TenToDead by householdutensils 2013-08-26T06:30:00
Looks to me like you just need to change a backslash to a forward slash somewhere in your code. Mac and Linux use a / as a path separator instead of a \.
Foon → Ludum Dare Explorer → Users → impiaaa
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Mishfu Zoo | compo | 3.15 | 3.00 | 3.45 | 3.35 | 2.90 | 2.70 | 2.38 | 3.05 | |||
| 2021 | 48 | Deeper and deeper | Within Yourself | compo | 566 | 3.28 | 3.34 | 2.94 | 3.50 | 2.81 | 2.47 | 2.97 | |||
| 2020 | 47 | Stuck in a loop | Roll with the Rhythm | unfinished | |||||||||||
| 2019 | 44 | Your life is currency | TalentShare | unfinished | |||||||||||
| 2018 | 41 | Combine 2 Incompatible Genres | Universe Savior Ultra X | compo | 655 | 2.69 | 2.71 | 2.47 | 3.18 | 2.65 | 2.52 | 2.20 | 2.38 | ||
| 2017 | 38 | A Small World | MiniAnna Jones! | compo | 118 | 3.71 | 3.47 | 3.23 | 3.76 | 3.90 | 3.65 | 2.50 | 3.16 | ||
| 2016 | 37 | One room | Lost Veil | compo | 448 | 3.00 | 2.91 | 2.91 | 3.78 | 3.30 | 3.18 | 2.19 | 3.41 | 50 | |
| 2016 | 36 | Ancient Technology | Shi | compo | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | BallBall Babbaballoo! | compo | 377 | 3.36 | 3.62 | 2.97 | 3.72 | 2.97 | 3.12 | 2.38 | 3.09 | 55 | |
| 2014 | 30 | Connected Worlds | Tall Tales | jam | 676 | 2.73 | 2.28 | 3.80 | 3.26 | 2.56 | 2.25 | 3.10 | 46 | ||
| 2013 | 27 | 10 Seconds | PILLOWMAN Defeats the Robots | compo | 1122 | 2.28 | 2.33 | 2.08 | 2.64 | 2.28 | 2.31 | 2.34 | 1.87 | 69 |
Looks to me like you just need to change a backslash to a forward slash somewhere in your code. Mac and Linux use a / as a path separator instead of a \.
Very clever!
"Uncaught Error: SecurityError: DOM Exception 18" in Chromium
If you're having slowness issues, you can try using a recent Chrome or Chromium build. It's much better there than in Firefox for me.
Could we have a Linux download? The Unity web player doesn't have a linux version.
Neat re-interpretation! A little tedious, though.
I didn't realize that a game's controls could feel both stiff and floaty at the same time :)
I've uploaded a "fixed" version that's at least playable from start to finish. Feel free to judge based on the old version, though (linked on the site).
Interesting idea, but it's really confusing and could use some explanation about what things mean.
Cute, but man, those enemies are hard!
Really incredible! It looks like we might have had similar ideas. I didn't like that I had to install it, though.
Got some very glitchy behavior after falling down on the Wind level. Interesting mechanic, though.
Not bad! The idea could be worth expanding, though the controls felt a little inconsistent.
The resource collecting was quite menial, but despite that it was quite fun! Very pretty too, but I think some simple sound effects and ambiance could have gone a long way.
Playing in Firefox on Linux. Game freezes after the line "is the top contributor to…" :(
Cute! Much easier than many of the other strategy game entries ;) . I had a difficult time pushing the buttons above the islands sometimes, though. Like, the button would highlight, but not play a sound.
Sorry, I didn't mention that anywhere. There are only 4 levels, after level 4 ends it just starts generating random blocks.
Really hard, but very well put together! I think sound effects would add a lot.
Neat graphics and nice music, but even after finding the powerups, I couldn't figure out how to get around the purple guy.
Yes, left mouse button is interact
Nicely done! The paintings are lovely, and the rooms all felt very natural and lived-in.
Very pretty! But yeah, I couldn't figure it out. I like how the books change color as they move. :)
This is really incredible! A bit frustrating at first, but it kept me in far longer than any other LD game I've played. I might come back to finish it later!
Very cool and fun! The lack of up/down controls really had me struggling for a bit, but I got used to it pretty quickly, especially after limiting myself to only one rotation button (basically toggling between horizontal/vertical). I got my score up to about 18 before I gave up, and I noticed levels repeating after about 10.
