The Little Glitch by Kroltan 2012-04-25T01:41:00
I like the theme, but the controls could use some work.
Foon → Ludum Dare Explorer → Users → Incredible Ape
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥈 | 2018 | 41 | Combine 2 Incompatible Genres | BREAK // HELL | jam | Fun | 4.46 |
| 🥉 | 2015 | 33 | You are the Monster | SLIME TIME | jam | Fun | 4.44 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | 👥 | Hell Well | jam | 586 | 3.36 | 3.58 | 2.91 | 2.53 | 3.51 | 2.06 | 2.69 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | BREAK // HELL | jam | 16 | 4.33 | 4.46 | 4.11 | 4.31 | 4.31 | 4.23 | 2.88 | 3.79 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Speed Demon | jam | 47 | 4.08 | 4.04 | 3.47 | 3.39 | 4.58 | 2.15 | 1.84 | 3.57 | |
| 2017 | 38 | A Small World | Yokai Nights | jam | |||||||||||
| 2016 | 36 | Ancient Technology | The Hedron Archives | jam | |||||||||||
| 2015 | 33 | You are the Monster | SLIME TIME | jam | 28 | 4.14 | 4.44 | 3.86 | 2.85 | 4.47 | 3.46 | 3.40 | 3.66 | 45 | |
| 2015 | 32 | An Unconventional Weapon | MV | jam | 57 | 3.95 | 3.95 | 3.39 | 1.82 | 4.15 | 2.97 | 2.04 | 3.39 | 62 | |
| 2014 | 31 | Entire Game on One Screen | ICE MAN | jam | 108 | 3.78 | 3.64 | 3.61 | 3.87 | 4.11 | 3.89 | 2.54 | 3.39 | 64 | |
| 2014 | 30 | Connected Worlds | Titania | jam | 74 | 3.78 | 3.30 | 3.38 | 3.06 | 4.10 | 4.04 | 3.17 | 3.98 | 36 | |
| 2014 | 29 | Beneath the Surface | Forgotten Sea | jam | 273 | 3.36 | 2.75 | 2.46 | 2.63 | 4.53 | 4.00 | 2.33 | 3.88 | 49 | |
| 2013 | 28 | You Only Get One | Sweet Beats | jam | |||||||||||
| 2012 | 24 | Evolution | Curse of Hardai | jam | 21 | 3.82 | 3.82 | 3.28 | 2.94 | 4.09 | 3.47 | 2.33 | 3.11 | 40 | |
| 2012 | 23 | Tiny World | Lililput | jam | 20 | 3.88 | 3.82 | 3.57 | 2.92 | 4.11 | 3.95 | 3.89 | 3.46 | 100 |
I like the theme, but the controls could use some work.
This game portrays confusion really well! Definitely surprised me in a good way. Although, I'm still not sure what clarity bombs do and part of my puzzlement is wondering whether or not that was intentional.
GAMECEPTION
Excellent! This is the first Ludum Dare game I've taken notes for! :) The Fez and Proteus inspirations were quite apparent but I love both of those games and think games like that (emphasis on exploration, puzzle solving and decoding messages) are woefully underrepresented so you got high marks! The way you worked the day/night cycle into the clues was a nice touch too.
The only problem I had was with the footstep sounds as they were quite loud and abrasive, especially for sounds you hear constantly throughout the game, and I though they worked against the otherwise sparse and serene mood created by the other sounds and visuals.
Neat idea; reminds me of the feeling you get when you've lost your mouse cursor on the screen.
I like the music transitions quite a bit.
mildmojo: We actually addressed the issue you brought up in the Kongregate verson; you can now hit Backspace to cancel out of a word.
Mango Man: What the... that's legendary!
Excellent game! I really like the trail on the ball, and the presentation in general.
According the the game, someone else made the music. Aren't all assets supposed to be created by one person for the compo?
This is rad; the controls are a bit awkward but I like the idea and I'm a big fan of Mr. Oizo!
Very strange game. I'm not sure I totally understand it.
Asymmetrical space ships! Love the designs, love the animations, love the subtle, unusual and beautiful color palette, and that the teleport mechanic was explored quite thoroughly instead of just being slapped on to an otherwise typical shmup.
