killed my desire to play any further then I did.
So, for me at least, the game has issues. For one, there should be some sort of indicator of when you're approaching death via lack of slime size. As is you just seem to die for no reason. In addition, the camera is pulled in far enough that you have to make a good deal of blind jumps. The jumps are pretty easy anyways, but it's just a bad idea in general.
Really quality stuff, the artist(s) put in some work and the game itself isn't too bad either. I'm none too keen on the survival wave shooters but it's pretty solid.
The actual game is pretty simple, though I didn't get the shovel bit at first from normal gameplay, had to come back here and read it on this page. Honestly the time limit is real tight even once you do "get it", but still a positive experience all in all.
I mean, I guess it's good that you opted out of graphics since it's just a random mishmash of stuff. In the end I had negative presents and a whole bunch of bugging out trolls glitching into eachother, the houses, the walls, ect. The platforming didn't feel particularly good... though I did have some fun with the snowball mechanics just because there's no limiter on how often you can do it so you can just mash the fire button to create entire walls of snowballs.
I didn't really "get it" and just lost interest a few floors in. The music was repetitive and there was no way to turn it off besides just muting.
I'm not sure it really had anything to do with the theme really, honestly though I'd have to say the opposite. Swiping isn't even needed, I just held my mouse don where things pop up, they blew up anyways, so it's just click about where the buildings are and they vanish, and as another guy said, the audio balance on the final sound effect is rough.
Got a bug on my furthest run, my camera was turned about 80 degrees from the front of the controller so I got a good view of the arm attached to nothing. Also, from the picture I was expecting something kinda different, not sure. But honestly, it just felt repetitive, the sound design was pretty good though.
The graphics look solid, and the platforming has a surprising amount of mechanics built into it climbing, walljumping, it's all there; though I will say playing 2d platformers with a keyboard has never felt good to me, but that's on my end not yours. My main criticism is that you can only carry one monster at a time, so either you juggle enemies back to the boss by tossing them (which feels less like an intended mechanic and more like an exploit) or you run back and forth endlessly. In addition the hitboxes on some of the enemies feel insanely generous (though the hitbox on your sword is pretty beefy too) so they aren't anywhere close to where the pixels are.
All in all a solid entry :heart:
Looks good, and I actually played it to completion. My luck is absolute rubbish but all in all I had some fun.
Honestly it was pretty cool stuff, I just feel like it was off beat. Like, I play a good deal of rhythm games and I felt like rather then pressing the buttons to the music I would press it like, half a beat later, or it would thwap the poor little cultist in the face. That said once I adjusted to going about half a beat slower then the music and focused more on the cultists then the music, I was able to succeed. Thanks for the game :heart:
Edit: To confirm my suspicion, I actually just muted the game and did a playthrough without the noise and tripled my score.
Pretty fun, short, and buggy as all hell. Still a solid entry though :heart:
So I tried it. I feel like... any enjoyment I could've had with this is kinda diminished by the inability to select multiple units simultaneously. In addition, if I spawn more then one thing at a time, they get stuck inside each other and occasionally get stuck permanent, with me being unable to get them out of each other. The sounds were inoffensive and the game looked pretty ok, but the base strategy gameplay just didn't have enough to it and didn't control cleanly enough for me to enjoy it.
Oh also, when I launched it, Steam VR launched as well? Weird.