Head Trauma by GreaseMonkey 2010-08-24T14:46:00
I quite liked the design of the initial level - I liked how spacious it felt.
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 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | 3.29 | 3.45 | 2.85 | 3.40 | 3.18 | 2.84 | 4.26 | ||||||||
| 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 | 18 | Enemies as Weapons | Title Unknown | ||||||||||||||||||
| 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 |
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.
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 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.
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).
I collected 25, and then stopped - I really get into a relaxed mood. The graphical effect was cool.
I mean, didn't get into a relaxed mood :P Was mainly hunting down all them white stars.
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 :)
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.
This was utterly beautiful. Fantastic fantastic fantastic fantastic. I am so happy to have played this.
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 ;)
I got two different endings. I think this was PRETTY OKAY REALLY. Good stuff.
6721. It's really surprisingly compelling, I find, but it takes a long time to pick up pace.
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.
quack
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.
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.
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.
doesn't seem to work in my browser (latest firefox beta on osx) - I got the preloader, but then a white box
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 got killed by a big red ship. Once I realized that it wasn't a trading game I started having a lot more fun :)
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
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).
pretty cute, sure, and I enjoyed tossing myself into the air
Hahaha, cool :)
really really slow on the latest beta of firefox on osx.
THIS IS REALLY BEAUTIFUL
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 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.
It feels a bit unresponsive? Might be the fixed turn rate -
Atmosphere (audio/visual) is great, the pacing is a bit weird though - it takes a long time to die.
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...).
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 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
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.
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
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 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 :(
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 opened a finite number of chests.
I found 55% of the possible ways of death. A little stumped, but it was cute...
getting a blank screen here on osx w/ the latest firefox beta (also w/ safari)
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?
Crazy table maze. Haha.
took a while to build up pace I thought?
Getting a black screen here. :(
I ran around for a fair while - it felt pretty good to move around, and the graphics were decent :)
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.
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.
[quote]Might want to put the objective, I was not really sure what I was trying to to or find. Can you dig?[/quote
Strange. Could you tell me whereabouts you found that you got stuck?
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 :)
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
The hammer is of surprising utility! :P
http://www.draknek.org/dance/?dino=d7y
Dance off with me yeaaah
needs music
very slow on my laptop, only a frame or two per second. Ah well. (osx/firefox here as well)
mac build is giving me an xml error file...
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.
oh he's such a cutie when he punches like that
I like the mechanic :)
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 :)
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
>I'm not trying to say they're good, but I've tried several control schemes and these was the easiest, so go figure, hehe.
haha yeah I know the feeling
"why do you walk around on your hands and knees all day, my dear?"
"so I can jump higher, of course"
"oh"
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
works
jumping felt a bit crazy to me, and death felt strangely harsh, but otherwise I liked this :)
Confirming that this doesn't work in osx under wine.
love the concept, made me laugh, but found the controls really frustrating (esp screen transitions)
hahah very cute and gave me a couple of laughs, though I had trouble getting elder points...
haard but cool :)
getting weird lag with jumping when I try to jump over monsters? (can't get past the first one :( )
hard - can't get more than 2...
played again there, managed to get more items - I thought I had to pick up them all initially, but now that I know that I don't the game is more fun :)
mouse sensitivity was really high for me, and wall was hella-tall.
Good work! :)
hahahaha :D (felt a bit long in the middle, movement could be speeded up?)
liked the music...
chainsaaaaws
Oh, hehehehe. Bears are great.
Woah, pretty slidey! :P
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 :)
getting really heavy input lag in this game (in firefox, flash player 10.2.153.1 ), can't really play it
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)
Yeah I liked the idea here, though it was a bit fiddly to control.
spear, two sheep, two babies. Not bad!
nice! (though the multiple players never came in that handy from what I could tell, more an easy-going respawn mechanic from my pov :) ).
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).
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.
woah. city surprisingly big. love its bounce :)
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.
kitty is pretty
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.
I liked the ending :)
had a fair bit of random slowdown that made moving in the game unenjoyable (firefox 8.0.1, latest version of OSX).