The only real frustration I ran into was repeatedly being killed after having defeated the final boss, which was also a much more difficult fight than any of the preceding ones.
Still, for its cleverness, simplicity, polish and clarity of vision, this is my favorite entry yet!
Would be nice with some nice graphics and reactive audio :)
Have you played Vlambeer's Infinite S.W.A.T. by chance?
Nice little strategy/resource management game. Reminded me of Eufloria. The only thing was I never needed to use missile defenses or medic ... boxes at all. My strategy was just to build as many oil wells as possible then build hordes of flying drones and send them to any nearby planets. The only major problem I had was on the bigger maps, keeping track of all my units as many of them sat unused, circling planets with me having forgotten all about them. It would have been nice if they showed up on the mini-map. Good job overall though!
Great mood and atmosphere! Truly beautiful work, especially for such a short dev time, but as a game I found it lacking as there didn't seem to be any strategic depth. I just picked a direction at random and hoped my probe found a planet to colonize. Kinda sells our competence as a species a bit short, don't you think?
Great little (pun intended) game! Reminds me of our first Ludum Dare entry which also involved getting a ball from point A to point B using magnetic physics, but you actually made more than two levels.
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=4336
Neat game. Reminds me of Too Many Plumbers.
This is amazing.
Hooray for #flixel!
Crashes on startup for me.
Yay, I beat it! Really clever puzzles with an interesting mechanic. The level editor is an especially nice touch.
Most original game yet! Very clever.
Can't believe you made an entire Metroidvania in less than 48 hours. Good freakin' job. And there's some really smart and clever level design in there too.
While sound and music would help IMMENSELY with immersion and atmosphere, it was still quite fun without those things. I did get kind of stuck a couple times and I ended up doing a lot of futile back-tracking before realizing I had just missed something obvious, but that's just how it is with me and Metroidvanias sometimes. Although it's not a huge game, a map might have been a worthwhile addition, or maybe just some more variation in the look of the different areas.
Anyway, great job over-all. Definitely the best entry I've played so far.
Pants: shat
The one repeating foot step sound did detract from immersion though.
Won't work on my relatively new Sony VAIO laptop running Windows 7. Immediately crashes upon opening.
It's too bad because the animations look really nice and the concept is intriguing.
Tried moving the contents of the bin directory to the main directory but it didn't seem to change anything. Here's everything that was printed to the console when it crashed:
[INFO] =========================
[INFO] == OpenGL Context Info ==
[INFO] =========================
[INFO] Version: 2.1.0 - Build 8.15.10.2119
[INFO] Shader: 1.20 - Intel Build 8.15.10.2119
[INFO] Renderer: Intel(R) HD Graphics
[INFO] Vendor: Intel
[INFO] Extensions:
[INFO] GL_ARB_depth_texture
[INFO] GL_ARB_texture_compression
[INFO] GL_EXT_blend_minmax
[INFO] GL_EXT_compiled_vertex_array
