Curse of Uddh by hadesfury 2020-04-24T07:41:21Z
cutesy lovecraft, very nice theme. well executed too. though not a fan of escort missions i understand it is due to the theme.
Foon → Ludum Dare Explorer → Users → interpixel
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Mystic Postman | jam | 1128 | 2.85 | 2.54 | 2.59 | 3.54 | 2.95 | |||
| 2020 | 46 | Keep it alive | ecoBunker | jam | 1905 | 3.19 | 2.57 | 3.76 | 3.92 | 3.00 | 2.00 | 2.71 |
cutesy lovecraft, very nice theme. well executed too. though not a fan of escort missions i understand it is due to the theme.
practically perfect given the time allowances. well done. for a full game maybe add peacock breeding / stables and see how it goes on mobile and steam
great work, i think you've got something here. flesh out a theme, graphics, levels, progression etc & this will be quite fun.
nice range of features, well done
got it running by opening the desktop-1.0.jar. Lost the first 2 tries until i started to think about what needed what to survive then it was pretty easy you just have to pyramid up the chain. i liked the simplicity of focusing on just a small micro-climate. I think this also lends itself to later introducing some human characters in the form of gardeners who have little romantic story beats and such over time to motivate further play.
make more, great little puzzle game
movement deceleration while on the ground and touching no controls should be tripled as you tend to keep sliding otherwise even when not touching controls, otherwise good work
great graphics for a jam, little light on actual game-play mechanics
all round great work, would actually love to see this developed into a bigger game. appeasing cthulu and being a cute little applebob just gardening in an endless void is a good juxtaposition. just needs more features to round it out, little stardew valley, little animal crossing maybe
reload mechanic was good, projectile timing was good, the npc moves away from danger which is also good. just need to add some growth opportunities for the character
@zondarg thanks so much for taking the time to review my submission! yes i scheduled in some time to play through the other entries yesterday but life got in the way.
i agree about the tutorial, i had a friend play through and she was also a bit confused about why certain ecological collapses occurred also (actually this part is based on real life, as the keystone species are often unexpected and removing them can cause rapid and serious ecosystem collapses). The ultimate answer is that every species population, traits and connections to other members effect the energy balance in sometimes unexpected ways. I quickly tried to leave little hints in the analysis section for each sub-species, but probably the game runs too fast to read it before you have to take action :P if i develop the game further in the future i will be sure to take your feedback on board.
@nsadie thanks for taking the time to comment, I have added instructions to the page. I wanted to add tool tips and other things to the game but carpal tunnel slowed me down too much :P programming is slow with only 3/10 fingers usable so this was a real challenge to complete on time, especially as my first game.
@reheated great feedback, will implement it when the judging is over. Didn't realise that you could do that but it's a simple fix i just halve the relative free energy you get at the start so you can't just rely on the starter soil to power your whole ecology to victory. Will probably update the game on itch with everyone's feedback after the judging is over.
@raomer thanks for the feedback, I was afraid that if it went to slowly it would diminish the challenge too much but at first it probably is a bit fast. It is possible to read all of the species information before clicking start so that you do not have to read the descriptions while trying to use the species creator at the same time. I have added this to the instructions.
@thebreakfast i feel your pain, i programmed the simulation and was surprised myself at the outcomes at times, but it's the nature of the energy flow being multi-variate, so sometimes a species that was slowly flagging undermines it's niche and that causes a cascading effect on the rest of the food web. for example the herbivore may be too stationary, or the omnivore not employing it's root vegetable finding behaviour and this can lead to a rapid depopulation of grass at the bottom and since that is your primary producer it is usually the thing you most need to take care of. Usually though the population numbers will turn red when a species is in trouble and you will have to quickly modify or revive a species to assist it.
@kate90 i have added a 6th step to the instructions on this page to highlight the most common source of failure. allowing your grass to suffer early in the game. It is critical to observe how each species affects the overall system but grass is the most critical since it produces energy from sunlight and healthy soil for the rest of the web.
