Monster Frogger by ryan0788 2015-08-25T00:00:00
very playable. consider adding the boss still!
Foon → Ludum Dare Explorer → Users → increpare
| Year | LD | Theme | Game | Division | Overall | |||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2008 | 13 | Roads | Rara Racer | compo | 4.48 |
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥇 | 2010 | 19 | Discovery | Mother Robot | compo | Innovation | 4.46 | ||
| 🥇 | 2008 | 13 | Roads | Rara Racer | compo | Audio | 4.57 | ||
| 🥇 | 2008 | 13 | Roads | Rara Racer | compo | Humor | 4.97 | ||
| 🥇 | 2008 | 13 | Roads | Rara Racer | compo | Innovation | 4.90 | ||
| 🥇 | 2008 | 13 | Roads | Rara Racer | compo | Towlr | 4.44 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Fo | Tw | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 60 | Old Tech | Umbilical Heroes | jam | ||||||||||||||||||
| 2017 | 40 | The more you have, the worse it is | Hungry Kraken | compo | 4.00 | 4.25 | 4.50 | 4.00 | 3.00 | 3.00 | 4.00 | 3.50 | ||||||||||
| 2017 | 39 | Running out of Power | a story about a cat | compo | 36 | 4.00 | 3.30 | 3.46 | 2.86 | 3.41 | 3.19 | 2.84 | 4.27 | |||||||||
| 2015 | 33 | You are the Monster | passive-aggressive vegetarian game | compo | 519 | 3.06 | 3.13 | 3.03 | 3.35 | 2.55 | 4.07 | 3.18 | 47 | |||||||||
| 2014 | 29 | Beneath the Surface | The Transgression | compo | 1079 | 2.59 | 1.63 | 3.00 | 3.34 | 1.53 | 2.35 | 2.72 | 52 | |||||||||
| 2011 | 22 | Alone | Puppy Shelter | compo | 30 | 3.65 | 3.18 | 3.57 | 3.39 | 3.02 | 2.43 | 3.41 | 3.05 | 2.89 | 74 | |||||||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Block Push Championship | compo | 28 | 3.61 | 3.52 | 3.70 | 2.72 | 2.55 | 2.86 | 3.49 | 2.38 | 7 | ||||||||
| 2010 | 19 | Discovery | Mother Robot | compo | 5 | 4.08 | 3.84 | 4.46 | 3.34 | 3.50 | 4.02 | 2.08 | 2.50 | 29 | ||||||||
| 2010 | 17 | Islands | islands | compo | 182 | 2.11 | 1.34 | 2.60 | 2.17 | 2.90 | 1.40 | 1.81 | 1.74 | 26 | ||||||||
| 2009 | 16 | Exploration | Forest | compo | 35 | 3.15 | 2.44 | 4.07 | 3.63 | 1.44 | 4.12 | 1.89 | 1.84 | 43 | ||||||||
| 2009 | 14 | Advancing Wall of Doom | empire the wall | compo | 71 | 3.09 | 2.82 | 3.55 | 3.09 | 3.05 | 3.39 | 3.00 | 2.95 | 2.90 | 2.47 | |||||||
| 2008 | 13 | Roads | Rara Racer | compo | 1 | 4.48 | 3.86 | 4.90 | 3.55 | 3.48 | 4.57 | 4.97 | 4.43 | 3.64 | 3.38 | 2.89 | 4.44 |
| Year | MiniLD | Theme | Game | Rank | Fu | Gp | Pr | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|
| 2010 | 20 | Greed (and Fishing) | Via Dolorosa | 2.43 | 2.14 | 4.29 | 39 | |||
| 2009 | 13 | It's Educational | Puppy Drome | |||||||
| 2009 | 11 | Sandbox | concord | |||||||
| 2009 | 7 | Cryptozoology | The Black Yeti; done! | |||||||
| 2009 | 6 | Monochrome | Burn – Final |
increpare leaves an average of 27.0 feedback comments each event.
very playable. consider adding the boss still!
difficult curve a bit slight for me
pretty-ish!
unwieldy controls amuse :)
didn't load for me - loading bar never moved (in safari/osx)
looks nice, could do with more of of a feeling of feedback from attacks/hits, a bit more punch, a bit more variation. but, pleasant!
it didn't respond to input on safari/osx :( (i clicked play and nothing happened)
console errors
[Error] SyntaxError: Invalid character: '`'
(anonymous function) (main.js, line 40861)
[Error] ReferenceError: Can't find variable: main
global code (ludumdare33, line 97)
nice idea, nice effects, feels pretty nice! nice nice nice
Pretty nicely written. I got into it :)
input didn't work on safari/osx, and game didn't load properly on firefox
didn't load for me in safari on osx
[Error] NotFoundError: DOM IDBDatabase Exception 8: An operation failed because the requested database object could not be found.
transaction (fileloader.js, line 197)
cacheRemotePackage (fileloader.js, line 197)
(anonymous function) (fileloader.js, line 256)
onload (fileloader.js, line 68)
collision is a bit fiddly/hard to make out because of the perspective, and the spaces are tight
the interaction prompt (press enter to pick up hammer) was reaaaally faint for me. wasted some time looking for the hammer.
i really enjoyed the art of the windows, and the story of breaking out.
good, and memorable :)
S
full-screen button doesn't work for me on safari/osx, and mouse cursor doesn't lock, which makes turning difficult
Doesn't work for me on safari/osx. White screen only.