This is pretty great! It took forever for me to figure out that things changed when I looked away, and then I'm probably too stubborn to figure out what I was actually supposed to do after that. I love the effects on the uncomfortably squishy sphere!
Joking or not, the whole "I want to die" thing is really not sitting well with me, sorry.
In the beginning, I was a bit confused about what my long-term goal was, and gathering resources was a bit of a slog. But it's very well polished for a jam game, and it shows promise!
Really simple, but really engaging! Great design work for 48 hours. I wonder how it would play out with real people. The graphics are nice too, perfect for a virtual board game.
Way cool! Not a big fan of tower defense and I died on wave 2 (going too fast for me maybe?), but the limited re-positioning mechanic is a really neat idea. Great graphics and sound.
Oh this is just so cute. :smile_cat: I actually had to turn the mouse sensitivity way up, and even then it was a bit slow. Even with desktop computer speakers the spacial audio worked fairly well. I can't imagine the neck strain I would get playing this for real!
I love the pixel art! It looks like unlike some other commenters I was pretty easily able to figure out what to do - find the fossils, deposit them in the green target zone, avoid slimes, dig more around fossils you find. And that's a really neat and fun game idea! I wasn't able to finish my first level without running out of oxygen, unfortunately. I would have liked a sprint button to get back to where I was more quickly, but maybe that would make the slimes too easy. Oh, and I found out that teleporting due to death brings a held fossil with you, which makes things easier :)
Very clever! I found myself only using horizontal swipes, probably because they're much easier to pull off. Enjoyable music, too. I could see this going further with more animations, more varied enemy types, interesting attack variations, and maybe a waves or level system (oh! and boss levels where you have to use a sequence of patterns to take down a tough guy).
Building my own platformer? I dig it. The progression is super smooth, and the ending was nice too. A+!
Neat idea, and good use of mechanics-as-message. Though considering you asked me to finish the game before rating, it took way too long to get there and to master the mechanics well enough to play quickly. We have hundreds to get through! :)
Cute! I was actually surprised the worlds were procedural, they felt very natural to play through! I feel like each level I only just made it by a second or few, or only just missed it, which was stressful, but good balance. I feel like you had something going with the characters moving around - currently, it just looks like they shake in place, but if they actually followed a path, it would make planning movement much more interesting. Good music, but -1 for no actual sound effects.
Very fun, and awesome music! One could spend a lot of time optimizing the way they play this game.
Ah, oops, I played a game without getting to the second page with an example. It wasn't clear to me that *both* card abilities activate. I guess I misread "If two abillities would activate at the same time you can choose…". The description for the hearts ability was also confusing. "the other card in the pair" sounded to me like the newer card, rather than the not-hearts card, though that makes more sense. I got to 21, which didn't seem like a great score, but maybe it's not so bad with a handicap. I'm not usually one for Solitaire, so I'm at least glad I didn't get frustrated.
Solid work all around. I'm impressed that you got a physics engine to work as gameplay within a game jam. I liked the (surprise) introduction of new mechanics. Good atmosphere. Did not like the blood/gore.
Nice! I really liked the music, and the peaceful tone that it set. I wish that I didn't have to keep the mouse button held down, and that the camera moved to show where I was going rather than where I was. I suppose if you wanted more of a challenge you could give the diver an air meter.
Neat little game. I had trouble figuring out how to actually adjust any of the instruments, and after that I found it frustrating that I couldn't tell at a glance which ones needed checking. Cute art. I feel like this kind of gameplay could fit into a bigger picture, like if you had to guide the ship to given locations.
Boy, this is very hard! It took a while for me to really grasp the concept, and even then I was sometimes confused why blocks would keep going deeper. I really like the vector CRT style graphics, and the beeps and boops fit well with it. I feel like a seasoned Tetris player would get a lot more out of this than I did.
Oof yeah, it's really hard to actually play when the platforms are too dark and come too fast to move out of the way in time, especially in combination with the slow acceleration. The music is nice, though, and the theme is used well.
Ha! Very clever use of the medium. It was pretty frustrating to get sent all the way back to the beginning when I got hit, but I figured out I could "cheat" my way back by clicking the scrollbar. I liked how I naturally became more cautious the deeper I went, due to the creatures blending in with the background. I also liked the fake-out ending. I think it would have been really cool if the music changed as you got deeper—even just a low-pass filter that increased intensity as you got deeper.