"Your ecosystem will not succeed if your primary producer (grass) goes extinct, so for your first play through, focus on keeping your grass alive and on the species variants that benefit it and do not negatively affect it early in the game. There are many ways to accomplish success but some are easier than others. "
brilliant work, great assets, concept and execution. very unique flavour that could be expanded upon
nice simple and fun.
not a bad idea, sorting and delivery a spin on the match type games maybe in the works
boss arena was too small so it was hard to avoid taking damage and there seemed to be no higher level than 11. apart from those gripes i would say this is a perfect submission, All the pieces are there and it has originality and polish.
overall tight simple loop. but you need something to do along the way, like avoiding traffic, dogs off their leash (who famously hate postmen) etc, as otherwise you have little engagement with the journey once you know the map.
controls are quite awkward, would probably be easier to manage if the map rotated so that forward was always up. minimap can remain north south oriented.
nice "spin" on tetris. better graphics do add if you eventually want to build out the game, graphics are marketing, so versions like the tetris effect with all of their flourish are more popular despite being basically the same as simpler renditions.
fantastic looking game, classic genre
super chaotic and fast paced but i liked the basic premise
good game, great tartigrade
oof the boulders, but a great game, original and tense gameplay
good standalone word game. not very deliverish.
clever, but i would like to see if it is even possible to get to the top with 10, seemed like it wasn't based on bat speed and number
funny game, liked the idea, quite original
nice graphics, very nostalgic
@gamescodedogs sorry, i will add some instructions to the description. the castles have a door on them you have to go near it for a prompt to enter. if you end turn the dragons take their turn in combat, i didn't have much time to do vfx to highlight what was happening so sometimes their action doesn't seem very apparent unless you watch all of the hp/ep bars.
@bluedandelion yeah didn't have time to add spawn zone control. Normally you should be able to hit the escape menu option under end turn to leave a battle that is not working out.
@tangiblegames they probably did receive damage, they just used all of their energy to heal it back immediately; it's a 6 cost spell they all have. It needs a better indicator and some vfx to show the healing action being taken or maybe a battle log, but i spent too much time working on the map topology and tree placement on day 1 so ran out of time. Deliveries should just get added in x5 increments whenever you visit a new castle that is at least 15s travel time away. Could be a bug if that doesn't happen
@mountaininn good feedback, all things i had on my list of lower priority bug fixes. would have liked to have implemented but ran out of time. Except the sprint button thing, mine stayed on after a short time of holding it anyway so will have to take a look at that next time i work on a similar character controller.
the coins are integers. I suppose i never noticed it because i never had exactly the same number of coins as the discounted item. sorry for the bug. just found the source of the problem
if(this.playerData.gold > price) { ... } forgot to put the >= instead
@acearcher thanks for the feedback, i think i will continue working on it after the jam until it reaches something i can be proud of. It may take a while but if you follow my page on itch.io you should get notified in the future when i eventually round out the game and release a major update adding in all of my dream features. I think i will develop it as a roguelike pseudo-deckbuilder since i think improvising and making combat strategies on the fly is a more enjoyable way to do turn based combat than the standard jrpg/pokemon way where you just have a preset move list each round.
@magprog thanks for the feedback, the movement gems are a good idea, i want to make moving from place to place more stimulating for sure. The world is technically infinite as that is what i spent the first day developing, but i want to add more diversity and biomes with different enemies, events and resources in each biome.
I think i will overhaul the combat system pretty heavily making it more like a deckbuilder so you have to think about each more more to avoid being defeated.
@lcstark thanks for the feedback, all things that i wanted to do but ran out of time sadly.
The delivery system i realised was confusing after submission so i added some notes to the page to explain it, pick up happens automatically near a castle, drop off is manual inside shop unless you have >=20 deliveries then drop off is automatic outside castle as well, since you are at capacity. The amount you get paid is based on how far you have taken the goods for delivery. So you get 0 if you have just picked them up and put them back in the shop.
pretty good core mechanic, probably needs more depth to warrant further game time
nice gameplay, like a classic arcade game
i appreciated the non-violent approach to problem solving as a spin on the platforming obstacles. nice chill game, everything very pleasant.
i like the foam launcher
lovely concept, liked the small details like the names of the pigeons
brilliant, very cozy and loved the voice acting. Add optimization depth so people can do more with the vehicle upgrades, borrow to purchase more upgrades or vehicles, optimize routes, hire and delegate employees, build a whole postal fleet and add some side stories. Courier Tycoon!
simple but nicely rendered idea
nice ui, graphics, music. controls and objective indicators need some work. gameplay depth also.
cute game, nice graphics, original idea. the sickness meter was a bit too sensitive but i guesss in the future you could add upgrades like inertial dampeners that you buy at some planets to dampen motion sickness. would like to see a full game based on space whales one day, would be interesting.
nice writing, dark and poetic. more of a short story than a game since there were no decision to make or actions to take but enjoyable in it's own unique way
good overall framework, reminds me of stellaris, could do with a speed modifier so you can go faster and slower at times otherwise very chill and enjoyable
bit too simplistic, add another dimension i would say to raise the mental engagement level
like the idea so i would like to see more depth added to round it out