Console has these errors:
[Error] pre-main prep time: 238 ms
printErr (world.html, line 1245)
doRun (world.js, line 157605)
(anonymous function) (world.js, line 157621)
[Error] Calling stub instead of sigaction()
printErr (world.html, line 1245)
_sigaction (world.js, line 7379)
_SDL_QuitInit (world.js, line 146894)
_SDL_InitSubSystem (world.js, line 123802)
_SDL_Init (world.js, line 154865)
__Z8InitSDL2iibb (world.js, line 77459)
__ZN7GameApi11MainLoopApi11init_windowEii (world.js, line 147469)
_main (world.js, line 30280)
callMain (world.js, line 157553)
doRun (world.js, line 157610)
(anonymous function) (world.js, line 157621)
[Error] Calling stub instead of sigaction()
printErr (world.html, line 1245)
_sigaction (world.js, line 7379)
_SDL_QuitInit (world.js, line 146897)
_SDL_InitSubSystem (world.js, line 123802)
_SDL_Init (world.js, line 154865)
__Z8InitSDL2iibb (world.js, line 77459)
__ZN7GameApi11MainLoopApi11init_windowEii (world.js, line 147469)
_main (world.js, line 30280)
callMain (world.js, line 157553)
doRun (world.js, line 157610)
(anonymous function) (world.js, line 157621)
[Error] Calling stub instead of sigaction()
printErr (world.html, line 1245)
_sigaction (world.js, line 7379)
_SDL_QuitInit (world.js, line 146899)
_SDL_InitSubSystem (world.js, line 123802)
_SDL_Init (world.js, line 154865)
__Z8InitSDL2iibb (world.js, line 77459)
__ZN7GameApi11MainLoopApi11init_windowEii (world.js, line 147469)
_main (world.js, line 30280)
callMain (world.js, line 157553)
doRun (world.js, line 157610)
(anonymous function) (world.js, line 157621)
[Error] exception thrown: TypeError: undefined is not a function (evaluating 'GL.currentContext.drawBuffersExt(bufArray)'),_glDrawBuffers@http://sivut.koti.soon.fi/~terop/world.js:6510:39
__ZN7GameApi14FrameBufferApi10config_fboENS_3FBOE@http://sivut.koti.soon.fi/~terop/world.js:142264:16
_main@http://sivut.koti.soon.fi/~terop/world.js:30813:51
callMain@http://sivut.koti.soon.fi/~terop/world.js:157553:30
doRun@http://sivut.koti.soon.fi/~terop/world.js:157610:60
http://sivut.koti.soon.fi/~terop/world.js:157621:12
printErr (world.html, line 1245)
callMain (world.js, line 157569)
doRun (world.js, line 157610)
(anonymous function) (world.js, line 157621)
[Error] TypeError: undefined is not a function (evaluating 'GL.currentContext.drawBuffersExt(bufArray)')
callMain (world.js, line 157573)
doRun (world.js, line 157610)
(anonymous function) (world.js, line 157621)
the fullscreen button doesn't work for me on safari/osx.
Not much challenge, I though - I'd have changed the pacing a lot.
not sure what interactions i could do/the controls are - realized on my second playthrough space did something (But i'm not sure if it has any effect beyond the visual). didn't realize that colliding is what killed me, or that i got killed at all (I thought initially that the giant explosion was a distant star exploding, that that was it).
didn't work on safari, works on chrome ok. nice work :)
interesting engine! i like the graphics. hard to tell what the various items are without your reference image.
loved the ending <3
loves it
the weapon worked pretty well, gave the game a unique feel so far as my fingers could tell
click click click click i would rather it have a much shorter time interval - it's hard to know what effect anything has, and constant clicking for five minutes isn't something I am predisposed towards using the stamina for. it still beguiles, nonetheless....
i got me some hell. You did the music yourself? awesome :)
felt more like a dolphin than a submarine, but i had fun hopping about :)
through, not trough :)
liked the look of this
Heh :)
rad, though pretty tough. haven't finished it yet
totals rad. enjoyment had. until i got stuck in some rocks (there was somewhere near a rock cliff face, an inset that looked like a staircase. BAM suddenly i'm stuck in the cliff. bummer ).
slideyyyyyy :D
how do i get past the first level? i'm just seeing a horizontal plane - i can move to the right of the screen, but that just restarts it. i tried digging a bit, but didn't see anything.
aah the hit sounds were really jarring
haha :)
loves it
haha, loves it!
Loves it :)
Lots of room for more fun level design.
controls didn't feel too good to me. space was a bit tooo gray/definitionless in places (though in other ways i quite liked how things were structured) - everything blended in to everything else from some angles (esp the people)
I got NaN speed :D
I would have liked mouselook, or to be able to walk around the ship separately to controlling it.
pretty tough! couldn't beat it, unfortunately.
didn't notice any bugs myself...
bit slow for my liking
Ouch. Long game. I got 'irradiated' with 18/20 collected. Ouch :(
Not too confident what was going on. I was tracking down radiation, but some of the animals were interfering with that, and some of them picked up radiation by being in contact with the radiation sources?
kicking the birds away was fun.
I liked the music + what graphics were there (though overall the environment was too sparse - the view range felt quite restricted as well - a minimap might have made things far more bearable perhaps?)
tenuous relationship to the theme :P
in the browser version, the dish on the roof is never fully on-screen (at least not when you're on the roof as well).
Was weird that you can throw the remote(?) off the edge of the screen as well.
Interface was a bit fiddley. Interesting.
Tenuously related to alone-ness :P
wohoo, you made a game! :)
Too slow for my tastes. Didn't finish. Not being able to go through dialogue at my own pace was a problem for me. If you hadn't told me, I would have assumed it reset half-way in and stopped playing at that point.
