Foon → Ludum Dare Explorer → Users → indigo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Seconds These Days | compo | 379 | 3.10 | 2.61 | 3.36 | 3.68 | 3.56 | 2.98 | 2.96 | 2.93 | ||
| 2020 | 47 | Stuck in a loop | Stuck on a Hyperloop | compo | 573 | 2.75 | 2.61 | 2.39 | 2.61 | 3.06 | 2.70 | 3.11 | 2.65 | ||
| 2015 | 32 | An Unconventional Weapon | A Tale of Two Souls | compo | 752 | 2.95 | 3.10 | 3.62 | 3.67 | 2.50 | 2.40 | 2.88 | 37 |
I definitely don't know whether I should be offended or amused by this.
Either way, clearly a job well done: great graphics and audio, and although the controls are a little weird (why do I have to spam the left/right keys for steering, rather than just holding them?) this is extremely polished for a 48h game.
Nice idea, good execution!
Has some problems (the enemies can see too far and get stuck in walls all the time, there doesn't appear to be a goal, etc.) but that's excusable for a 48h game.
The game appears to be very unbalanced. Spamming "Word of Mouth" appears to be the best strategy in every country and in every situation.
Nice idea, but I think the execution is somewhat lacking.
Very fun! Great graphics and a nice tune too. Unfortunately, it's a little too easy: because the amount of words in the game is so low, it's quite easy to beat by just spamming the same word over and over again, and repeating that for every type of monster on the screen. It's much easier to type "Burn Burn Burn" than to type "Burn Ember Candle" -- too bad!
Great mood, but doesn't fit the theme at all. More of a graphic novel than of a game, but a good graphic novel at that.
Gorgeous, too bad there is no gameplay.
I felt the controls were a little bit rough, I had trouble moving objects (like scripts) around. Nice game though.
This thing has the best menu music ever.
I think the gameplay is a little lacking, at least I have no idea how to not die. (I realized I could "orbwalk" away from the military, but since they have ranged attacks and the map isn't very large, that doesn't really save me when there's 5+ soldiers on the screen.)
I find the later levels a little hard to beat just because it's hard to see where you going just based on the tiny minimap in the bottom left corner. However, it's still great fun, has good graphics and a tune that fits the mood well. I enjoyed it!
You should make a downloadable version that can be played without Unity Web Player. Nobody can test this right now.
You're not missing out on an story, there really is none :)
Unfortunately, I can't make a web player for technical reasons. However, if you have python and pygame installed, I am 99% sure you can just run this as-is on Mac (download the source package and run main.py).
This would be the best thing ever if it was multiplayer. Still fun as is.
Bwahaha, hilarious idea.
Gameplay-wise a little lacking, I suppose a game designer would bemoan a lack of "decision-making moments" or somesuch: it gets old quick.
WebGL does not load.
On the Linux version I cannot open the "Tools" window, I get an error that says it could not be loaded.
Will not rate, since I could barely play it, and it was fun from what I saw.
Good god, this is absolutely hilarious. I lost it when the registration office gave me my isotope number.
So this is what I end up using my international call credit on...
I really enjoyed the music! This is how you win the Audio category (bonus points for actually going out and recording things).
The low-poly 3D graphics are cool too. One thing I would have probably done is turn up the roughness setting a lot on the material for the mud (or just on the default material, if you only have that one). That should remove the ugly glare from the skylight. It's just a nitpick though, it still looks great as-is, especially with the nice models!
Hah, the curse of early submitting! Well, in that case I will just give you the feedback that the square is actually called Place Charles de Gaulle. The Arc de Triomphe is just the building in the center.
Great fun.
This is definitely not "fair use" under German copyright law, as German copyright law pretty much doesn't _have_ fair use. You people just have never been sued by GEMA for performing a Beatles song in your local school's auditorium.
The game is awesome though!