[INFO] GL_EXT_blend_subtract
[INFO] GL_EXT_blend_color
[INFO] GL_NV_texgen_reflection
[INFO] GL_ARB_fragment_shader
[INFO] GL_EXT_abgr
[INFO] GL_EXT_texture3D
[INFO] GL_ARB_occlusion_query
[INFO] GL_EXT_framebuffer_object
[INFO] GL_IBM_texture_mirrored_repeat
[INFO] GL_EXT_clip_volume_hint
[INFO] GL_ARB_vertex_program
[INFO] GL_NV_blend_square
[INFO] GL_SGIS_generate_mipmap
[INFO] GL_SGIS_texture_edge_clamp
[INFO] GL_ARB_pixel_buffer_object
[INFO] GL_EXT_packed_pixels
[INFO] GL_EXT_draw_range_elements
[INFO] GL_SGIS_texture_lod
[INFO] GL_EXT_texture_env_add
[INFO] GL_EXT_rescale_normal
[INFO] GL_EXT_texture_edge_clamp
[INFO] GL_EXT_separate_specular_color
[INFO] GL_ARB_texture_env_combine
[INFO] GL_EXT_texture_rectangle
[INFO] GL_ARB_multitexture
[INFO] GL_EXT_texture_env_combine
[INFO] GL_EXT_bgra
[INFO] GL_EXT_texture_lod_bias
[INFO] GL_EXT_blend_func_separate
[INFO] GL_EXT_secondary_color
[INFO] GL_EXT_fog_coord
[INFO] GL_EXT_stencil_two_side
[INFO] GL_ARB_texture_cube_map
[INFO] GL_EXT_multi_draw_arrays
[INFO] GL_ARB_transpose_matrix
[INFO] GL_EXT_shadow_funcs
[INFO] GL_ARB_texture_env_add
[INFO] GL_3DFX_texture_compression_FXT1
[INFO] GL_EXT_texture_filter_anisotropic
[INFO] GL_ARB_texture_border_clamp
[INFO] GL_ARB_color_buffer_float
[INFO] GL_EXT_texture_compression_s3tc
[INFO] GL_ARB_point_parameters
[INFO] GL_ARB_shading_language_100
[INFO] GL_ARB_texture_env_dot3
[INFO] GL_ARB_texture_env_crossbar
[INFO] GL_ARB_shadow
[INFO] GL_ARB_texture_float
[INFO] GL_ARB_window_pos
[INFO] GL_ARB_shader_objects
[INFO] GL_EXT_stencil_wrap
[INFO] GL_ARB_fragment_program
[INFO] GL_ATI_separate_stencil
[INFO] GL_ARB_vertex_buffer_object
[INFO] GL_ARB_texture_non_power_of_two
[INFO] GL_ARB_vertex_shader
[INFO] GL_ARB_point_sprite
[INFO] GL_EXT_blend_equation_separate
[INFO] GL_ARB_texture_rectangle
[INFO] GL_ARB_draw_buffers
[INFO] GL_ARB_half_float_pixel
[INFO] GL_ARB_draw_instanced
[INFO] GL_ARB_half_float_vertex
[INFO] GL_EXT_draw_buffers2
[INFO] GL_WIN_swap_hint
[INFO] GL_EXT_texture_sRGB
[INFO] GL_EXT_packed_float
[INFO] GL_EXT_texture_shared_exponent
[INFO] GL_ARB_texture_rg
[INFO] GL_ARB_texture_compression_rgtc
[INFO] GL_NV_conditional_render
[INFO] GL_EXT_texture_swizzle
[INFO] GL_ARB_framebuffer_sRGB
[INFO] GL_EXT_packed_depth_stencil
[INFO] GL_ARB_depth_buffer_float
[INFO] GL_EXT_transform_feedback
[INFO] GL_EXT_framebuffer_blit
[INFO] GL_ARB_vertex_array_object
[INFO]
[INFO] =========================
[INFO] == OpenAL Context Info ==
[INFO] =========================
[INFO] Version: 1.1 ALSOFT 1.14
[INFO] Renderer: OpenAL Soft
[INFO] Vendor: OpenAL Community
[INFO] Extensions:
[INFO] AL_EXT_LINEAR_DISTANCE
[INFO] AL_EXT_EXPONENT_DISTANCE
[INFO] AL_EXT_ALAW
[INFO] AL_EXT_FLOAT32
[INFO] AL_EXT_DOUBLE
[INFO] AL_EXT_OFFSET
[INFO] AL_EXT_MULAW_MCFORMATS
[INFO] AL_EXT_IMA4
[INFO] AL_EXT_MCFORMATS
[INFO] AL_EXT_MULAW
[INFO] AL_EXT_source_distance_model
[INFO] AL_LOKI_quadriphonic
[INFO] AL_SOFT_buffer_samples
[INFO] AL_SOFT_buffer_sub_data
[INFO] AL_SOFTX_deferred_updates
[INFO] AL_SOFT_direct_channels
[INFO] AL_SOFT_loop_points
[INFO]
@BrothersT: oh well, I need a new laptop anyway. It will probably work fine on my PC but I won't be back home till after judging is over :(
Thanks for the updated version. It worked on my laptop finally!