It was a bit sweet in places, but yep.
enjoyed this - hacking panels could be hard to read over light scenery, though.
looked reasonably pretty :)
also : fix the camera!
Being able to cancel the "move" command rather than selecting a direction would be nice. (in the first room i accidentally tried to "move" the chair a couple of times :P ).
Pepeating the introductions when you reenter each room slows things down a lot.
Like the graphics. Wasn't so big on the sound effects. I like your recharging system. I liked that I was quite afraid of the crows initially until I learned how to deal with them.
However, I've played about a zillion reasonably generic platformers already this LD, and this one was pretty characterless in terms of goals/objectives, so I didn't enjoy playing it much.
Oh, I tried falling through each of the holes in the rock (to my death) because there was no indication that there wasn't something cool down them.
I can't get past the title screen...
(have apple's Java SE 6 Update 29, OSX 10.7.2, Firefox 8.0.1)
Tried pressing space, clicking on all the things on screen, waiting for all the text to come up.
oi! give me an osx or web build, be-atch!
using space to bring up menus and esc to close them confused me.
enjoyed playing it for a bit, but i gave up in the advanced world - platforming became a bit monotonous for me.
kitty is pretty
the speed/pacing made dying very punishing, and replaying somewhat unpleasant.
woah. city surprisingly big. love its bounce :)
I really liked this. I hated the terminal interface though, it was mega annoying (for instance, I had forgotten to answer one of the questions, but didn't know which one. I did not enjoy trying to go up to each of them activate them, &c.).
Game creeped me out a bit.
Loved the questions.
had a fair bit of random slowdown that made moving in the game unenjoyable (firefox 8.0.1, latest version of OSX).
I liked the final weight :P
I *almost* stopped at the ostensible ending screen.
I liked the ending :)
Came back here after finding two batteries to look for hints. If someone didn't mention the cave I likely would have given up.
I SPIED KITTIES
took me a surprising amount of time to figure out how to play (to recognise what the "odd one out" means - was looking for shared properties/shapes/colours, rather than for a single one that was totally different to the others).
It's cool, though I'd appreciate it a *lot* if I could repeat battles than having to restart it. As is, the arbitrary nature of fighting means it's not something I can enjoy playing.
cute, but I found the light circles around enemies to be really hard to judge :(
chopped some trees, couldn't figure out how to make rope. Had reeds, axe. coconuts, and tree trunks. :(
Too much time waiting for jump to charge.
So much walking. Got pretty bored. Crosshair would help targeting a lot.
Played through it there. Got a bit of backtracking fatigue.
The pearl one seemed a bit fiddley - it wasn't until my xth attempt that I figured it out.
I forgot for some portion of the game that i could press s to use an object (possibly because some objects don't have uses). I spent a while trying to drop a stone onto the bird's head :P
way more people will play/rate your game if you can package it up as a standalone.
None of the zombies sang :(
I enjoyed it initially, but there was too much slow grind/running away for my enjoyment. I got killed when I was almost at the shopping center, and didn't want to replay it.
unit selection felt a bit fiddly
if there's only one unit left, maybe have it always selected :P
there's no indication of resources on-screen?
Yeah I liked this. :)
This was a pretty good break from other styles of games. : )
I found it a bit ... slow I think? Died a couple of screens in half-way through killing people and didn't want to replay it. Most of the game was spent slowly circling enemies trying to pick them off.
I didn't know what tapping to control the ball meant.
yo, a game: cool!
walking over the top ladders isn't something i enjoy (esp. when there's something time-critical like a KILLER DOOR at the other side of it).
killer doors were a biiiit nasty.
when passing between two rooms i fell through the world (going off the right of the second-right screen IIRC) and ended up on top of another.
movement felt a bit sluggish for my tastes.
Really beautiful. :)
I found it strange that diagonal jumps were allowed but that diagonal lines weren't indicated on the grid. The puzzles seemed a bit too random/hard for my tastes. But interesting to think about :)
couldn't figure out what to do when I got to the wooden bits....
nice! (though the multiple players never came in that handy from what I could tell, more an easy-going respawn mechanic from my pov :) ).
liked the music...
jumping felt a bit crazy to me, and death felt strangely harsh, but otherwise I liked this :)
mouse sensitivity was really high for me, and wall was hella-tall.
Good work! :)
Oh, hehehehe. Bears are great.
I don't have a .7Z unarchiver on OSX. Please use zip in future :(
Oh I have a command-line unarchiver installed, that means I can play. Cool :)
Oh no, graphics totally garbled - displays corruped version of what's was in the background when I launched the game.
(I may not check back on this thread - drop me a line on analytic@gmail.com if you want me to debug)
Got confused as to what the goal was at the start, but yeah, it's cool. Would be cool if the rockets had a bit more oomph to their movement :)
Woah, pretty slidey! :P
Yeah I liked the idea here, though it was a bit fiddly to control.
spear, two sheep, two babies. Not bad!
chainsaaaaws
haard but cool :)
love the concept, made me laugh, but found the controls really frustrating (esp screen transitions)
Library not loaded: @executable_path/../Frameworks/SDL_ttf.framework/Versions/A/SDL_ttf
Referenced from: /Users/icecube/Downloads/LD20_TAKETHISTRIANGLE_COMPOVERSION_OSX/TakeThisTriangle.app/Contents/MacOS/TakeThisTriangle
Reason: image not found
hard - can't get more than 2...
getting really heavy input lag in this game (in firefox, flash player 10.2.153.1 ), can't really play it
hahahaha :D (felt a bit long in the middle, movement could be speeded up?)
hahah very cute and gave me a couple of laughs, though I had trouble getting elder points...
getting weird lag with jumping when I try to jump over monsters? (can't get past the first one :( )
Confirming that this doesn't work in osx under wine.