Absolutely awesome, as would be expected from the legendary Imphenzia. Fun, nice to play, pretty models, polished explosion effects, what's not to like. Seriously though, is this supposed to happen: Untitled.png Seems kind of mean to have a pickup there with animations that reaaaally make you want it and then just kill the player. :)
Edit: Oh, I just read the description, of course it's clear now. Sorry, I can't read more text at once than fits a Twitter post!
- Voice acting: terrible - Graphics: a toddler could do better - Controls: very wonky - Fun: Oh yes!!!!!
One serious point of criticism: the font on the main menu is pretty much impossible to read due to all the animations, although I guess that goes with your general art direction.
All around though, fun game. I got a good laugh out of it.
Please don't take it as me being negative about it -- I totally enjoy the very MSPaint style. The drawing of the giraffe stuck in the tire is actually hilarious as well. I assumed this was all intentional, and my jabs are in good fun :)
I disagree with the other commenters on the theme: I find this game very on-point with the theme, actually. Being on collision course with an asteroid while in orbit certainly is being "stuck in a loop", namely in orbit (as the game's name hints at).
Cool game in general. I would have wished for some polish for the ending, it was somewhat unrewarding. Amazing atmosphere though!
Oh, another Godot first-timer! It really is nice, isn't it? I also love the seamless integration of coroutines (yield(..)), which makes it very easy to script events. Just an all-around winner.
I definitely had to remap the keys just because with S, Z, X I would keep knotting my fingers when I have to react quickly. Awesome game, I like how the narrative unfolds in both directions at once, and, needless to say, it's very polished.
The aesthetics are really nice. The only thing that could be improved about the graphics, in my opinion, is the enemy's attack effect. At first I didn't even realize I'm not supposed to step into the circles, because they seemed so innocuous and nothing seemed to be happening when I did. Maybe a screen shake/some other polish effect would have been nice when one gets hit.
Rating based on the stream only. Very cool game, love the graphics and the unique idea. Coop could be great fun!
This is very cool! One of the best implementations of the theme I've seen so far. The puzzles are creative and cool, and the main mechanic is very fun. Unfortunately, the game suffers from glitchy physics (collisions with your past self don't work properly when he's moving) and platforming problems (you can't jump two platforms higher when you steer left or right while jumping, which feels very unnatural and weird). I could see this becoming a great indie game with issues like these fixed, though!
Who needs branches when you can abuse collision detection error instead: branch_2.gif
Great, relaxing game. I like the take on the theme as well. I just wish there was more to do. A puzzle mode where you have to create a particular particle from a limited set of pipes might be fun to have.
Yes, the scorekeeping doesn't seem to update properly -- it just jumped from 0 straight to 5 for me at some point. Props for taking a simple concept and just executing it to polish though.
Is there a game here? This stuff is too artsy for me. I mean, come on, it's a game jam, not a wallpiece jam.
Thank you everyone for the feedback! Yes, I am aware the game has issues on web -- I hadn't tested it for web during development, and then noticed how it's broken only past midnight when porting, so I had no time to fix it. Maybe not seeing you have a gun is also a bug of the port? It's an FPS, I had hoped everyone would be acquainted enough with the concept and controls that it warranted no further explanation. :)
@jmoocow2003 Oh, wow, I never noticed that bug! This was my first attempt at a game with Godot, and I had some struggles to get the character controller to work properly. Unfortunately, the Godot documentation often fails to explain what space the vectors and transforms are expected to be in, which can lead to weird outcomes. I am glad you took it with humor though! Thanks for the feedback on the display settings as well, next time I'll try giving the player some more options. Best of luck to you!
@kirbloid @ds-nahogara Thanks for the nice feedback! Yes, the browser build is definitely broken.
@idan-rooze Well, yes, and so is the entire game. :) Thanks for trying it out!
@pizzasgood Thank you for your feedback! I have (hopefully) fixed the build, as per your instruction.
@zgragselus yeah, working with Godot was actually an amazing experience! I really like the software architecture of that engine. The concept of "scenes", which are basically prototyped parts of the scene graph with attached logic, is really cool. Scenes are both composable and inheritable, which enables a very clean design for the game. Plus it ships with great features like built-in coroutines, which helped me with scripting events.