I "got" the game right away, having to defeat an enemy and then make a full REVOLUTION around the arena to gain their weapon. And I liked how my previous incarnations were re-spawned to fight against me, making each round more chaotic than the last.
Not much strategy besides "mash jump and attack as fast as possible" but the music and animations made it fun enough to play for about 15 minutes.
I wish there were more sound effects for the weapons. Maybe there were but the only one I could hear anyway was the pistol and it was disappointingly weak sounding, especially since it was the "best" weapon (although I liked using the sword better).
I also wish the arena had some kind of markers on it that would give you a clearer sense of how it was rotating. That would have alleviated a lot of the confusion, but maybe confusion is what you were going for.
Over-all, fun and beautifully polished. My favorite thing was being able to jump off of the heads of my opponents!
Bringing the funny as always. Stylish graphics, catchy music, funny voice-overs, ridiculously simple but rewarding gameplay, what's not to like?
I did think the music obfuscated the dialog a little too much though which was a shame because what I could make out was hilarious.
Another thing is, from an art perspective, I thought that pale grey-ish off-white color was kind of over-used. It got especially confusing in the last desert-y area where the background sand dunes perfectly matched everyone's skin tone. Speaking of, the Badass should definitely have been more tan, to better fit his character and to help differentiate him visually from the Hipsters.
Great music, backgrounds and sprite work. One of the highest Mood grades I've given.
Not really a fan of long intros in Jam games though. I wanted to get right to the action. I felt like you could have easily had the intro VO playing over the beginning of the game. Like the player could just start out flying along by them selves for a while, let them get a feel for the controls, then start introducing enemies one by one, then when the VO ends the action really ramps up. Anything to prevent the player from having to sit and do nothing for an extended period of time.
Definitely enjoyed this (actually got a little addicted). There's a lot of good stuff that's been pointed out so I'll skip straight to what I think could make this even better.
The main problem is there really isn't a win OR lose condition as it's super easy to earn way more scrap than you need (I ended my session with over 1400) and the game doesn't even let you place a bot in the Test area if there's only two left. I found out that it does game over if you instead drag one of the two remaining bots into the Trash but that seems kind of silly as no one would do that except by accident.
What I would propose is a timer. Give the player a set amount of time to make it as far as they can in the Test area. You could do the inverse as well by requiring them to make it certain distance and then judging them based on their time.
I would also make scrap far less abundant. Since defeated towers turn into scrap themselves, it seems like you would only need separate piles of the stuff right at the start and then the OCCASIONAL pile further down the road. More powerful towers (which would look visually unique) might also be a good addition for the mid to late game, and they could turn into those "super" scrap piles when defeated.
As for the interface, I found myself immediately dragging every new bot into the Exam area, so I would suggest, to save a lot of unnecessary mouse manipulation, that each newly bred bot is placed into the Exam area automatically. If the player clicks Breed! again before doing anything else, that bot would get bumped into the Holding area and the new bot would take its place.
Also, moving the Trash much closer to the Exam and Breeding areas would be good, as has been pointed out already. It might require redesigning the whole layout of the interface to accommodate the change but it would definitely help usability.
So anyway, this is an impressive first LD entry and with a few tweaks and a little more polish (and sounds and music!) this could be a really fun little game. And if you remade it in Flash (Flixel would work perfectly and isn't hard to pick up) I could see it being received quite well on a portal like Kongregate.
Goodluck.
Really lovely looking graphics but pretty forgettable game play.
There was also a pretty big rift between how hard most of the game was with how easy the boss was. He didn't even get a chance to attack before I won.
The sounds could have been better too. The harsh, percussive noises really clashed with the cool drum'n'bass music and the whole clean, smooth look of the game. I did quite enjoy the announcer voice-over though.
Nice graphics and audio. The security system VO was pretty entertaining too.
Couple bugs I haven't seen mentioned. First, the girl's animations don't seem to kick in until you begin shooting. Second, because of the angled perspective and the way your bullet collisions seem to work your shots don't go anywhere if the character is standing "on top" of a wall.