The OSX build isn't stand-alone - I don't want to download Love2D and fidget around with it myself (last time I tried it was a bit not well behaved) - there are packagers now though that you can use?
The mode of interaction I find interesting - I assume there's nothing beyond planet spotting in it right now. Pulling the narrative into things would also be something id've found interesting. AH WELL. It was nice feeling (the synth had a bit too much resonance for my ears as they are right now I think...).
It feels a bit unresponsive? Might be the fixed turn rate -
not sure what the logical side to this game is, if there is any - I clicked from start to exit of a couple of levels
"why do you walk around on your hands and knees all day, my dear?"
"so I can jump higher, of course"
"oh"
getting a blank screen here on osx w/ the latest firefox beta (also w/ safari)
took a while to build up pace I thought?
mac build is giving me an xml error file...
doesn't seem to work in my browser (latest firefox beta on osx) - I got the preloader, but then a white box
the intro is really long (maybe a bit slow on my laptop - not sure). I waited around for a while, until the 'dear emily' but, then stopped. I'm using chrom v 8.0.552.231 on osx
the sideways-8 shaped level I found quite difficult.
starting each level with the cursor centered can be annoying, would be nice to have a moment to move it to somewhere that you'd want to move in the level rather than starting off barging rudely along the diagonal to one's death ;)
really really slow on the latest beta of firefox on osx.
pretty cute, sure, and I enjoyed tossing myself into the air
I loved the intro bits. The main part of the game (i assume it doesn't end) I got a score of 380 - I like how it felt once it got going.
I found 55% of the possible ways of death. A little stumped, but it was cute...
the tutorials were great I thought - quite funny, but one of the levels, with keys and doors around a junction of the breakable tile, doesn't seem solvable - and the proc generation doesn't help :(
the title screen locks up my browser a bit (firefox beta on osX), but otherwise it performed ok (I think there might have been a browser error at some point). Anyway, 'twas ok :)
Interesting, though naming systems isn't something that I find gives me much pleasure (unlike the bacteria naming game of a previous ld). The tech seems interesting (email registration gratuitous, though).
This game has style. I couldn't figure out how to make zombie, but I really quite liked what parts of the game I played.
oh he's such a cutie when he punches like that
I like the mechanic :)
I opened a finite number of chests.
THIS IS REALLY BEAUTIFUL
very slow on my laptop, only a frame or two per second. Ah well. (osx/firefox here as well)
I was having some amount of fun with this, but it got quite slow - I was playing with x10 speed and had about 50 ships. Anyway, the sense of building up was nice.
The hammer is of surprising utility! :P
Oh, once I figured this one out I quite liked it - good work (though, I think I might have misunderstood it - I seem to be guessing shapes, whereas others seem to indicate that the target shape flashes up occasionally - ah well).
Atmosphere (audio/visual) is great, the pacing is a bit weird though - it takes a long time to die.
Getting a black screen here. :(
One I finished the first level, on the second level, I don't seem to appear at all, and the camera is falling, and then I see myself just in time to land on a down-moving platform that's about to leave the area. This repeats over and over. Weird.
I DO LIKE THE IDEA.
I didn't get too far in this -
the delay between setting velocity and seeing effect made playing around quite slow - a trajectory guide would make things a lot easier. On the other hand, it would make things a lot easier. I see this has already been suggested.
I got killed by a big red ship. Once I realized that it wasn't a trading game I started having a lot more fun :)
It seems there's a threshold above which you can explore freely until the undiscovered planet count dries up. I discovered 177 planets before retiring. Interesting concepts - fact that the graph vertices weren't based on distance made any sort of tactical playing very difficult.
quack
TANK MAN and DINOSAUR
mashing and swirling madly about was good.
I don't know how I quit the game, but when it did I was satisfied.
It is a boring forest. But I had fun hopping about for a bit. Didn't get all the treasures though, but I was content once I realized I didn't really need to hurt the monkeys at all :)
I ran around for a fair while - it felt pretty good to move around, and the graphics were decent :)
toook me a while to get used to it - the enemies are annoying once they get up close :P
Anyway, yeah, I think it's cool - previous 'view the thing from the correct angle' games I've played are really quick to solve, but this is less trivial, which is cool - I find I'm using my eyes.
I got a score of 5. Hurrah. I quite like the idea, though I had to take a screenshot of the reference page to help me decide what to do. Something more abstract might have helped here?
Anyway, cool beans
Played through it there. I realized once I had the yellow and red blocks to hand (there's a room with the two side by side) that I was some form of god ;)
Controls were ok, but picking stuff up was awkward.
I did feel a bit weird about having to replay so much of the same every time that I died (and there didn't seem to be a convenient way to avoid death on some sections, though maybe I didn't notice some stuff).
Anyway, cool - I'm happy to have played it :)
Tried it out there. Missed the instructions screen initially, but had fun finding my way around. One problem I did have was of knowing the configuration of the asteroid cluster - I thought initially that it was procedurally generated, that the asteroids were sparsely laid out that if I flew long enough in one direction that I'd find more. That didn't happen, though :P Anyway, it looks pretty okay, and I think it is pretty okay.
I got two different endings. I think this was PRETTY OKAY REALLY. Good stuff.