Unfortunately, it took me most of the weekend until I had figured those things out, but it's certainly something that I will enjoy a lot working with for future jams!
@zacharieg Hah, finally someone who gets the joke. :)
I played this until I broke it by freezing in mid-air: Untitled.png
This is great fun.
I guess the commenter above me is spamming random comments? The art is definitely very good and it matches the theme well! It's too bad the gameplay is so broken, if the boulder were just a little bit easier to push, I might have played it through to the end. We have to imagine Sisyphos happy, because at least he doesn't wrangle with physics bugs.
Nice pixels! The colliders on the crocodiles are somewhat hard to see, and maybe they deserve a smoother animation, too, though.
I can't really figure out what I have to do, either. I just gave up after dying a few times.
Watched this played on TheSunOfMorning's channel, so I just rate based on the stream. Cool game, cool level design, I dig it!
This is pretty difficult! Really makes you think. Too bad there's no audio, it would have been great to have some background music at least.
Please remember that by the compo rules, you have to submit the source code for your entry. Currently, you only host the packed and minified JS.
Best hamster simulator this compo so far!
It's good you're raising awareness, but honestly, this barely is a game. And it barely is a story either.
Cool! I enjoy the graphics and the voice acting. The main menu also feels polished, which is nice: in general, games with a simple idea polished to then end are always nice.
However, I think you have not quite achieved 100% polish. For one classic thing to add, it might be nice to have a highscore function (local highscore at least), as in its current state it gives you little motivation to keep playing. Also, the actual aiming in-game is very difficult and unintuitive. Intuitively, I might try to drag the hand at the bottom-right back to aim, but if I do, I end up hitting the edge of the screen before I can drag it back far enough to actually build up any force.
I'm also lukewarm on the theme here: the "loops" interpretation is cool and unique, just the "stuck in a" appears to be missing entirely.
All in all, solid entry, great graphics and sound execution. The fingers wiggling on the table after falling off is hilarious.
thanks I have RSI now
Unique concept! The game unfortunately crashed for me when I select the third or fourth levels, so I could only play the first two. Those were fun though!
I found it somewhat jarring that the "correct" beat to play sounded very bad, but I guess that's just how compo games are.
Very cool entry! I absolutely dig your music, and the sound effects in general were decent too. The warp tunnel looked cool as well.
My main gripe with this game would be that there's little feedback on player interactions. For example, the Help tells me that WASD moves my ship, but I basically just have to take your word for it, as the camera is centered on my ship and the background doesn't move either. Also, there appears to be little penalty for just hitting the spacebar and jump all the time, which makes the game too easy (whereas staying in a system for long makes it impossible).
Oh, speaking of the backgrounds: I loved how you made the three systems feel a little different by adding different types of enemies. That gives the game more depth.
@jmoocow2003 no, content updates are not allowed. You may only fix breaking bugs, i.e. things that prevent the game from even running on some computers, and even then only in a very short timeframe. Of course, you can always create an updated version of the game and put a link in the description, as long as you are explicit about that version being a post-compo version.
The running and gun-handling feels very nice. My main gripe is with the AI: when you shoot at them around a corner, they will not react, neither by shooting nor by moving toward you. Still a solid game.
I can't believe this is the first hamster wheel game I play this LD. The theme fits so well here! Also, very cute hamster animations. And the game is fun, I actually played all the way through. I lost some time trying to figure out what I was actually supposed to do with the key, but maybe it was my fault. Obviously keys unlock stones, d'oh!
Did you make the music yourself? It adds nice flair too.
> Chuck(she/her) [...] Also he can slow down time.
Wow, you misgendered Chuck! Not cool!
Fun little platformer. The controls feel a little iffy and I don't think it's intended that you can run up walls, but the fart sounds make up for it. Cool interactions with the environment as well.