Also, the controls are also really loose.
Otherwise, nice job.
Cute and funny. Wasn't sure if the tail mutation actually did anything though. Wish Boxy was a bit faster as well. Not being able to enter the water seemed forced in an invisible-wall-type way. Maybe if a message popped up saying something like "Can't go in there. You've never learned how to swim," it would be a little more clear, and not seem like a bug at first.
Sound effects would have helped A LOT too.
Good job though.
Unbelievable presentation, literally. I had to check your commit history just to be sure. The integration with the website takes it to another level. Bravo.
With that said, the game itself is incredibly boring. There is no motivation for action after you get over the (albeit very cool looking) paint brush and splatter effects, which happened well before the game ended. If the idea is to keep the balance between light and dark then all you have to do is nothing. If the idea is to have to choose between light and dark then it's a completely arbitrary choice because there are no consequences for either choice.
Having an open-ended game that let's the player set their own goals is totally fine (and often preferred) but when the players actions do not affect the game world in any perceptible way the result is total lack of interest.
Overall, despite the beautiful art and ridiculous polish, I left disappointed by the gameplay (or lack thereof). I hope your next game can find a better balance (see what I did there) between presentation and gameplay.
I liked the Asteroids inspired vector graphics look, the chill music and the nicely integrated tutorial on the title screen, but the controls made it really hard to aim and dodge at the same time. Was the fact that the asteroids deflect bullets an attempt to make up for that? Also, the enemy bullets were so tiny and moved to quickly that I could never really make a conscious attempt to dodge them. I just relied on luck basically.
Anyway, it was still interesting with the "collect the guns" and "evolving guns" mechanics but this is definitely a game for a joystick, not a keyboard.
Not really a game yet, but it's a good start. The music is definitely the best thing about it at this point.
Besides needing some kind of goal or goals, the UI could be more informative too. I wish I could see how many planets I had already seeded in a system without having to click on them individually. You could change the color of the little ring around the seeded systems to indicate their "advancement" or something too.
And I think you should have limited, or finite resources. Instead of having to carefully consider all of the variables that are unique to each world before deciding to seed or not, I just ignored them and seeded every single planet until I got bored.
This could be pretty engaging with actual strategy elements.
PS: you wanted to look at the code for our game so I put a link to source on our page.
A powerful experience.
Like others have said, it took me a bit before realizing exactly how the sonar buoys worked but once I did it was smooth sailing (har).
This is also the only game I've played that I thought deserved 5 stars for graphics. I love the limited pallet, the gritty dithering, and the clear iconography.
Unique and confidently designed. Great job.
Well made, but I was disappointed in an apparent lack of strategy. With no idea what color you're going to get next, you can't really plan ahead which makes winning or losing feel random.
Nice title screen though!
@stvr: You're supposed to be in ruins inside deep oceanic cave, descending. It is not easy to convey that when you have a perspective that doesn't show the ceiling, but we tried our best with other clues.
@VDOgames: Nice suggestion. Incorporating puzzle elements into the procedural level generation algorithm would be a fun challenge.
To echo what others have said, this game is juicy as hell. Great presentation and clever gameplay.
Nice art and atmosphere but the gameplay felt blatantly ripped from Super Crate Box, with the addition of awkward shooting controls. Taking inspiration is one thing but this veered a little to close to clone territory for me.
Nice concept but the poor controls were too frustrating and I had to give up before getting to the end. If the character fell slower, changed direction more quickly and if the wall jumps weren't so finicky, it would have been a lot more enjoyable.
Very cool. I'll be checking back to see how my map develops.
Took a little while to figure out what was going on but once it clicked I had a lot of fun. The colors and graphics are just plain cool and the music is good too.
Graphics are great but I think the audio is what won me over. So many games forget how important sound is.
A team this talented is kind of cheating though.
Pretty fun although there didn't seem to be a much strategy to the combat besides running in a circle.
Moving the planet with your shots is was a neat mechanic but like others have said there's almost no sense of movement to help gauge your speed.
The graphics and gameplay were obviously very inspired by Nuclear Throne but that's okay since the game overall is pretty different.