Cute! The music, art, and writing all really help to create a fun and lighthearted mood. I found it really frustrating that I wasn't able to control the character at all—even after sitting through a few rounds to get enough gold to get an airdash, I couldn't figure out how to use it. I appreciate how the level ends naturally after you reach 0 health.
@southpawdevelopment Yes, I know, I tried that, and it didn't do anything
Clever title. Impressive that you were able to make a 3D climbing game in 48 hours. The limited FoV, high mouse sensitivity, and very limited lighting made the jumping puzzle really uncomfortable, and it took me a moment to figure out that I could use movement controls while climbing.
Really good and varied enemy design. I wish the platforming controls were tighter, the difficulty curve was more gradual, and the levels made better use of space. I love the concept though, I wish I could rate it for humor!
I noticed that I was able to play past the time limit, and pick up items with a full inventory (though did not get credit for them). I can see what you were going for, a kind of game made out of just inventory management. And while that could work, I think I'd need more motivation than a high score. Regardless, good work for the compo!
Same issue as gilborn. Unity should have created a "Doodle Dig!_Data" folder alongside the game executable, and that isn't in the archive.
Cute! And a little depressing. I love the minimalist pixel art, the stark end screens, the slow pacing, and the hint at a larger story. The idea to have your movement constrained is nice, and could even work into a narrative theme, but it didn't really become a challenge. Also the music was pretty distracting.
Very professional looking game for a 48 hour entry. I didn't rate audio because you cite "freemidi.org" as a music source but compo entries are supposed to be entirely original.
Great job! Making 4 games in different genres in 48 hours is impressive. Artwork was fine, music was pleasant (and I liked how it faded between different arrangements), and the adventure game stage was just as jank as I remember those games. I got stuck on the Tetris stage though. I was eventually lucky enough to make a line, but it didn't clear.
Wow, very weird, but charming. I couldn't really tell what my goal was, or how much I've progressed, further than collecting fairies, but I think that's either intentional or my fault. The game would lag every so often as it tried to play a bunch of sound effects at once. It was really bad when I started the second game, and the game hung long enough for the OS to show the "not responding" dialog.
Very cute art. I think the idea of making it a puzzle would be interesting if there were more restrictions, like not being able to cross holes you made, or if seeds were an obstacle. As it is, the worm not being able to cross over itself was only a problem once, and I was still able to get around it by going outside the apple. I also had a hard time getting past the first two apples. I couldn't figure out that the last part of the worm fell out through the corner of the apple. Maybe the first challenge should be more generous, or maybe it could be indicated better which part fell out. Like I like the how the "x-ray" visual turns on and off but it did make it hard to tell which spots were okay to dig into. Oh, and I noticed that pressing keys too fast would eat the inputs, which is frustrating if you're on a timer. Nice job with the game!
Oh no, this is bringing back sour memories of sheep herding minigames! Haha. The ducklings are certainly cute, and I like that I can either guide the parent duck to the ducklings or the ducklings to the parent. The line that they form is also very cute, but it's a danger too because they can fall into grates while lining up! It's very sad to lose ducklings, especially to cars. I also found the levels quite repetitive, it seemed like the only thing that changed was the number of ducklings. I feel that changing the layout—more roads, drain placement, duck placement, wider roads, different types of roads with corresponding traffic or types of cars—would have made a natural progression.
Cute sound effects and nice visuals, despite the gross subject. Moving roaches would teleport when I clicked them, and I had to zoom out to be able to finish the last level.
Neat idea! This looks like something you could spend a lot of time playing, which is impressive for a jam game, but I only have so much time for judging. The difficulty curve was a bit awkward the first time I played. I had to replay the first level multiple times because I only had one creature and wasn't used to the game, but then the second level onward were fairly easy with multiple creatures and buffs. But then it got harder again when I got to the level with multiple regenerating ghosts: most of my creatures specialized in melee, and they could hardly get an edge in against the barrage of bullets. And even when they did, the enemy health quickly regenerated as I had to move away quickly.
Sorry, I can't play this. Got some really bad graphical corruption. Also if I didn't go fullscreen, I'd get stuck looking at the ceiling.Screencast from 2024-10-24 21-17-12.gif
Wow! Ambitious for sure, but even what you have is impressive—so many mechanics! It also feels like a fairly original idea. The games I can think of that are similar are either "heist" games or for-real simulators, but this is much higher stakes than a heist, and more "arcade"y than a full simulation. I think if you wanted, you could lean into the "arcade" feel and add more platformer-like motion. Or make it closer to a heist and have a preparation phase. Or make it closer to a sandbox and add a level editor.