Control styles were pretty hard for me - I think the single-screen setup didn't work well for me - I kept on clicking outside of the control area (or wanting to). The cost of failure for some of the bits was really too high for me (lots of backtracking necessitated in my playthrough as I failed over and over again). I explored a fair bit, though. Frustrating :(
but, you know, not bad at all :)
6721. It's really surprisingly compelling, I find, but it takes a long time to pick up pace.
This was utterly beautiful. Fantastic fantastic fantastic fantastic. I am so happy to have played this.
I couldn't get to the top - that last jump was a bit nasty...
platformer was super floaty. maybe that's okay because she's an astronaut.
First time I play, I spawn in a wall. IN A WALL.
Twice, out of my first three games.
then i got about okay, got a welding mask. wasn't sure what it did. And I got killed by a rangeeeed monster nasty dude.
http://www.draknek.org/dance/?dino=d7y
Dance off with me yeaaah
I find the controls to be really frustrating
I didn't get past the second level, but looking at the screenshots I think I get what you were getting at, and I think it's a pretty nice idea
Firstly: congrats on getting a game made :)
I got two segments killed. I think the feedback for when you're successfully/unsuccessfully. hitting something could be better.
Also, there seemed to be a bug, after I had destroyed the right segment, where if I fired a bullet at the same location where it had been before it died, I'd get a 'hit' sound. This threw me off a little.
On the latest beta version of firefox, this appears on the bottom of the webpage, but there's no scrollbar so I can't see it all? going to safari I can just about see it, but yeah. SCROLLBARS.
I've played a bit, but not completed yet (have two spells and two keys). It feels good (though ladder behaviour seems a bit off?). Blasting breakable blocks while too close doesn't have any effect.
Good work anyway
Pity about there being no sound
189. Hmm. Interesting. Movement didn't quite feel good to me, which did affect my desire to play the game. However, the basic idea and structure seemed okay. I was pleasantly surprised when the monster and meteor enemies started appearing :)
I got to level 9. The time limit did add an urgency to it that I haven't experienced in these games before, and it was forgiving. Neat.
Crazy table maze. Haha.
I found a thylacine!
Super music.
I like that it ended as soon as I found it, I was strip-mining, so it was a good occasion to stop.
It was a bit disorienting, and there was some slight lack of cohesion to the experience for me - all the conversations blended together and I ended up shuffling about randomly waiting for the next line to appear if the person mentioned wasn't in an adjacent room. Which wasn't a bit deal. The BIG tile-based movement felt funky to me (seemed by design, rather than a bug).
I collected 25, and then stopped - I really get into a relaxed mood. The graphical effect was cool.
Hahaha, cool :)
I quite liked the design of the initial level - I liked how spacious it felt.
realllly slow on my laptop (2.4ghz macbook)
Ah, I liked this : ) It took me a while to get used to the mechanics, but I managed to get to the top without too many frustrations.
I love the control system!
I rescued some people, but there were always more! Why can't people stop getting stranded, eh? Stupid people!
Hard mode's haaaaaard :P
Very satisfyingly unbalanced! :D
I never found the last trinket - I wandered around but couldn't hear anything. I liked exploring.
I enjoyed that - it was pretty easy-going, and yep - enjoyable. A nice light patch in my evening of JUDGING.
Hahaha - really creepy! Haven't gotten to the ending, but yep: liked it
cute enough. Also took me a number of moments to figure out what to do. Barrels look nice when floating. Didn't get too far. Suffering from block-pushing fatigue now, I think.
Yeah...starts off too slow - I didn't stick around too long (Feeling impatient this evening, apologies...).
Oh gosh that is pretty big. It's cool though - the puzzles are fun, but the trekking around I found a little arduous.
Islands have never felt more like crabs before! Laughed a lot. Sound-effects are great.
navigation is ... weeeeiird. I floated around a little on my boat, picked some people up, and dropped some people off. A happy day : )
I fell out of one of the screens - going up the gap at hte start, then falling off. And I couldn't restart, and I don't want to play through what I did again right now (but I might later on).
Once I got used to the controls, it felt pretty good to hop around.
Got stuck on fear. Will have to think about it!
Excellent! I had fun. I enjoyed figuring things out.
I ran to the right then I fell in the water. The monkey sounds like an air-raid siren. Maybe it's not a monkey but really a WW2 bomber?
This is hard, man!
hurray for being able to skip levels with 'r'
boo for pathfinding. booo! :P
Haven't been able to finish this yet. Tearing combines really excellently with interlacing!
I must admit that the load-out screen almost made me put off playing this indefinitely, but once I spotted the 'default' button, I was able to play about and enjoy myself.
heheheh : )
Took a while for things to heat up. Controls were okay, but took a little while to get used to. Had a really old-school lcd-style game feel for some reason...
I was never sure what the restrictions were on planting plants. Atmosphere was good. Loved when the ships arrived.
(also, just so you know, ludum dare is meant to be a solo competition, and source code is supposed to be submitted. No biggie, though : ))
91% is my best so-far two-handed - I got frustrated towards the end and ended up mashing incoherently. It's fun, though! :D
I did it!
"The procedure entry point _ftol2 could not be located in the dynamic link library msvcrt.dll"
AAaah can get to the last island, but can't coordinate enough to end it : ( Fun though, once I figured it out : )
broken link?
Enjoyed splashing around. Was disappointed sharks weren't more lethal. Think the feeling of buoyancy could be better. Swimming animation worked I think.
Hope you had a good time with unity - I really enjoyed the starting portion of this, and in general liked the architectural aspects. I liked jumping into the water the first time. At some point I lost interest in the story - the lines it followed were, to me, a little clichéd.