Looks great and the music added a lot, but after realizing I could just click on the crystal things to go the next level I didn't really bother to move my character around at all.
I liked all the different creatures but I wasn't sure why I was shooting them. I think it would have been more interesting if there was no combat and you just explored this trippy world.
Really clever mechanic that kept me played for quite a while. I got stuck on the level that looks like two humanoids though. The difficulty in general seemed to fluctuate a lot but it was still pretty fun.
The graphics and sound complimented the weird concept well.
The art really caught my eye but the game itself was pretty incomprehensible. Strategy isn't really my thing anyway, but with no sound and almost no visual feedback I basically had no idea what I was doing.
I could see this being quite good if the rest of the presentation lived up to the screenshots.
Looks great, but I couldn't figure out what to do at all after about 10 minutes of running around. Sound/music would have been nice too.
Looks good, sounds good, but the controls are really weird and make it frustrating to play.
I'm so bad at block pushers but this had me hooked for a while. Unfortunately I got stuck but I definitely thought the mechanic was really clever.
The space puns were out of this world.
Forsooth this game is hilarious. Blessings be upon thee!
Wow. So Ludum Doge.
Good work, though I think it's a bit cheesy.
Really liked the screen transitions, especially the way the bricks turn into spikes--clever!
Nice use of audio feedback.
lol http://i.imgur.com/oigGTyU.png
☃ ☃ ☃ ☃ ☃
Great presentation on the main game screen. Vignettes make the world go 'round.
THE PRESENTATION ON THIS GAME IS AMAZING. It's beautiful. Perfect color work. Love the sound. Those tweens. Oh yes.
This is the first great game I've rated so far. I couldn't finish the puzzles, but the mood is so amazing I'm happy to just sit around in this house and enjoy the sights and sounds.
So good!!!!!
Woah! This is cool! It's refreshing to see a great presentation that isn't just well executed pixel art (nothing wrong with that though!). Great work!
The rotation makes it feel so EXTREME! I like it! I think the rules presentation was a little overwhelming, but I got the hang of it pretty quick once I was playing the actual game.
Grandma Dorothy went insane :(
Reminds me a lot of old-school flash games from back in the day. Nice work!
Really interesting take on the theme!
Great idea, great presentation! One of the most interesting games I've played so far!
Disco Kitties? Mew've cat to be kitten me right meow.
Takin' the snowman theme back like snowbody's business.
Wonderful concept; would be great if it were extended so that the hints came from other players.
The names were a nice touch. Next step: Shadow of Mordor!
Had a lot of fun with this one, and I really liked the presentation! I think it'd be nice if you could wrap from one side of the screen to the other when you get cornered.
Ominous mood--it's nice to see some games capitalizing on the tension of darknesss.
How do I start?
Wow, what an ambitious design!
Wow, great use of the theme! I was expecting a cop-out with just a game on the screen but instead it was leveraged well! Nice work!
Interesting idea!
I thought the puzzle mechanic was simple and clear, and it was presented cleanly--it didn't take me much time to figure out what was going on.
With the speed of the movement combined with the ever-changing landscape, I think it would have been nice to have had an indicator to tell me where the next block would fall to give me a little bit more time to react.
Either that or googley eyes. Googley eyes would really take it to the next level.
The presentation has a nice feeling to it
Nice style! Interesting take on rhythm games.
Nice vibe
Love seeing great multiplayer entries! Surprisingly hilarious! Keep 'em coming!
Interesting twist on Hotline Miami, with a tiny taste of Monaco. Love seeing more pumping action games!
Neat little game, really like the pattern you use for the underground areas. Nice job.
Nice work, KunoNoOni! Would be really great if there were some kind of bomb or something to clear pathways if you get tunneled into a spot on the screen.
@Bardikus: We made a custom engine using HaxeFlixel.
@rnlf: There are some tricks to getting good feeling controls. First of all you want to have some amount of early and late input forgiveness. So basically a small window of time where the player can press jump before touching the ground, or press jump after running of a ledge and they will still jump. Also, if you have wall-jumping, delaying the player's ability to become un-stuck from the wall they're on will make it feel much better. Tommy Refenes talks about that very thing in this video: https://vimeo.com/34928357 (at 2:30) about Super Meat Boy. We basically just ripped off those controls because they feel good.