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 got NaN speed :D
I would have liked mouselook, or to be able to walk around the ship separately to controlling it.
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.
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.
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.
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.
enjoyed this - hacking panels could be hard to read over light scenery, though.
looked reasonably pretty :)
also : fix the camera!
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.
chopped some trees, couldn't figure out how to make rope. Had reeds, axe. coconuts, and tree trunks. :(
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
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.
the speed/pacing made dying very punishing, and replaying somewhat unpleasant.
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
oi! give me an osx or web build, be-atch!
I can't get past level 3 :S
picking up pigs when standing on them seems a bit of a hit-or-miss affair
oh, oops. *kills editor*
the #3 block that isn't used in game is just a movable wall. couldn't find much justification for it.
Really beautiful. :)
bit slow for my liking
Yeah I liked this. :)
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?
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? (edit: oh, there it is :) )
couldn't figure out what to do when I got to the wooden bits....
pretty tough! couldn't beat it, unfortunately.
didn't notice any bugs myself...
wohoo, you made a game! :)
Wohoo, you made a game! :)
Didn't notice the second key on my first go.
What's the cube for? :O
cute, but I found the light circles around enemies to be really hard to judge :(
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.
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 :)
I liked the final weight :P
I *almost* stopped at the ostensible ending screen.
Too much time waiting for jump to charge.
Interface was a bit fiddley. Interesting.
Tenuously related to alone-ness :P
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)
loves it
through, not trough :)
through, not trough :) found this pleasing.
haha, loves it!
felt more like a dolphin than a submarine, but i had fun hopping about :)
aah the hit sounds were really jarring
liked the look of this
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.
slideyyyyyy :D
rad, though pretty tough. haven't finished it yet
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....
haha :)
Heh :)
i got me some hell. You did the music yourself? awesome :)
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 ).
loved the ending <3
interesting engine! i like the graphics. hard to tell what the various items are without your reference image.
loves it
the weapon worked pretty well, gave the game a unique feel so far as my fingers could tell
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 :)
very playable. consider adding the boss still!
Pretty nicely written. I got into it :)
difficult curve a bit slight for me
full-screen button doesn't work for me on safari/osx, and mouse cursor doesn't lock, which makes turning difficult
nice idea, nice effects, feels pretty nice! nice nice nice
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
didn't load for me - loading bar never moved (in safari/osx)
input didn't work on safari/osx, and game didn't load properly on firefox
collision is a bit fiddly/hard to make out because of the perspective, and the spaces are tight
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)
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!
the fullscreen button doesn't work for me on safari/osx.
pretty-ish!
unwieldy controls amuse :)
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)
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)
Not much challenge, I though - I'd have changed the pacing a lot.
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
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.
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.
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 )
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!)
hahaha, cute mashup, but maaan those goal targets are tiny
(I like how the paddles are controlled btw)
ah this works pretty well! not easy!
really amused that you managed to get 868-style sfx :P
good work!
https://ciobeni.itch.io/plug-me-in is the correct link, for anyone looking :)
Gets stuck at 96% loading on osx safari for me.
ok in chrome though.
ah i enjoy moving around and the light pacing of the earlier levels. eventualy it got a bit nerve-wrecking, but I saw it through to the end. thanks for the charming game :)
(oh I thought the music worked nicely also)
not so sure what's going on with this - if there's a way for things to go well, for instance.
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.
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)
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?
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.
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!
@supremefist Yes I did, but it didn't help. Works on on chrome.
(edit: having now played 20 games, yours is still my favourite :) )
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)
I like the sensation of speed in this!
http://jannk.de/Projects/ldjam/Mac.App.zip 404 not found :(
crashed for me shortly after clicking the sphere
here's the crashdump: https://pastebin.com/Zu8SxsxL
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.
I blew it! Cute :)
@daepso @aterlamia linux build should be good now - for some reason it didn't finish uploading last night :)
(thanks for the comments everyone)
minor feedback - you don't say if the game is for windows or mac or whatever anywhere
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!