Anyway, good work
482 forks! turned into a mindless clickathon at the end.
I find your using the term 'submerged' to be interesting...
I .... got tired, eventually. I didn't explore too much, but for some reason I'm not feeling particularly calm right now - I got agitated after a couple of minutes and closed it. Hmm.
Congratulations on making a game : D
I find the controls a little awkward. Maybe I just need to give it more time...
AAaaah mazes.
Framerate on my laptop was quite low. up/down/left/right controls via isometric views are something I find awkward.
I felt conditioned! Towards the end I was properly anxious about whether or not it was worth the bother to try approach people - I usually ended up trying anyway.
The whole "screen starts scrolling once you're in the middle" thing confused me a lot at first - took three or four starts before I figured out that I was supposed to move up.
I was never fully clear on how I was interacting with things. I had fun for a couple of levels.
Interesting, but I think I'd have enjoyed it more if it had a slightly faster pace
I quite enjoyed that - mainly the starting sections, though after a while I found it seemed to loose some pace.
Touchpad hell! :P
Oh dear, a trading game : ( It looks okay, and feels okay, but I those trading screens make me feel a little nauseous. I guess in general one has to be careful when making games like these. I don't want to post something so negative, but I figure it's better to say something than to not. I won't give you a score in innovation/overall, because I haven't played too much of it.
fetch fetch fetch fetch fetch fetch win!
I don't think I really understood the story at all, if there was a story to be understood. As an experience, I think once I got over resenting you for the amount of backtracking that seemed to be required, I enjoyed it. There were several good moments of tension in it, for me.
hah; that worked pretty well actually - took me a little while to figure things out
too punishing for me : (
I got nine things - I don't think I liked how the containers disappeared after a while. Initially, I thought my objective was only to collect the star things.
I like this : )
I find this realllly punishing
Loves it!
FYI rules stipulate that you should include source. [blanket comment on entries that don't include source].
I resented having to install the mathematical player a little. I like the ball-throwing idea.
serious flicker. the small blocks aren't green!
a nice direction, though, I though...
rocks to the right of the start point? but there are rocks everywhere...I couldn't find any particularly interesting ones...HMMM.
game doesn't seem to be displaying right for me either - I just get this skin-tone squares on a starfied (I can see my ship and the grren hud a the top)... . Pressing space didn't seem to do anything. On XP 32, fwiw.
HOW CAN I ESCAPE FOR A PRISON IF I KEEP ON GETTING STUCK IN THE WALLS.
Actually, once I learned to just never go near walls, it was pretty fun - I liked the level design - movement felt a tad slow (might have well with keyboard/mouse movement combo?), but generally I liked it.
my loosing stats were 0 2 2 1 4
gravity was a bit crazy...
I coudln't kill a single toy : (
the high-resolution-ness of it all was pleasingly disconcerting, though...
I really liked this! Really really liked this! Honest!
Like it: nothing bad to say at all!
getting lots of flickering here on XP.
commands seem to do really random things? hmmm
I got killed by the falling spikes, didn't have the will to do all of the jumping/laddery bits again
Didn't quite manage to finish it. I kept on accidentally running into spikes. I also initially thought that I had to kill all the robots as instructed, but they kept on respawning, so...
worked quite well I thought?
hurrah for pascal.
don't think you quite nailed helicoptor physics : P
once I learned the valour of running away I began to make considerable progress! (I actually did manage to have some fun : ) )
also: tapping made hand sore
I quite liked this. Graphics were good, giraffes were ace.
compelling stuff : )
the lighting works great.
a little repetitive though : )
Tried this again.
Got into it.
Excellent. Loved it.
You play some good tricks in this game : )
I CAN'T FIND THE GRAPEFRUIT WHERE IS IT?
Impressive - I did resort to looking at the walk-through to get through some parts, which was unfortunate because that sort of spoiled things. The square was really awkward/slow to control, I thought. Also the scrolling hurt my eyes a little sometimes (I've been playing a lot of low-res games today though, the effect might be cumulative... : P ).
Some of the more aimless tracking did seem a bit gratuitous...
skeleton murdered me
I liked what I saw though.
played again.
got killed by a cultist.
hm.
I died. I enjoyed what I saw of it. Was never really sure how to kill doppelgangers. Fun, though : ) Music also worked well, I thought.
I liked the graphics : )
Diagonal movement was a liiittle bit painful, and, while I did go all the way to the end (because I wanted to see it through), it took some pushing of myself to get through the last bits.
Graphical style I liked; I think I might have soured to it a *little* towards the end, but my feeling is that that was
due to the control issues mentioned above.
I'm happy to see that you did this, and I look forward to trying out your other projects when you get 'em done : )
FYI rules stipulate that you should include source code. [blanket comment on entries that don't include source].
liked the audio - did I think four collection runs, then explored for a bit
see i really enjoyed this. accidentally closed the tab i was playing it in though, before I had finished. not toooo inclined to play it through to that point again (though I might : ) )
the cats really quite disconcerted me. some excellent moments with them. i lost interest when I got stuck in the middle of two hard bits.
but yes I liked it: sure
Liked the music. Ended up getting chased around by a bunch of ships, but finally found a ship big enough to be worthy of getting killed by : )
I found that pretty affecting dude. Good work :)
promising idea. very rough though, and lacking in content. It's certainly worth working some more on, I think.
crashed twice on me so far, on the help screen, once when I hit 'play'.
had no trouble with the player movement system, once I got used to it (about 2 deaths).
once, I got catapulted into the air for some reason >_<
generally, it's a nice simple idea. I think some animations might have been nice; or even differentiating the individual pieces by colouring them different. as it is I play the game just tapping left/right until a gap closes. (another crash thus there: always in or around the main menu).
Good game though, for all that :) I like how it's real time, I like the 'descending platform' idea. I would like more levels, I guess, and sound sound :)
A very beautiful game. I will bemoan the lack of sound mainly.
Smaller things:
maybe a fullscreen mode would have helped with the ambiance further? (or just appeased people who like to run things full screen maybe...)
oh, one other thing actually: the '500m' notices don't match up with the progress gauge (or maybe it does?)
also, on one or two occasions, I found that my alignment with the lanes was a bit borked, but...hardly serious complaints....
I very, very very very strongly look forward to a further polished-up version of this.
Quite fun, but gosh it gets pretty frantic towards the end. I definitely think that some consideration of an alteration in the road-degrading mechanic would benefit the game.
Lack of music was conspicuous. Sound effects were good. Graphics were quite good. Controls were infuriating (even just stopping at a junction to let you choose, while not allowing you to move backwards, would be good). Also, possibly for me, the 'die and you move back to your starting position' mechanic was a bit annoying (Because I died so often). That said, I wasn't playing in survival mode mostly, which is probably more authentic in this way.
Ah, I sort of got the hang of controling them...but...oh wait, no I haven't :( More irritatingly, the help screen at the start, while of course appreciated, doesn't fully disappear once the game starts, obscuring a large reversed 'L'-shape portion of the screen :/
I agree with others, that more visual feedback would help a lot.
Good idea, must say. Could be quite magical, in principle.
collision with objects was a little harsh... having your acceleration not decrease when you crash into the side of a road is not entirely realistic, but given how often it happens it's appreciated ;P
I think this is an interesting game. It could be pretty diverting if you added content to it, and polished it up, in a careful manner. Pity that there weren't sounds :(
Interesting game, and moderately fun :)
I had two main issues: 1) the window size was too big for my screen, and I couldn't resize it, this rendered part of the bottom of the screen unviewable. As it turns out I didn't need to use it, as far in as I got, but it could have been a pretty major frustration.
2) In one of the levels there's a piece just beside one of the starting points that you have to rotate before the start timer ends (the first level to feature a yellow truck I think), otherwise you can't move it. That's a minor thing, but one that can be easily avoided, if you think it worth avoiding.
(I notice now that other people had the same problem...)
Anyway, I think it a pretty decent effort.
unity: cool :)
That said, given that you used unity, the omission of sound is especially sinful. Otherwise: it plays pretty well, though the movement feels like it could be zippier? Also, though you mightn't have been expected to have too much time for this during the 48 hours, the camera angles could have done with some special handling near the edge of the arena.
The models are cute also. Animations, even simple ones, would have been nicer still :)
Good idea, I think. Reasonably well put together. My screen cursor was sometimes out of alignment with the hardware cursor, and it was annoying that when I dragged a new letter over an existing letter on the board, the the old one wasn't returned to the stack. Lack of sound was a minus, though.
looks nice. Reminds me of netstorm. Sounds effects are there, but a bit jarring maybe? The arrows seem to be confusingly offset sometimes? Maybe pointing to the surface, as opposed to the base, would help?
Hm...what this game needs is feedback, I think, of the visual sort. There's a big disconnect between the scoring and the visual element. One can happily jump about forever and not realize that one is being scored in any particular way. Of course there was this time-constraint, but I'd say if you want to develop this in any way, that's the first area I'd recommend you work on.
you should make it more obvious that you can restart a new game by pressing esc/1
the game is hard. there is strategy (namely the idea of circulating anti-clockwise).
I also thought the music was not unpleasant.
the title-screen has a good aesthetic. the inertia of movement, while realistic, doesn't come across for me as being natural, possibly owing to the player sprites. Oh yeah, I thought the 'sombrero' idea was funny as well.
I quite liked the innovation of the zooming/speed mechanism. However, the camera needs to be a little less jerky when it gets closer up, I think. Pleasant graphics.
Moderately amusing. I like the concept: it's quite effectively zombie-themed. However, yeah, the handling and collision could do with some sexing up.
oh, that was surprisingly fun: most games that feature this mechanic are pretty nasty and unforgiving, but you were able to pull off making a pleasant game out of it, really transforming the mechanic into something rather joyous :)
Technically, the blurring is a prob, but other than the occasionally awkward cave navigation (which I think might have been intentional), I'm good with your game :)
hmm. Just got about to playing this now. Good idea. I like the two-layered game-play. Had gotten fairly far into it, and then
___________________________________________
ERROR in
action number 1
of Step Event
for object bodyg:
Error in code at line 2:
direction=point_direction(x,y,enemy.x,enemy.y)
at position 38: Unknown variable x
:( Don't have time to give it another go, I'm afraid.
Lack of save points in a game like this is pretty glaring. Music was good. Graphics were ok. The smaller game was pretty repetitive though :/ (it would need serious sexing up - maybe if you worked on the tactical side of things a bit more?)
Good idea, must have taken some amount of work.
hmm...going to have to give this one a miss; it's spent the last 15 minutes installing and has shown no signs of progress :( (I know it's installing the .net framework, but it's late and i need some sleep).
I can only see cars on a white background (no title screen, no sound, no sprite). alas (my experience lends itself to giving you a towlr mark I think ;) )
heh. cute idea (issues of offense aside).
If you could hide the mouse, that might increase the fun. Adding obstacles, or something that'd make one use one's control of one's vehicle, would also be good.
Particle effects were cool, as other people have already said.
LD39 — Running out of Power (24)
⚡Current City⚡ by JnKrambrich 2017-08-01T15:38:53Z ♥ 1
http://jannk.de/Projects/ldjam/Mac.App.zip 404 not found :(
Blackout by 100th_Coin 2017-08-01T15:36:39Z ♥ 2
love the tutorial page :)
/ damn those jumping enemies!
(pretty playable - though I'm playing somewhere quiet right now and feel self-conscious about clicking as many times as is required, so quit out after a minute :P )
Escape from P.O.W.E.R. by Asado999 2017-07-31T15:33:16Z ♥ 0
title screen is a biiit unpleasant to look at with the flickering
game controls felt really loose - in the end i just kept pressing right and everything got solved. but I think there might be something to this gameplay-wise if worked on a bit more?
Energy Collector by peremily 2017-07-31T15:15:28Z ♥ 1
huh, works pretty well
i was confused that left click didn't build rather than right click (I'm on a macbook and right-clicking is awkward)
got a bit slow eventually - wasn't sure what to do to best increase my profits
Keep The Light Alive by Aligi 2017-07-31T15:09:51Z ♥ 0
minor feedback - you don't say if the game is for windows or mac or whatever anywhere
StaminaAid by kidando 2017-07-31T15:01:34Z ♥ 1
Screen Shot 2017-07-31 at 16.00.24.png
some asset loading problems on safari on macOS, it seems!
i played a bit but got killed by something invisible :( music's nice :)
(overall I still managed to have fun, though!)
rop by cyfixus 2017-07-31T14:58:01Z ♥ 2
feedbacks:
i found the title screen font a trudge to read, given how much text there is
i wasn't able to figure out how to jump w/ the crates :(
music works well!
Winter has come by GistNoesis 2017-07-31T14:52:08Z ♥ 0
bit confused about it saying suddenly i ran out of power, but when i look at the background it says my power is 95? hmmm!
The P.U.R.G.E. Protocol by hhsaez 2017-07-31T14:49:03Z ♥ 1
crashed for me shortly after clicking the sphere
here's the crashdump: https://pastebin.com/Zu8SxsxL
Run Away : being in power is stressful by megahold 2017-07-31T14:03:43Z ♥ 0
I like the sensation of speed in this!
PoweRL by Steve Johnson 2017-07-31T14:02:17Z ♥ 1
ah this works pretty well! not easy!
really amused that you managed to get 868-style sfx :P
good work!
Exponential Maintenance Engineer by nintendoeats 2017-07-31T13:56:42Z ♥ 0
the game didn't fit in my screen's resolution - some of the left interface was cut off (1280x800)
this felt really nice to play. i can see you taking this in many new places. thank you for the lovely game :)
(also, I liked the music)
Universal Powers by Snowy 2017-07-31T13:52:58Z ♥ 1
I reached situation 12 :D I enjoyed the whimsy (though I wish it was possible to click through questions/scenarios without waiting for ui animations/pauses)
edit: also the audio was spot on.
Flip The Switch by madalaski 2017-07-31T13:46:45Z ♥ 1
I found making connections to be a bit confusing - I wasn't sure what was a valid connection/what wasn't a valid connection. Sometimes I could place them, sometimes I couldn't.
Plug me in by ciobeni 2017-07-31T13:34:19Z ♥ 1
https://ciobeni.itch.io/plug-me-in is the correct link, for anyone looking :)
Sol Probe Power by GettingRekt 2017-07-31T13:32:13Z ♥ 2
Tiny feedbacks:
1: The ship is really dark for me, it's hard to know what direction I'm facing unless I thrust.
2: I wish zoom out zoomed out a bit more - I felt a bit directionless overall.
Generator #4875 by Lyon 2017-07-31T13:24:11Z ♥ 1
I blew it! Cute :)
Apocalypse by Manafest 2017-07-31T13:19:13Z ♥ 1
oh wow this is pretty involved for a ld game. cool!
though: gosh pretty big difficulty spike in level2 O_O
can you do it? I can't do it! aaaah.
Power Hero by autovelop 2017-07-31T13:14:52Z ♥ 0
Had to run it from the command line on osx after chmod-ing it. Screen Shot 2017-07-31 at 14.14.17.png
it looks like the screen is zoomed in on my mac? (1280x800)
LD39 - Runner Clone by LogFlames 2017-07-31T13:11:19Z ♥ 0
hahaha, cute mashup, but maaan those goal targets are tiny
(I like how the paddles are controlled btw)
Powerlift by Noxim 2017-07-31T13:05:57Z ♥ 0
cute :)
Small note: lt the web vesion has a canvas too big for my resolution (1280x800) - I need to zoom out to see everything.
Hungry Sky by edmond00 2017-07-31T13:02:49Z ♥ 1
Nice!
A bit confusing, but I like how it looks, and once i got used to player movement, I enjoyed the controls as well. Was never able to successfully cross a body of water.
Running out of steam by supremefist 2017-07-31T12:56:29Z ♥ 2
aah nice. pressing enter for me in itch didn't start the game - I had to open the frame in its own window before it would start (safari 10.1.1 on macOS 10.12.5 here)
I wish it said "throttle up" rather than "throttle forward" - because pressing up to move something forward is a bit confusing :P
my favourite game so far! great work!
The Power Factory by Swifttech 2017-07-31T12:51:15Z ♥ 0
not so sure what's going on with this - if there's a way for things to go well, for instance.