<programmer here> I wouldn't say we ripped them off, but we took a lot of influence from those controls.
There's also a lot of influence from Kyle Pulver's work. He did a good mini-series on how to make controls feel good. Here's a piece on what Ian mentioned above: http://kpulv.com/106/Jump_Input_Buffering/
I'd really like to see some better resources for creating nice feeling controls! There's a lot of things I consider "best practices" that are oft-unspoken. Maybe it's up to us to step up to the plate...
Wow! This is really polished. Like the hidden information. Really cool.
Really nice start, I like where it's headed. I didn't notice an impact when I held my clicks, maybe use that for an extra dimension of control.
Wow, this is really something! I've never really seen a piece of interactive fiction like this before. Great job!
Really like seeing work done by kids. Really neat. Boss fight was pretty fun, with a whole run riding on it.
I like the idea of using projectiles from your environment as weapons; reminds me a bit of the gravity gun from HL2.
Really liked the soft lighting and colors combined with the music. Even without the challenge, the game was nice to play. Very pleasant. A nice relaxing moment after a stressful game jam.
I can't get it to load at all, just sticks on a blank screen.
Mac OS X 10.10.2
Chrome 41.0.2272.118 (64-bit)
Gets stuck after I click the unopened can.
The storytelling mechanic was pretty neat, like the way your mind shifts through different possibilities.
I liked the concept. After solving the puzzle, I had to try the level several times just to see if I had estimated the number of sequential moves right. Maybe it could go until it hits a trigger, or have some kind of grid. After figuring out why I failed, it was a bit tedious to do the level several times but with slightly different repetitions of moves.
Interesting mechanic. It would have been nice to not have go through so much work deconstructing/reconstructing a setup when I failed a puzzle. Maybe have the dirt kill the player so you get a clean restart if you mess up?
Nice looking game. Seemed like a cute puppy version of Dark Souls. The animations were pretty rough though which affected the feel of the combat the most. More visual and audio feedback would make fighting feel a lot better. Also, the inverted mouse controls really threw me off. Would have liked an option to switch that.
I really like the bizarre tone of the game.
I ran it on a Late 2012 iMac, it seemed to run fine.
Really great job on the sound music, especially in the opening/ending. I thought that the feeling the menu sets up is very dissonant with the gameplay once you get to it, but it was spectacular when meshed up with the storytelling portion of the game.
It does not run for me. Gives a generic "unable to run" message.
OS X 10.10.2
Good art, nice music. The slightly angled counter top made my character get stuck a few times though. Also, it was too easy, even with the loose controls.
@xelphyre killing them refills energy
@GhostAndShell It is not! I've never heard of indiexpo.net.
I really liked the little flip animation when the character jumps!
I really loved the screen transitions!
Nice work; I felt like it would have been nice to have a way to have some variance in the force of the throw, but I liked the dynamics of the juggling tricks.
Wow, I really liked this! Something about the zooming out really reinforces the task of what you have to repeat, which in turn increases that delicious anxiety you feel when you're jumping over a pit of spikes.
Outstanding job on the pixel art!
The amount of polish and content that went into this game is astounding!
Really like the visual feel of this one
@pkenney Unfortunately, there is no audio! We did not work with the collaborator who usually does our sound this time, and wound up not getting any into the game in time.
Really nice pixel art, really nice game feel, love the sound design, this is probably my favorite submission I've played yet. Really fantastic job!
I liked the tension created by the holes freezing up, nice work.
I'm happy to see this ported to html5! I don't often use windows, so I really appreciate the effort!
Nice job; I really like the sense of space you've created with the sound design.
It does not load for me, it just stays on "LOADING..." forever.
Thanks for the rare anime dvd
Really nice job on the art; it's really hard to get that stuff to look good when animated!
@Potondo You do! At 60fps, you have about 3 invincibility frames on hurt.
@pkenney Thank you so much for the "fan mail", it means a lot to us!