The Aliens by Nnnnneeeedddd 2017-05-12T23:43:35Z
cool game! I found it a bit too easy, and I had the game crash on me a few times.
Foon → Ludum Dare Explorer → Users → __init__.py
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Oceanscapes | compo | 519 | 3.10 | 2.76 | 3.77 | 3.85 | 2.52 | 3.26 | 3.13 | |
| 2017 | 40 | The more you have, the worse it is | boost | compo | 3.16 | 2.66 | 2.75 | 3.50 | 3.14 | 2.41 | 2.58 | ||
| 2017 | 38 | A Small World | 👥 | WRAP | jam | 119 | 3.86 | 3.81 | 2.90 | 3.45 | 3.82 | 3.66 |
cool game! I found it a bit too easy, and I had the game crash on me a few times.
Awesome game, love it!
Nice game! Controls took a while to get the hang of, and I'd prefer a manual restart button that appears immediately instead of having to wait so long between deaths. Either way, this is great for your first LD!
Amazing game! Crashed all the time for me though.
You were really going for that Innovation category were you? Pretty fun game and one of my favourites so far. The game mechanics are a little glitchy though and I kept getting stuck on corners.
This looks like it had a ton of effort put in. Great work!
The GUI could maybe use some work though - buttons seemed particularly hard to click. As well, the game has a pretty steep learning curve, but I guess that's a tradeoff with this concept.
@amras0000 I thought the buttons didn't seem very button-y. If they changed colour or the cursor changed to a hand, they would seem more intuitive.
The interface did seem a bit complex and overwhelming at first. Maybe if the action boxes were collapsed and greyed out in level 1, then introduced in level 2, as opposed to your "don't worry about this for now" text, it would be a bit easier to understand. When am I supposed to *start* using it? Level 2?
If the specification document is required to be read in order to play/understand the game, maybe that should be clearer. Perhaps open the document in the user's default browser/PDF viewer upon launch? Or...
I think there should be some sort of tutorial integrated into the game. Most people don't see "you have to read a manual in order to play this game" as very attractive. The specification document could be a reference thing to accompany the tutorial, and there could be a button to open it on the main screen.
Other than the steep learning curve, this is a great game. I'll keep playing it even after LD (after I figure out how :P)
@amras0000, thanks so much for the feedback! That pretty much sums up the feedback I got from another friend. I definitely agree with this - I was considering adding a checkpoint feature though. Maybe I'll do this if I continue
>the hitboxes on the boosts don't work at all
You can only pick up a boost if you hit it from the front. It's different from the way most games do it, but I wanted to be unique :P I can understand if it seems confusing/buggy though. I could fix it, but then it'd break level 5 :P
You have to jump so you'd be going through the top of the first boost, then picking up the second boost. Sorry for any confusion. I'll add that to the tutorial so it's less confusing.
>totally allowed under compo rules to fix game-breaking bugs
Oh, good. I submitted a version with level 5 broken - had to post a patch, but by then it was a few minutes late. Good thing that's allowed - I'll update this page with the fixed version.
I wonder if they'd let me add something to the tutorial text?
@jonathan50 I was running out of time and decided not to build a 32-bit version as I didn't think many people used 32-bit machines anymore and it would take more time than building a 64-bit version :P
@TheMonsterFromTheDeep The graphics are drawn with love2d, which apparently didn't have amazing antialiasing for drawn shapes. I tried to tweak it as much as possible but it didn't come out looking great in the end. I decided to work on ironing out the bugs rather than trying to smooth the edges more.
Great game! I wish it had lasted a bit longer.
Is your game supposed to have audio? I didn't hear any.
If it isn't, you can opt out of audio ratings in the settings.
I loved the music - it made me want to keep playing the game. It was a bit hard to match the rhythm sometimes. Wasn't able to complete any level, but I'm not great at rhythm games. Overall I loved this game.
This was a pretty hard game! It took a really long time to get used to the controls (I haven't played many flight simulators, and it took me at least 20 minutes to figure out how to get the plane off the ground). It was definitely a very well done game, and the genres were very incompatible (best fit for the theme I've seen yet!)
I made a match-3 game as well (which is also a text adventure) and it looks like people have the same sort of feedback for this game - it might be less fun because it's hard to actually manipulate the blocks in both games, and you have to focus more on the controls. I guess that's the point of this theme, though.
This was fun, if a bit hard. Part of the hardness came from the fact that the C64 emulator lags a lot on my PC. Nevertheless, this is a fun game with a creative idea.
"This game combines the fun of a learning game with the usefulness of a casual game." Don't you mean the other way around? Or is that on purpose?
@Frodewin Whoops - that's a real bug :P I'll fix it when I get home. Thanks for your feedback!
@Frodewin I got home and tried out the game - I don't seem to have the issue you're describing. Weird.
@TheMonsterFromTheDeep Thanks for the feedback! I totally understand what you mean. The entire level is shown before the text-based interface, so you can look at what's possible before clicking.
I guess it's probably pretty hard to visualize the entire thing in your head. Maybe I could show the graphical level at the same time as the text interface some way? I could pop up a separate console window with the text-based interface, or show the text on top of the graphical interface. That way it would be easier to actually play the game. Maybe I'll redo the game with some sort of interface like that.
(btw, on Level 2 you can move the crab at (3, 2) (origin point in the top left of course) to the left.)
@automatonvx nope, that's not intentional, and I can't reproduce that bug at all. I've had multiple people tell me about random crashes or the game not starting up at all, while other people on the same/similar platforms had the game working perfectly fine. I don't think Godot is something I want to continue using in the future, as I had a lot of VM/implementation-related bugs pop up while I was working on the game. Thanks for the feedback!
@impiaaa There should be rows of 4 disappearing at a time - do you mean a row of 4 in which one of the items is not the same as the rest?
The second one is intentional, because the game that this game takes place inside of is meant to be badly written. I now realize that was a bad idea, and it's not clear/just makes me look lazy (I could have easily fixed that, but I wasn't really thinking). Oh well.
@Synedraacus noted! I didn't add `examine/x` as they weren't really relevant to the actual gameplay, but I probably should have done so in order to be more consistent with other text-based adventures.
@kr4ft3r i'm pretty sure they had to do with the engine, because they were inconsistent across machines. i wouldn't recommend Godot overall as it has a lot of bugs that i ran into.
loved this game - the graphics and audio were on point. I found a bug: if the next block falls on top of a block that's still in the air and near the top, the game ends.
I think it's amazing that you did this in such little time. It looks and feels so much like the original game. Great work!
It would be nice if you could trade or sell items. I spent all my money and then realized I didn't need 500 bullets.
This was really fun to play and works super well IMO (maybe detracting a bit from the "incompatible" part of the theme?) Other than that, really nice work.