By the way, how did you make the chicken sound effects? Do you have a coop or did you synthesize them somehow?
thanks I hate it
This is fun! If I had figured out earlier how awesome monster tiles are when upgraded, this wouldn't have taken me 387 turns to complete. I actually ended up putting a bunch of teleporters in front of the monster side path, just so I could hit it every time and reap those sweet sweet resources.
Solid entry, I like the music and the death animation. Unfortunately, it can be really hard to make out what is platform and what is background, which caused me to unnecessarily fall down a number of times. It's all good though, you're stuck in a loop, after all!
This is a really cool and unique entry. I like the roguelike feel, as well as the controls and UI. The music also does help a lot with mood.
It's amazing just how much content and polish you were able to make. Not only is there a lot of useful upgrades for the ship, I also like how you can actually see them attached to the ship after you buy them.
Toward the end game, I felt like I was just following the directions of the crystal scanner or whatsitcalled to find my home planet. This was a little bit of tedium, as the map is relatively large, and not very rewarding, as there is just a quick "You win" message. A little bit of flavor would have been nice here.
All in all though, very good game.
The art and detail on the houses is nice.
I am somewhat confused on the gameplay though, it seems there is no way to lose? I just played until 30k points, but nothing ever seemed to stop me. No problem though, ice skating in a nicely modeled residential area is fine as well!
~~This user has repeatedly updated the compo version of the game without leaving a changelog. This is not bugfixes either, it's actual content upgrades. By the rules, this is clear cheating, and he was informed of this by other contestants and kept doing it anyway.~~ (EDIT: see below.) In addition, he has repeatedly spammed people (including me) to do a "rate-for-rate", which is just additional cheating. Untitled.png I left a one-star review and will ping @pov.
EDIT: I have been contacted by @samdemaine about this and he has promised to link to the original compo-version from now on, as well as incorporate a changelog for when he includes an HTML5 version, which his compo version didn't support. He also says he didn't intend to trade good votes, only play people's games if they played his in return. I'll leave you as the judge here.
Very fun. I ended up unable to win because I glitched through the ground plane. On the upside, this also meant that the titan couldn't kill me; on the downside, I was *really* stuck then.Untitled.png
I just got stuck on what I think is the third level. I have a box on each switch and the portals light up green, but they don't open: Untitled.png
This is a very unique and fun game though. Definitely causes one quite a headache to imagine how the room will be once rotated.
Lots of good content in this game, and a nice mood. I absolutely adored the board with the photos and connections.
Any criticism here is just nitpicking, so here goes: first, the scene in the forest absolutely killed my graphics card. I am aware I don't have the most powerful computer, but it dropped to 5-10 frames, I assume because the trees or shrubs are too intensely high-poly, and you don't do any LOD. The other issue is that I probably missed some clues that make me understand the story: I don't understand why I kill the guy in the end, or who the people in the blockhouse were.
This also means that I don't understand how this game ties into the theme: there's some generic time-travel going on here, and I suppose you are in a "loop" of finding clues and developing them in the darkroom, but that all seems very tangential.
These really are just minor concerns though, this is still a massively impressive entry!
@ghuyajil I just tried it, and performance is indeed much better on low or medium. Those do, however, cause ugly popping on the mushrooms, so I'll just pretend I never saw that for my rating. :) I actually expect that you can't reasonably offer different levels of graphics quality on a compo game, that's why I played on "High" to begin with. If I hadn't, you _would_ have gotten a worse rating for the mushroom LOD. :)
It's an interesting concept. However, the controls are very off-putting. When you look to the left, the controls for the nailgun are inverted vertically, which makes it much harder than it needs to be to place nails in mid-air. Also, you can't jump while standing on a ledge, which you do a lot due to the nature of the game. The difficulty of the levels was also all over the place, with some literally solving themselves, while others (such as the first level) require a number of attempts to line everything up correctly, and others I couldn't solve at all.
Innovative idea for sure though.
It's a cute entry, I like that there's different types of things and clues to find. You may want to mention in your post that the Spacebar is the "Talk" button, that took me some time to figure out. :)
Also, for you next game, I suggest you use a kinematic rather than a dynamic character controller. You probably noticed it yourself, but the controls feel very "slippery" as-is. Kinematic character controllers don't have that problem. Also I think you forgot to normalize your movement vector, but I'm not sure.
Oh, I just noticed that the information on the controls is actually in the main menu! D'oh!
How to do LD: 1. Build a tower defense game. 2. Retro-fit it on the theme. 3. ???? 4. Profit!
I like the unique mechanic! Also nice minimal tune.
Well, not much to add to what others have already commented regarding how narrow it is: you basically just have to renewts every post by a newspaper to win. Also, the like and dislike buttons appear to do nothing? But definitely a very solid experience for the compo!
Just solid, nothing more to say. I wish I sucked less at games like this though...
@pizzasgood : Due to what I assume is a bug, you have to right-click yourself to vacuum an object: it's not sufficient to just right-click anywhere, even though that also makes a vacuum sound.
I like the idea and the pixels, but I couldn't figure out how to cross-breed plants. I tried shooting the fruits of trees at other trees, putting multiple type of fruit into the vacuum at the same time, and shooting fruit at the seedlings of other fruit, but nothing seemed to work.
Fun to play. I will never tire of Space Impact clones.
I agree with the other commenters that the game was generally well balanced, although I want to nitpick that in the early to mid-game, it can be somewhat annoying that you have to wait so long for powerups to drop. I think a slightly higher drop rate would have made the game drag less, and also made is somewhat shorter. I also took 16 attempts, which I guess is fine, though.
What a wacky concept! Well-executed, though. I didn't get what I needed to do at first, but once it made sense, it made sense.
Loses score on the "Theme" category, though.
Rated Overall and Theme only. I hope I wasn't the second one to do so. :)
Polish is awesome. Maybe next time don't pick the color palette labeled "worst of the CGA era".
Alda, was?
Might be better if you had less than 10 seconds to QC, actually. As it is, it's just kind of impossible to see if they're good or not, maybe because there's no template to compare them too. Might be more rewarding if the time controls were tighter, but the defects more noticeable. Hee-hee, I said "tighter".
Too bad that there's only music on the menu, but not ingame.
I'm not really sure how to suggest improvements, because I lack the artistic vision for... this.
Shoehorned theme, here we go! :laughing:
I enjoy the music a lot. The game itself is a little slow to get started, it could have done with some re-balancing. Also, the UI is a little bland and could use some - redecorating. :smile:
Fun that someone else would also come up with an NP-complete puzzler for the "10 seconds" theme.
Cute and funny game! And it has two endings. Basically open world!
Music would have been nice, but I suppose this is not the kind of company where you tune in on the radio while at work.
This one is a cool puzzler. I love the novel idea.
I did take me a moment to get how it's set up to work with the spawn timers and so on, and I really think the idea is quite well thought through and well implemented. The random tile spawns that one can offset by deliberately using up tiles that one already has too many of make it so the game always feels challenging, but never unfair. Also, this game is actually a good fit for the theme: having to plan 10 seconds ahead after the game is stopped "every 10 seconds" really puts the theme in the spotlight.
This is a fun and creative idea, really solid execution as well.
My main suggestion for improvement would be regarding the level design. As it stands, it's quite easy to get caught out immediately at the spawn, before you can even get your bearings. That's a little un-fun.
By the way, is this a game maker game? That's so retro.
BTW: for anyone else who didn't get it, you have to hold the Down button to hide. I was about to throw this game out as obviously broken before I figured that one out...
Screenshot 2022-10-03 185339.png
Yeah, I don't think I'm winning this duel... :laughing:
Up until here, the game was quite easy to beat by just maxing constitution, which made me quite unkillable. But now my opponent won't die either...
Yay, I saved the kingdom! The winning strategy is to just run from every battle where the opponent has an axe or staff, as the others are much easier to win, and if you attempt the same level again, you'll roll a new opponent.
I like the mechanical idea of a turn-based fighting game, but yeah - this requires some balancing and especially more options, to make hammering the main attack button until stamina runs out and then sleeping *not* the best option every game.
Yes, you're probably right, 10 seconds is not actually enough to solve more advanced puzzles - but given that my entry isn't very good, I had to shoot for those five stars on "Theme", to get a good placement in one category at least ;)
Sorry about the intro text, I suppose I should have spent some more time balancing the timer. Since the intro text also explains the (flavor of the) game, I'll post it here for clarity:
>Dear friend and Sir, are you aware of the most gravest problem of our times? Naturally, I am discussing the matter of seconds. As thou arst aware, when two gentlemen need to settle a matter in a duel, each of them will pick a second to act as their aide. In the days of yore, seconds were easy to come by, as all men were men of great honor, and would gladly and bravely help a valued friend get shot because he did his neighbour's daughter. Yet these days, few men remember the arts of dueling, and fewer still will practice them; wherefore only one in Every 10 Seconds will be a good aide, for lack of good practice. [pause] Yes, my trusted and valued friend, I see that this issue upsets you greatly as well. As such, I have a proposal to make. Why don't you act as a second for me and some other gentlemen and fine ladys this coming weekend? I assure you there is not much to it. All you have to do is engage in logistics, and ensure that each duelist gets the things they need. As you are aware, to engage in a duel, a person of fine standing requires four things: bullets, in an amount previously agreed upon by the duelists, knives, in case the bullets run out, cigarettes, to calm the nerves after a fine murder, and coin, in order to bribe the police. Of course, different duelists have different preferences and requirements, and a good second will cater to their needs. The duelists will approach you from the right, as decorum demands, and you will supply them with items from the table to your left. Be aware, though, that the items are packed in impractical packing sizes, and you will have to pick the items in such a way that ultimately, all demands can be satisfied. Hast thou understood? Fair well - then meet us at the dueling ground by sunrise - or I shall challenge you as well!
@acdimalev Your suggestion for a UI intro makes a lot of sense, although it would have been out of scope for me for this LD (mostly because I was very uninspired on Saturday and therefore had to do the entire game on Sunday). :)
You're absolutely right about the UI responsiveness problems, this was my first time using the Godot GUI system and I couldn't quite figure out how some of the event propagation logic works (panels that are parents of child controls do not fire on-click events by default when the user clicks on their children, which made the cards unresponsive), so I just kind of hacked it together by having *all* controls fire events, which doesn't really work either. I'll definitely study the GUI system until the next LD and learn how it's actually meant to be used.
Thank you for the detailed feedback!
A very short platfomer! The idea is nice enough and the music and polish is cool, too bad there is no content/levels.
The embed here seems broken for me, I can't play it on either Firefox or Chrome. Do you by any chance have some other place to host it?
@jonathan-holm Thank you, that worked fine! It also taught me that the embed also works on ldjam.com... if I disable the adblocker. Heh.
As for the game itself, I don't have anything to add to what everyone else already said. Very cute. Best sheep sacrifice simulator I ever played. Baaah
This is some top-notch Pico8 programming, me thinks. Great graphics, nice sound cues, simple gameplay, annoying chiptune, what's not to love?
The only thing I might want to improve is the controls, they are a little finicky and it can be quite hard to position the player behind a cactus, even when trying to correct the position after stopping. Although I suppose maybe that makes it challenging. :)
The link to your game is broken, I can't find or play it.
Oh my god, this is so fun to play. I have absolutely no suggestions for improvements, this is just all around awesome.
I actually disagree with suggestions to improve the melody editor, I think it's perfect as it is. It makes it feel like a real jam session, which is the whole point. Absolutely well done.
I lucked out and my band got an *amazing* cat lyricist.
It's a game and you finished it! That's the most important thing.
For the record, I don't think that the camera makes the game unplayable. The game feels a little wonky in general, but the camera is only part of that problem - you'll learn how to make player controls "feel" better as time goes on. For now, celebrate your success of making a game (and actually playing creatively with the theme a little, which wasn't easy this time)!
Hey, I made the leaderboards!
Nice, this is mechanics-wise one of the most fun games I've seen this LD. No idea how you got such a high score though, as my planes always end up glitching out so I can't select them to start them anymore... (i.e. the planes marked with white and black circles can't be selected).
I think the ship-to-ship fights are quite doable, as long as one takes the "speed" upgrades the first two or three chances one gets. (Otherwise, the enemy fighters are impossible to shake off.)
I find the dogfighting physics/flying mechanics quite irritating though. When I stop accelerating, my ship just kind of - stops and stands there in the vacuum? That's not how I would expect it to work. I assume that in this game, the throttle sets the speed instead of the acceleration - which is what you would expect to happen. This gives it an 80s-arcade-ish feel that doesn't really work for me.
Also, there are some hitbox and graphics issues. (When you fly away from the planet for a few seconds to shake fighters off your tail, the planet just disappears visually, and you better remember what direction you came from, or you'll just drift through nothing forever.)
The wave clear doesn't seem to work for me at all, even though I lucked into joining at the same time as some other players, that kind of defeated the purpose. Great concept though.
EDIT: Ah, I get it now, the wave doesn't clear the drawing completely, but only fades it out. OK, so it's kind of working, but indeed very slow, and it loses the whole "sand at the beach" vibe.
Cobor is very cute, though I am sad I can't program him in Cobol.
I can't figure out the third challenge on the second level. The programming isn't the problem, I just can't figure out how to find a path from the cows to the last flag just using the detect part - there isn't anything to purposefully run into, like the barn...
The game is definitely very solid for a 48 hours compo, though. The grass "texture" is fun and all of the models look good. Not to mention, this is quite a complex mechanic to implement in such a short time.
The documentation is definitely better than my jam code's, too. :)
A level generator is a pretty impressive feat to accomplish during LD, and a good one at that. It's a pity you didn't have time to use it to make more levels!
R to restart doesn't seem to work when the player dies, but just hitting Escape to return to the main menu and reloading the level is also fine.
This is a really fun platformer! I actually didn't think it was too challenging at all, I quite liked the difficulty progression. Earlier segments taught well what you needed to know for the later ones, Graphics and audio are also very enjoyable. You say you didn't have much time and it's basic, for that I think it's quite nice and polished.
Is this game playable as-is? I don't seem to be able to solve either level 3 or level 4, and the buttons Q and E do nothing.
Ah, yes, thanks, I get it now. Now it's a cool puzzle platformer. :)
But good lord, is that beeping ever hard on the ears!
Wow, now that's overscoped. :smile:
Too bad you don't have time to gather resources before the enemies come rushing at you, I would have loved to try the crafting system.
I don't know if it's just me, but there doesn't appear to be any sound in the standalone category. You may want to opt out of Audio.
I hate you so much for this.
Very fun game, really cool pixel art, I love the palette. The sound effect when you step on the cats is hilarious. I broke a lot of glassware too.
Overall very few bad things to say about this, the one gripe I do have is that it is not easy to tell ahead of time when the controls will change. This wouldn't be such an issue if it didn't sometimes happen while you're already pressing the key that will kill you next. Oops! Because that's unfair and frustrating to the player, you should have either given a clearer video or audio warning before the change happens, such that the player can react and stop moving, or made sure that the kill buttons are never prior movement buttons.
The other issue is that the "flavor text" before a level starts isn't displayed long enough to read. Since you already have a skip button, the timer was probably superfluous to begin with, and such a short one is annoying.
Nice soundtrack, on the other hand. Very solid entry overall.
*Of course* I suck at this game. :tired_face:
Now, with the explanations, I made it to black-tufted Marmoset. Nice!
I will also submit ratings now. I couldn't earlier, because they weren't open yet.
Fun idea! Too short in my opinion, once it starts getting frantic, the "You Win!" screen appears almost immediately. I wouldn't have minded a few more levels of clicking.
Regarding the clicking, this is maybe my main complaint about this game: the hit boxes of the matches are somewhat hard to hit, because they're so narrow. This makes it feel less like a frantic matching game and more like an FPS training tool.
Overall a solid entry.
This is so fun! Birbs! Biiiiiiiiiirbs
Also that fact about sparrows. Wow, I never knew that! Cigarette butts! Who would have thought!
The typing speed is fine for me, but I suppose I also do type relatively fast. I agree that the resets are annoying though, it would be better to just accept wrong keypresses and allow the user to correct with backspace, or something of the sort - more similar to how real typing works.
Hmm, this entry is hard to rate for me. On the one hand, I really love the idea and like the cutesy art style; on the other hand, the execution is just not really there, unfortunately.
My main gripes: - The bad worldgen that was already mentioned. In my opinion, if you can't find the time to implement a good procedural worldgen (which indeed is a lot of work, and probably out of scope for most LD projects!), just accept that you'll have to manually create like five levels that are fun, and then just randomly pick one of those on startup. Player frustration will be much lower. - The graphics are endearing, but there are no animations at all. A very-low-frame-count "flipbook" animation would have been a cool effect, and probably not too much work to implement; for example, for the insects, you could have gotten away with just two frames, probably (left legs in front, right legs in front). - The enemies like to spawn nearly on top of the player, giving the player no time at all to react when they immediately charge them. This one is such an easy fix coding-wise that it makes me think it may have been intentional, in which case: please don't do that, it's just frustrating and not fun. A good gameplay improvement (in addition to giving the player a little bit of distance) would be to have the enemies be "frozen" for a second or so after spawning, such that the player can plan their moves.
All in all, it's a nice entry though! I'm just trying to give constructive advice. :smile:
Great teapot! Not a big fan of the default Unity UI and fonts, though, they make the game look more bland than it needs to.
What. I can't figure out how to get the key to the first lock. Everyone else seems to have figured it out, so I guess I'm just stupid. :eyes:
Yay, piano sounds!
The rare LD game that actually takes a while to finish, this one took me 431 seconds, apparently.
The platformer itself is fun, the levels are designed well enough. You could work on the mechanics a little for next time, the jumping in particular feels weak, like the character is just stuck on the ground. The theme mechanic is - well, to be fair, it was a terrible theme :laughing:
Ah, the most famous video game genre of "not a game at all"! Well, at least it's not a walking simulator. ;-)
I'm joking, of course. No, I agree with the other commenters, the mood, graphics and audio are all really well done. I enjoy how polished it feels - there isn't anything about it that screams "I was done in 48 hours" to me. Another great example for why you should always go for a minimal idea in LD and polish it to completeness, instead of trying to do everything at once and only ever finishing half of it.
Cool mechanic. I would love to finish this, but unfortunately the character controller makes me want to smash things...
I knew when I saw the title screen that this was going to be a great game.
This is a really innovative, new game idea, that goes especially well with the theme, even though nothing goes really well with the theme. Full props for creativity. And on that note, a banger soundtrack and, again, great title screen too.
I like how you teach the gameplay as well, introducing the two main elements separately at first and then quickly letting the player figure out how they play together. The game gets hard fast, but in a way that feels fun and fair: as the player, I always feel like I know what I need to know, and I am absolutely aware that the reason I keep respawning is that I suck. Actually, on that note, maybe the one exception is the (really hard) last challenge: the fact that the enemies can see you a little bit before you can see them means that memorizing the movement patterns of that enemy with the machine gun in the center and just blindly shooting in their direction with the shotgun is pretty much the only way to beat the level, from what I saw. Maybe half a star deduction for that, even though I'm aware that memorizing some of the initial movement patterns is part of what makes the level fun, too (it's pretty much the only way to get out of the spawning area anyway, as you just have to know to point down the shotgun blindly and shoot the two enemies there, or you're just toast).
For the graphics, I like your pixels, but I feel the game would have made more sense in a top-down perspective. As it is, it just looks as if everyone was glued to the wall.
Still, all in all, the best game of the compo I saw so far.