I think it could definitely do with some more explanation. Like, it wasn't clear at first that the box pattern came from genes, and I still don't know why there are three square colors. I could see it being an interesting battle mechanic in a larger game—instead of a battle outcome being determined by who has the larger "attack" stat, you have to consider the relative pattern of each combatant, and decide which of attack or charm gives you an advantage. As it is, the "overworld" view doesn't have much strategy, just decide whether to "attack" or "charm" then do that to each enemy in order.
Cute idea! It would have been neat if the bodies were visually different, or even if they had different attributes that synergized with different creatures. Like, if fish couldn't eat hair, so you needed more snails to deal with people with long hair. Or if some types of fish liked fingers and toes, so if you were given a body with them cut off those fish would be unhappy. That all would have been too much to expect from a jam game though. If this were a full game I could also see a Papers Please-type plot where which contracts you pick up determine changes in the story.
Having music was nice but some of the sound effects were very loud in contrast.
Wow, that is a whole lot of levels and cool mechanics for a jam game, and very smooth and clever tutorializing! And the puzzles are a good level of difficulty, too. Music is a little weird for the graphics, but well composed. Sound effects also would have been nice. Well done!
Being unable to die in the shoot-em-up phase was actually intended (and I had hoped it wouldn't be noticed), because I figured that it would get frustrating if battles happened too frequently (which they don't in the final version, unfortunately)
Clever and funny! I liked the voiceover intro. Good choice of aesthetic. I had no idea when the fighting was going to happen, so it took me by surprise when it did! One-hit-KO, especially when the enemies don't telegraph their attacks, seems a little too difficult, but hey, it's golf.
Windows detected it as a virus (Trojan:Win32/Emelent.B!cl) and deleted it before I could play :(
Okay, I restarted and it was fine, for some reason.
Neat use of you engine to handle so many entities. But as for gameplay, I found it really hard to land, the clicking felt pointless (could have just been a timer, clicker games let you unlock those at least), and resources were very scarce once the pixels started to become a threat. Nice work regardless.
Fine graphics, good audio work, and smooth 2D/3D transitions. I just had a really hard time playing the game. I can't see enough of what's around me to react quickly enough, especially when falling. I didn't realize there was a reason for the 2D/3D transition until I figured out that it was on a timer and I was forced to use it. I got stuck in level geometry and turrets a few times, and some vines damaged me every frame (the ones at the start only hurt me sometimes). Sometimes in 3D, W moved me forward, and sometimes it moved me backward--I suspect this is because one was moving me 2D left and the other 2D right, but it was disorienting. In 3D, the cursor wasn't captured, at least for me, so movement was limited.
I don't have much feedback to give, but I just wanted to add just how blown away I was by how clever and detailed and charming this entry is, especially for being made in 48 hours. Incredible graphics, incredible music, incredible writing, and a really clever use of UI components for the puzzles (and the transition between mouse states is really smooth!). Of course I realized after I played it how simple much of it really was, but that just goes to show how cleverly it was put together!
(but also I don't know what genres its mixing--eh, whatever, it's a bogus theme anyway)
(Edit: Oh, I guess I could see the combo being something like "adventure+puzzle" with the little QTE minigames)
Hah, funny concept, but really tedious of course. I did notice some oddities while playing, like that a whole row of 4 disappeared instead of 3 (or maybe I was placed somewhere I didn't expect when it disappeared), and that you can't clear a row by moving a non-matching thing (in these games I usually expect the two things to swap, so it doesn't matter which one you move).
Very hard to understand for a tired jammer like myself! :sweat_smile:
Hm, interesting, two-way tower defense, basically. Tower offense? From that perspective it would seem like the AI should be allowed to place turrets, otherwise the player has a huge advantage. I did actually die pretty quickly in my first round though, since I was still figuring things out when enemy units had already started spawning, and one took down my castle in like 5 hits. The end game is a bit of a slot too, just continually sending units over and hoping for the best. I wonder what would have brought out more of the "strategy" aspect--multiple lanes, maybe?
Edit: Oh, one more thing, your link says "Windows/Mac/Linux" but it's Windows only.
It looks nice, but it's a little too easy to just dodge on the shmup stages, and if I understand correctly that the only way to gain money or potatoes is through buying and selling, the profit margins are really slim to get anywhere quickly.
Very visually and aurally impressive! Good colors, nice effects and animations. It's a shame, then, that I couldn't get past the first level! A few invincibility frames couldn't have hurt. :smile: