Betty Botz by recursor 2017-08-01T07:57:46Z
Very well made, fun to play. It was a bit too hard imo, but i like the concept.
Foon → Ludum Dare Explorer → Users → Invixel
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | D. R. I. L. L. | compo | 117 | 3.91 | 3.91 | 3.63 | 4.30 | 3.65 | 4.25 | 2.62 | 3.85 | |
| 2020 | 47 | Stuck in a loop | 👥 | The Facility | jam | 1196 | 3.21 | 2.70 | 2.63 | 3.31 | 3.55 | 3.94 | 2.58 | 4.01 |
| 2020 | 46 | Keep it alive | 👥 | Keep Sweep | jam | 1069 | 3.55 | 3.57 | 3.85 | 4.19 | 3.17 | 3.25 | 4.00 | 3.45 |
| 2018 | 41 | Combine 2 Incompatible Genres | Bazzoccer | jam | 683 | 3.36 | 4.00 | 3.22 | 3.55 | 3.00 | ||||
| 2017 | 40 | The more you have, the worse it is | Debt Crisis | compo | 283 | 3.47 | 3.27 | 3.27 | 3.60 | 2.65 | 3.22 | 2.90 | 3.15 | |
| 2017 | 39 | Running out of Power | Pathfinder | compo | 394 | 3.21 | 3.21 | 3.15 | 3.47 | 2.78 | 2.94 | 2.64 | 3.21 |
Very well made, fun to play. It was a bit too hard imo, but i like the concept.
Simply amazing game :)
A fun game, the music and style make for a good mood, the art is, while not amazing, good enough to where it doesn't take anything away from the experience. Puzzles were good, but walking through doors was hard. The players hitbox shoul've been probably 60% as big, and it would have eliminated a lot of the gameplay problems. It was really hard to put out the fire, i did not know how to do it, but i managed to do one (and yes i had the fire extinguisher). Some visual feedback when we could do it and maybe a sound effect when we did would've been nice.
But GJ!
Really nice graphics and effects, makes the game a joy to play :)
I like the idea and it was quite fun to play. The music was good, but it didn't really fit into my idea of being swarmed by enemies. It felt a bit too slow. I really liked the art style tho :) Good job!
1. Waaaaaaaaaaaaaaaaaaaay too long respawn time 2. Blind jumps (not good) A recipe for disaster. The player will die, without being able to do anything about it, and then have to wait for a long respawn (And will probably have to do this few times). NOT GOOD! Player will quit! 3. No reason at all to ever shoot, enemies are all dodgable 4. Really short level
The game is extremely frustrating, mainly because of reasons 1 and 2. But outside level design and questionable game design (like WHY DID YOU ADD THE RESPAWN TIME!?), and audio, the game is not that bad. Movement felt good, the level graphics were quite good and it is a good interpretation of the theme. GJ, but learn from your mistakes.
AND I STILL WONDER WHY YOU ADDED THE RESPAWN TIME...
Game was fun, graphics were really good and the screen movement and stuff really added to it. Sound was good, mood was too. Difficulty curve was totally backwards (could stand still after the first round) but other than that it was a good concept with a good execution. GJ!
Really good mood and fitting music, good art, but in my opinion the game just wasen't very fun. I just sat and clicked on occasional scraps flying by. Did the stars and the cows even do anything when clicked? The game wasen't very clear with goal or how to play, so work on that. But you nailed the presentation :)
Oops sorry everyone
I'm happy at least most people had the sense not to downvote the game when they couldn't play it :D
Ye i kinda regret that i spent the last two hours playing overwatch because i was tired, it would have been so easy for me to add more because of the system i implemented to make new levels!
But yeh as i said i was tired xD
Amazing, i really loved it. Played the game twice, because i lost the election the first time, and the variation between the sessions was good. Good humor, good graphics, good sound, and fun :)
Fun game :). Made up for lacking graphics with good and responsive movement and shooting. Dodging enemy felt nice, and i never felt like i got hit when i shouldnt have. However, the game is way too easy in it's current state. I got to a score of 7000 by running in circles around the middle block, and i had a giant heap of batteries all around me. I had to suicide willingly to die. If you should decide to continue developing this game, consider adding harder enemies with diffrent attack patterns to discourage endless kiting :)
Fun game, nice graphics, nice sounds. Feedback when you got hit would be very nice. Other than that, GJ!
I really like this take on the theme. I like that the it is not just added to an existing gameplay idea but rather integrated into the whole idea of why it's fun. I think the game was really fun and it took me a few tries to beat it. It wasent too difficult though, you found a nice balance. The graphics were really nice, and the sound too. I think it would've been better if the soundtrack didn't reset. Overall- a really solid game that proved to be actually FUN to play! :)
I "followed" the game during the development process (i looked at all the blog posts) and was really excited to try it. I really liked the audio, graphics and the mood. A problem for me in this game is that i just don't think it was that fun or satisfying to play. As it is a puzzle game it is important to go back and see what you missed, but it was so annoying because the player moved so slowly and, most importantly, turned slowly. Also sometimes it felt like enemies spawned INSIDE me so I couldn't do anything against them. I might be to criticizing but I don't really like this take on the theme actually. A lot of people went with it but it feels more like "The more you play the harder it gets" which is the premise of literally (almost) every game out there. I would prefer if the theme was weaved into more interactive features. But thats just my opinion, and i liked it overall :)
Really liked this game. It had very nice minimalistic art, sounds fit well with the artistic style and the ambient sounds really served the mood well. It was fun to play, and i like the fact that it was an arcade style game because it means i don't have to spend 15 minutes playing to be able to review (altough the game is so good i wouldn't have a problem doing it). What i mean is that the fun is compressed and doesn't take time to get to. The only problem i had gameplay wise was a bug where my character didn't stop running which left me flying off the ship without control, but that's ok, since i could instantly respawn and try again. Also, i don't think the game follows the theme that well but extra points for doing something actually interactive with the theme. :) GJ!
Really good music! And the game was actually FUN, something that weighs more than all the graphics in the world. Amazing job!
Graphics are exactly what they need to be, the mood is amazing with the soft background music, good interpretation of the theme. I know this isn't as much of a game as it is an experience and this works well in many areas but unfortunately not in the fun category. GJ!
I liked it. It had nice graphics and audio, but i think you could have immersed the player even more if you went for an even darker theme. I figured out the mystery very quickly but that varies from person to person, and I understand that it's very hard to test for things like that when you are doing something on your own. I was a little bit annoyed by the looong dialog boxes, and annoyingless leads to anger, anger leads to hate and hate leads to the dark side. So try to provide as many quality of life features that you can ;) I also think that the game did not really follow the theme, but it was fun anyways. I also like that the game wasen't too long. Overall, gj!
Really fun! Very impressive you managed to do this in 48 hours! I like the implementation of the theme- it integrates well into the actual game mechanics. I think the graphics were very nice but the sound got a bit repetetive. If there was good music, the mood would have been absolutely amazing, but i understand the time constraints. The game felt very polished and the controls were good. Overall, a very solid experience and i think this game has potential for a high spot on the rankings!
Nice game, a little buggy and glitchy at times but nothing totally gamebreaking. Audio, graphics and mood were stellar. GJ!
I'm confused... Did i do something wrong or was that all?
@siege Ye i tried to do that but it didn't seem like unity supported it. My original idea wasen't for the the side puzzle to be maths based, but i had to do it that way because of time constraintsIf i had more time (and was better at programming) i would've tried to make maybe a tetris styled or some other kind of side puzzle instead. Glad you liked the concept though, i was really happy with it myself.
@cyberpunks Yeah the debts come slower in the beginning. The puzzles are really hard but it brings the player to a point where they can no longer keep up so they just ignore it all together. If you're really good tho, you can keep up for at least a minute before you get to desperation mode
Thanks for the feedback guys :)
Next time i will try to focus harder on polish, better instructions and presentation of the game, i think thoose are the areas that i could've most easily improved
Yeah, more feedback and being more clear with what's happening will be among the key points next time. For example, I decided to make more enemies spawn the longer the time goes on even IF you clear all debts, but increase the spawning way more if you started to stack up debts. This was to make the game harder, so you couldn't just clear the debts without pressure until you were overwhelmed with the amount. This would've led to the game being almost purely quick thinking and maths instead of the multitasking I aimed for. I feel like I achieved what I wanted but with my lacking presentation this information wasn't as obvoius as I would've wanted
I liked this game, it was intense and hectic and didn't take long to play (compressed fun is best fun, yes?). The art and sounds were very simple but that didn't annoy me in the slightest, i didn't even think about it when the eggs rained down from the sky.
I agree with what the other comments say, the sensitivity was waaay to high in the fps part. You could also fly, which i don't think was intentional (forgot the "if(grounded) canJump = true" ey :P?). Side effect was that i could see the skybox which was a nice easter egg. I also felt like the game could've used some music and a stronger connection to the theme. Phase 2 was so easy i didn't feel like tower placements did much, but stuff like that is really hard to know beforehand. With all that out of the way, let's move on to the good stuff. Stellar graphics and gameplay for something done so quickly! All the 3D models looked really good and very polished. The TD phase was fun (i think most game developers like TD games, we like strategy) and exceot fir the sensitivity in phase 2 the controls and accessability were really good (the ability to skip cutscenes etc.) Overall, a very good entry! Good job and good luck!
Nice game, although the mining was really unclear. You have to either tell the player how to mine somewhere or give them feedback when you shoot the rock, how else are you supposed to know if you're doing the right thing?
I gave up after searching the whole map multiple times trying to find more people to give peaches to. I gave to "Mam", the dog, the old lady and her three cats, and the flower obsession family. Game keeps saying i need to give out more peaches but i can't find anyone and it takes so long to get around the map, i don't feel like searching it a fourth time... From what i played the humor was the only thing i felt was really good, but then again i got annoyed for not progressing so if I had, i probably wouldve liked the game more.
Quite a fun game, i died instantly to "shotgunner" tho.
The game was fun but a little repetetive after a while, but hey, basically all Ludum Dare games are repetetive after more than 10 minutes. I enjoyed the diffrent kinds of guns, although some were vatly superiour. But balance is another thing that's really hard to fit into the time limits. Overall, the game was fun.
I couldn't feed the fire, I don't even know if I got the logs in my inventory. That means the game wasn't very sustainable but i will review what i got to experience:
The lightning was moody and nice. But i would prefer a fullscreen mode. That would help me not get blinded by the brighter colors on the itch.io website.
The graphics were nice. The enemies were scary because it was dark and you couldn't really make out the details (which is a good thing).
I like the take on the theme.
Good job, notify me if you release a bug-fix so i can play the game the way it's meant to be played!
Game was fun and i liked the graphics and sounds, especially the sound of the falling rain, which felt just right. The game did get a bit one dimensional, and there was a clear way to do it that i figured out quite quickly:
``` if(RainFalling) { ProtectFire(UmbrellaStatus.Up);
} else if (Blowing) { ProtectFire(UmberllaStatus.Side);
} else { GatherWood();
} ```
Overall, a well crafted and polished experience, would play again :)
High score: **134.9s**
Im very impressed, i came here from your comment on my game about the simliraty in approach, i didn't expect your game to blow my game out of the water like this though. This could be on the app store right now and I would play it. Amazing!
Great job, you actually made something with fun gameplay! Sound was nice too, the colliding sound with the rocks felt very fitting. Graphics were nice, and seemed very polished.
If I could wish for one thing, it would be more levels to enjoy the game :)
I am surprised by how fun this was. Each level had a different strategy and a different approach to the defence. As others have pointed out, the game wasn't very polished but even as a demo, I am very impressed with how good this game was!
Also, I really love strategy games like Starcraft so you managed to hit my soft spot :)
Nice game! I think it was a good take on theme, as you were not aiming to keep yourself alive (like you already do in pretty much all games), but someone/something else.
One thing i stumbled upon was that i held down the shift key to shoot, which meant that when i reached the win screen (i assume it was the win screen?), the game instantly restarted and i couldn't read anything.
I like the audio design, especially the metallic sound when hitting the invurnerable spike thingies.
Overall, good game!
@peterfiftyfour Thanks for the comment! This is my first project with more than a couple audio sources so i have never had to deal with audio clipping before but i will release a patch with that fixed. Also, the ballista towers were meant to be harder to stomp so i will make a balance patch that fixes that. I think that's allowed, right?
@lamasaurus @rongefilet @heyllopotato @cmrobbie In the first version of the game, it was waay to easy and almost impossible to lose, so along with an audio fix i buffed some of enemies, but it seems that i overdid it. I guess that's the problem of the only two playtesters being the developers that have played the game 20 times as much as anyone else haha!
I am not totally sure what the rules allow, is it allowed to continue to balance patch and tweak if you don't add any features? Cause real games to that all the time and they get no complaints :shrug:
Thanks for the comments by the way!
@herzig
Ha
"keep it alive"
Also yea, i should probably tweak the enemies down a bit...
@prepparedheathen Yeah, if i had time i would've added some final boss like an enemy keep or something, but i had a physics exam on Tuesday that i had to study to as well... :cry:
@devharts You chose the right strategy, in the first build the game could be cheesed by running in one direction and you were basically unstoppable, so i had to tweak some numbers which made it much more difficult. Now dodging and farming money is required to get anywhere really.
Yeah, the graphics were kinda rushed and made by two different people, so that definetly wasn't ideal for coherency! :)
The audio was only me tho so that was easier (also, SFXR is a godsend)
@dane-tesla Yeah, thats my voice, it's a bit low and maybe too much reverb on it but it was well worth it to record.
The problem with enemies disappearing seems weird, I've never had that happen to me. Did you try to move a bit further in one of the directions? Or did you try to move both directions? I put a spawn-cap of 10-20 something enemies at a time, and made them disappear when going too far out of range. Either, buildings spawned outside your field of view and you just didn't move enough to spot them, or the spawn cap was filled with slow-moving enemies that chased you endlessly in one direction. That's the only scenarios i can come up with where it would break...
Opening cinematic was amazing. Goal was a bit unclear but i managed to beat it. Nice!
**Great game!**
It was a good take on the theme beyond just "hurr durr don't die" (because let's face it, thats already almost every game on the planet). The theme was well integrated into the fun gameplay and i liked that.
The narrarator was funny reminded me of Crazy Dave from Plants vs Zombies! +Humor points for that. The art and sound design is way ahead of what i would expect from a game made this quickly, and i wouldn't bat an eye if i saw it in a "real" game.
**As for your questions:**
I clicked on the game from the "rate theese games" section of the Ludum Dare home page, because it had the HTML5 symbol, and then i played it because it had less than 20 ratings.
Describing the game in one sentence: "The truth about what's happening in area 51"
Most memorable thing was that the alien destroyed the human race with nukes
I would add a win condition, or at least some clearer way of indicating that the game is endless (for example a score counter"
The game was atmospheric and moody in the right way for a horror game. A bit of spooky music would've been nice as well, but of course time is a limiting factor. I liked the game but gave up trying to beat the last "boss". I thought that i needed to make it there with the candle still bright, and I did, but lost anyway so i don't really know how to win.
I am a fan of pixel art and liked the sprites. Some of them felt disconnected from each other, likely because of the different pixel sizes. That's just nitpicking though and I did the same thing in my game. My only real critisism of the art is that i felt like the stairs should have a harder outline for the walking surface so that it communicates clearly that the player can walk there.
All in all, I enjoyed playing the game and the story notes were definetly fun.
Damn, i spent like 40 minutes and got to the house with 4 windows, but then i couldn't get through the window so i died.
I got really frustrated by the fact that the aiming arrow definetly didn't accurately reflect where the fish wash shot. Usually, the fish would go way higher which would leave me missing completely.
It was still fun though. The graphics were nice, the camera zooming in and out was really cool.
Cool game! The blocks reminded me a lot of childrens toys, so I imagined the robot as a toy that needed more AA-batteries to function. It was a good take on the theme, it was very similar to my first entry in Ludum Dare ([LD 39 - Running out of power](https://ldjam.com/events/ludum-dare/39/pathfinder)) so you kind of hit a soft spot for me.
The game played like a typical mobile puzzle game, and I imagine that is the kind of feel you were aiming for. However, in that case, i would advice against having the game on a timer, as stress doesn't really fit well with that genre of games. If you were to make this into a real game, i would request:
**Powerups** or other consumables, spread in the rock like the batteries.
**Prebuilt levels** that would allow the game to feel more fair, and could also make the player think about the order of operations a lot more.
But as a Jam game, what you have created is actually very nice and well polished! Good job!
Nice game! I was thinking that the goal was unclear, but the way the first bird flew away and the cats started spawning, I got the idea and then it became very fun :)
Fun game!
I actually like the aiming, i feel like it adds a bit of extra challenge and it put me out of my comfort zone. (but hey, most complaints about my own game have also been about aiming so i guess are quite similar in that manner)
I found the game quite difficult, I don't know, was there a goal? Otherwise, i would put a counter up somewhere that tracks how many dragons you've rescued. That would indicate to the player that the game is infinite.
The animation and the sounds of the player both felt amazing, way beyond what i could ever do in such a short time.
I liked the game, good job!
I liked the idea of having a short level to introduce the mechanics and then after that, the real big one. I thought the game was genuinely really fun! The only issue I had was that the area that you could see was so small, that agents offscreen could catch you and there was nothing to be done about it.
Goal was unclear, graphics were nice, sound was nice, good take on theme
I like this take on the theme. Constantly having two juggle both your own safety and the engine felt nice.
However, I found the game a bit unclear in its objective (What is the goal? Kill as many deputies as possible?) and the visual feedback was a bit lacking (I don't know when i can shoot them, I don't know when they can shoot me, i barely know if i hit them and stuff like that). Only other problem was that the player seemed to have very low friction which was weird.
I would suggest changing the levels of crouching to decrease in the same way that they increase, meaning that pressing DOWN one time leaves you looking, and pressing it again makes you take full cover.
Graphics were awesome, good job! Bullet sound was also good. The atmosphere felt right, and adding dust and smoke would make it even better (but that's beyond the scope of a jam game).
Overall, great game!
Wow, this was an absolute top tier game. Very fun gameplay, well polished, a helpful tutorial, difficulties that fit well (I first tried easy, then i moved on to hard and the increase in difficulty felt right). Also a fresh and intresting idea, it's not often that i see this kind of multitasking games.
The graphics were really cute and good. If i had to suggest a change, it would be to make the text stand out more. I felt like it fit together with the rest of the art *too well*, which is a problem with text as you want a contrast so it is more easily read.
Sound design was also on point, together with the graphics it created a very calming atmosphere that drew me in.
This game is so damn good in every aspect that i feel like i have to point out it's weakest part.
The connection to the theme.
And that is definetly not a problem with the game, it certainly didn't make it any less enjoyable, but I am supposed to rate it so i might as well explain.
I like the idea of keeping hype alive. But i don't think that the implementation of it is worth a 5-star in theme. That's because, to me, keeping something alive means that It's a constant struggle to keep it from dying, a constant struggle to give it one more breath.
I feel like the hype-meter kind of alienated the life part of keeping something alive.
I find it really hard to express my thoughts, but my suggestion would be to have some ui-thing where the player can see a crowd. And as long as there are people in that crowd, the hype is alive. But then some of them start to leave when the hype is falling of. But you know, that as long as you keep at least ONE person in the crowd, the hype is alive.
That would enable the player to connect more with the game, to constantly struggle to keep that last fan from leaving.
**I don't know if that made any sense**, I am tired and will go to sleep now.
Awesome game though!
I love the idea, and think it was a great take on the theme!
The tutorial was actually pretty great and introduced the mechanics in a good way. The sound and graphics worked just fine, the mood would've improved with music (but of course there's not time for everything).
My biggest problem was with the movement, it felt clunky and glitchy. I also found that the actual level was a bit too easy and i didn't need to actually use the water or the extra seed.
All in all, considering this is your first game jam i think you did an amazing job! While your game wasn't very polished, it *was* very fun, and thats the most important part!
Cute and fun little game. I liked the graphics, especially the background world with the ground and foliage, as that is something i often struggle with. The only real issue i had with the game was that i felt that it was a bit unclear what the objective was, but all in all it was a great submission!
Very fun concept, i think that with some more features, this would make for a very fun full game!
If i have one issue, it's that the fruit healer enemies when it failed to catch them. That felt weird.
Obviously the graphics weren't the most beautiful I've seen but they got the job done surprisingly well and I didn't really mind them.
The take on the theme is a *little* bit loose in my opinion but that's very subjective and doesn't really affect what i think about the game as a whole.
Great job!
Surprisingly fun and compelling gameplay once i got the hang of it. One time, i threw the plant when i stood too close to the wall so i couldn't pick it up, that felt a bit weird.
Graphics were super cute, especially the main character. I would've liked it if the levels were shorter but more of them instead, sort of like super meat boy or some other arcade-style platformer.
Overall, fresh idea, good take on the theme, and great game!
Wow, incredibly moody game. Kept me on my toes and even though it was really short, I was very scared. Great job!
Neat little idea! I found an issue where the blue player could just hold right and fall through on the border, no matter what the red player did.
Getting a finished game is an amazing achievment in itself! Good job!
The gameplay was good, but because there was no real change between the beginning and end, i feel like the growth time was too long. After i got to about 50-60% the rest seemed like a chore, i was never in danger of dying and i didn't have to think about it.
That said, that doesn't take away from the idea and the take on the theme (which were both good, and quite funny in my opinion), the graphics (i really like the hunger/water/food icons!) or the audio (i didn't think about it that much, but with audio, that only means it worked!)
Amazing first contribution, good job!
Also, I had a bug where the controls didn't work, but i reloaded the site and then it did but that's probably a unity problem (WEB)
You managed to avoid a pitfall that some people fall into, where they put too much effort into a small part of the game and don't have time for the rest. Though this game isn't the most advanced I've seen, it has all the parts that it needs (clouds in the background, nice graphics and animations, working gameplay that isn't broken, music and sound), and even the luxury like a mute music button.
Great job!
Nice game!
I feel like the game would need a bit of work before it really hits the theme, right now it is like any other game where the goal is to stay alive (so most games). I like the concept tho, and it was definetly a world where everything was out to kill you! (even the clouds, thats EVIL!)
Though you opted out of being rated in graphics, I will say that they fit the game perfectly.
Most importantly, the game was FUN!
Good job!
I liked the game! Of course you can't write Lord of the Rings in half a day, but the story was interesting enough to keep me inticed and to keep me clicking. It was unexpectedly philosophical as well with the "what is the point of staying alive if there is nothing to live for". I also like that the theme was very clearly built in.
I liked that the brain was different from the heart and lungs. It really did a lot to keep the game from getting boring. If you ever expand on this idea i would suggest doing the same with the heart (maybe having to click in a specific rythm or something) so that each task feels different.
I liked the graphics, the visual layout and style worked together to get the feeling of this big weird machine, and that was good.
The mood was good considering the lack of sound, but if you had that as well, the mood could've been amazing.
Overall, good entry, extra impressive that you did it in less than 48 hours! :)
Wow, this game was amazing!
Graphics were cartoony, consistant and awesome. Sound design was in the background serving the visuals- as it should be. Loved the sound effect for the rewind, the music was good too.
The gameplay felt great and innovative, I loved the strategic twist of bullets growing over time. There was a lot of strategy, and I think that if I planned my actions really well, i could probably get well past 50 rounds. However, i do agree that camping in corners was a bit too easy. Also, a pause option would be great.
Humor is where I rated the game lowest. I mean, it's not like you were trying for a comedy so it's not a bad thing. The feel of the music and graphics were a bit too calm for the gameplay in my opinion. In a bullet hell, stress is the primary feeling and the presentation didn't build much on that. But that's really a nitpick.
Simply amazing!
(I also more than doubled your high score)
Screenshot (62).png
This was a very impressive game. Only thing missing (except obvious polish) was music and more notable SFX. The birds and the neighing horses were nice but i could barely hear them at all. Improving that would raise the bar quite a bit on the atmosphere and mood as well.
The story is good for something made so quickly. A good measurement of quality is "would I like to continue playing" and i absolutely would :)!
Awesomely done!
Absolutely amazing game!
"Welcome to dude ranch" What a great way to start...
Graphics were phenomenal and fun, sound effects were great, music set the mood well. Presentation gets 9/10.
The actual game was fun and great, but here there was more room for improvement (as it should be, when you make a game in such a short time period). It got very spammy and chaotic but I never felt cheated- which is always good.
Aside for more content, I don't see how the game could be much better. Bravo!
@zoranster I think I got it working now, if you wanna check it out :)
@etrealjunior
1- I really don't understand what you mean, the player cannot touch the lower walls? The perspective in the game isn't really top down, its at an angle. That's why you see a side of the player. Naturally, when the player walks next to walls, the walls would obscure them.
Do you think it's a bad thing that the player can be "invisible" (which I can agree with) or do you think that the collision should happen earlier, so the feet can't move past the top of the wall? Sorry but I'm only trying to understand...
Also, what does "increase their collision box to a maxiumum of half of the capped game" mean?
2-
Yeah I would do that if I hade the time. 3-
What do you mean, inform action button? I already have a big spacebar in the middle of the scene when you first encounter an interactable object if that's what you're getting at...
4-
I don't understand what you're saying.
@chickenchaser
Yes, that is very true, and I'm not disappointed in what I made. I just made the observation that this time- it's not really an actual *game*, but rather a visual novel. I still learned a lot about that aspect of game development!
All my previous games have been arcade-like with no story or polish- this one went in the complete opposite direction and that was really fun too! :)
@spawncampgames
See, the problem is that I have rated more than 20 games, and made extensive comments on almost every one, but because many of them opted out of categories I don't get the full credits for rating them.
Personally, I feel like it would be more fair if you got 1 "ratings given" if you rate a game in every available category, and rating a game in half of it's categories could yield 0,5 points.
It would be more equal than the current flat 0,25 points per rating.
@squeed-fingars
Ah, I think the problem might be that you haven't clicked away from the dialogue box. That was a mistake on my part, I put a small spacebar icon next to the text but at the same time a large WASD/Arrows-icon in the middle of the screen.
You have to press space before you can move, hope it works!
Surprisingly good game.
Very innovative, a chess adventure is something I've never seen before... Fun and humorous, a surprising amount of personality was infused into the pieces. The feel is that of an epic adventure. The ending being the ocean was perfect.
As you said yourself, lack of sound and music. Considering the limited time though, I think it was well worth it to get the rest of the game done before starting on that. Graphics weren't perfect. I liked most of it, but some sprites (most notably the grey pawns) were blurred and a bit weird. The grass also didn't feel quite right (although that is one that I've struggled with a lot myself and never solved). This is not a huge problem, i like the overall aesthetic, and i definitely couldn't have done better myself, but it's worth being said.
_______________ Great Job!
Fun game!
The overall feel was chaotic and great, the screen shake and sound effects helped out a ton with that. The enemies moved in a good way, they weren't static but it was possible to hit them. Music is always a win. The sprites for the enemies signaled clearly what they were capable of, which made the game feel fair, as you weren't surprised when they shot. Volume sliders- thanks! The game fit the theme nicely.
The music could've really used some sort of percussion, like drums. The shield was a little bit unclear with how it worked, I feel like it should've lasted longer or you should at least have some way of telling the exact time remaining.
-------- All in all, awesome job, great game!
Also, am i correct if i guess that you're german? (based on the name apfel and the game file name Lööplööps Extreeeme)
Fun game!
Good sound effects. Snappy controls, I felt in control, and even when I died I felt like I could've avoided it. Chasing high scores is fun. Having music was good for the atmosphere.
The graphics are very simple and the contrasts were a bit too harsh, but it didn't get in the way of the experience. The big blue sky and the smoke effects from the plane made for a great atmosphere.
The music was a bit too repetetive, but that's to be expected for a game jam. However, if i had 10 minutes and could change one thing it would be to have some kind of melody play over the loop (I just realized the music was stuck in a loop, was that on purpose?), even for just a few measures.
Overall- it was good fun!
This is the most humorous game I've played, and I really enjoyed it. It got a bit confusing with who was speaking at what time, but it wasn't too bad. Loved the artstyle, it's a really good way to get good graphics without having to spend too much time designing all the details.
Loved the sideplot of starting a fight and getting caught by the police!
GG WP (Great game, well programmed!)
Great game, i feel like it was sort of a meta- loop inside the loop, repeating music while walking back and forth between two placed in a loop of dying and returning inside the loop that is limbo. Truly stuck in a loop!
This is a really cool idea and it is really well executed considering the time constraints. The lack of sound really hurts the mood, but other than that I am very impressed. I really liked the metroidvania elements, for example, I went to the left through the vines before I went down, and had to backtrack there again when i had the bounce.
My advice, without suggesting stuff that would take a lot of stuff to do, is that I would've liked if the crystals were more evenly spread out in the progression. Perhaps one behind the first layers of vines to the left. That way- you feel like you are getting closer all the time.
Overall, very fun game!
Very cool game! Opening the doors was scary as hell, and the music did a good job reinforcing that. The enemy sprites were varied and monstrous, but all monsters functioned very similarly. If you had more time, I would suggest differentiating their behavior more.
The controls were hard, and I definitely prefer when i can look around with my mouse, having strafe and turn as different buttons is not something that I'm used to at all (but if the game was longer I'm sure i would get used to it).
Really cool to see someone do something totally custom. Great job!
Great and innovative game, the audio and graphics set the mood well.
It was a little but frustrating to play, the sensitivity in the web version was extremely high, and I don't know why. I also couldn't see the cursor, which made navigating menus quite difficult. Moreover, I felt like the movement of the enemies was a little bit *too* difficult to plan for.
Maybe both of those problems could be fixed by having each level, or room, set in a static screen with everything visible. That way, planning would be easier, and control would also be quite a bit easier. Alternatively, if the vision range was greater, planning would also be easier.
The intro screen already hooked me in, loved the font and the smoke. The simplicity of the straw hat fit into the "ninja" narrative nicely. The main character sprite was very simple but very nice and effective. The attack animation was really cool and flashy- very fitting.
Music was great, sound effects too. Especially the door one.
What I liked most about the game was probably how it's really a creative and innovative take on the theme- you plan a loop- and then you're stuck in that loop, for better or worse. It's unlike any other game that I've seen and i really like it.
Overall, amazing job!
It was nice until the level with the corridor that I couldn't pass, even after reseting 50 times. The music also stopped playing so that was kinda depressing.
Other than that, a nice style and good art worked well with the gameplay and it was fun.
Haha, you were totally right about our games being similar. Yours was definitely way better though...
Only thing my game was better in is music (partial win at least!)
Graphics were really cool, focusing on a single screen but making that screen really polished was a great idea. All stages of growth sprites were nice. When the light was removed, it also looked really cool, the phantom was scary!
The monologue system worked well and looked good. (way better than mine at least...)
I'm surprised you disabled the humor rating, as this game *actually had humor* as opposed to the games that I've played this jam.
The twist didn't surprise me as it was exactly the same twist as in my game, but that doesn't diminish its value.
Good job, great game!
Nice game, cool idea. The movement was a bit clunky and i would've liked more sound effects than just music, but overall it was a good take on the theme!
Wow, this game was really amazing! Probably the best one I've played so far this jam.
The controls were very weird but managed to feel nice anyway. The idea is amazing and really well executed. Telling the story of the Rogue AI but from the perspective of a robot stuck in a loop and breaking out was a really creative interpretation of the theme. Graphics are simple yet effective. Lot's of variety in people, objects, and environment once you get outside. Music was awesome, loved the Grabby Theme in the start. The audio really fit in to the atmosphere of a breakout mission well.
Especially in the last part, the most effective strategy was just to rush as fast as possible (which is a challenge in itself so it's not really an exploit). It didn't make the game boring, but i had to find SOMETHING to put here...
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Amazing job!
Don't spam dude...
This looks like the kind of game that would be on newground, like a nitrome game or something. And that's a good thing, it feels very polished!
Sound effects were good but repetetive. That's to be expected.
The game fit nicely into the theme, and was fun.
Games like this just blow me away - how can people make this in such a short time? Really cool puzzles and intresting mechanincs, the game felt incredibly polished and the audio and graphics worked really well together to create a perfect mood and an amazin aesthetic. Amazing job!
Wow, this was a bit like my game but a puzzler instead. A really liked some of the cool challenges and puzzles you came up with, and i felt like almost every gem was possible to get in some way or another. Great job!
I agree that it was cool that the lighting was blocked by the walls, but it was a bit misleading since the Moray was behind walls but could still be reached by the camera. Cool game though!
A simple idea executed well. Good job!
@adam-jewell Thanks, and good job!
@squigglez Oh that's actually a great idea, this game idea doesn't have a lot of potential to be interesting if you only control direction, but it could be really fun if more focus was put on the rhythm part. Thanks for the feedback!
@honey-pony Thanks for the thoughtful criticism and insight. I agree with you that the RNG-aspect of it can be a hazard, and it would've been more fun if I implemented more player control, or some way to mitigate bad luck. Perhaps by changing where stuff spawns, or guaranteeing that at least x number of each treasure spawn? I don't know, but i agree that it's one of the key issues for the game.
I absolutely loved the game, although it crashed before i could finish it (but that's understandable in a jam game)
I agree with most of what has been said here, i absolutely loved getting to play an RTS like this, it's my favorite genre and this is the best execution of it that I've seen in a jam. The game felt surprisingly well polished and looked very well, considering the short time. Even the details like the small selection circle fit perfectly into the aesthetic.
The mechanics weren't too complex for a jam game but they were also complex enough to were economy had to be carefully balanced with infrastructure and military, a core aspect of RTS.
The only thing i felt that i missed was music.
some ambient scary music would've absolutely worked wonders and could've placed this game among the absolute best jam games I've seen, but even as it was, I am very impressed!
:heavy_plus_sign::heavy_plus_sign::heavy_plus_sign: :video_game:
:heavy_plus_sign: :art:
:heavy_minus_sign: :musical_note:
This was a simple, fun, progression game. It was very fun for a jam game, even though it had its problems (most of which appears to have been fixed in later patches, so I don't really have any additional suggestions). The graphics were really nice, at least the static art. The sea floor was stellar, and although the enemies and submarine were good, they didn't quite reach the same level (that said, they were greater than anything I've ever managed to do in a jam). All in all, a very solid entry! (and bonus points for making the game fun and not a chore to play!)
Well polished and fun game. The ambient sounds were very appropriate for the mood.
If i could improve one thing, it would be to communicate better what happens with the sharks, because i still don't know what happens when they bite (perhaps that part isn't implemented yet which is totally understandable considering the overall scope of the game)
Really cool idea and good execution of it. I love the art style and the music fit perfectly. Tutorial levels were a nice inclusion.
I didn't finish the game though, because my keyboard apparently couldn't register all the buttons i wanted to press simultaneously, which sucked. That is not a fault with the game though.
The only criticism i can think of is that the game got a bit too hard a bit too quick. Of course, that's very common for jam games where you don't have a lot of time for building levels, but i thought that it was worth saying anyways.
Despite the lack of air, the game was very atmospheric, due to good sound and graphics. Good job!
I really like this take on the theme. Diving deeper and deeper into Davids psyche and learning about him. I am not the biggest fan of walking simulators but i like stories, and I have to admit that walking between the notes gives the story more time to sink in. Good job!
Nice game! I tried to do a story based game last jam, but I didn't have time to add anything to make it fun. You avoided that pitfall, and actually had gameplay! (which is great)
The mood was great because of the dark theme and the sound, but in my opinion, it was a bit too dark. That might be because I'm playing on a 2560x1440 monitor and i couldn't get the game fullscreen, but it was still something that annoyed me a bit.
Looking past that, I enjoyed the dialogue and story, you conveyed the psychological horror wonderfully!
Wow. This game was amazing. Incredible design, this is something i would pay for (if there was more content).
I really liked this game, it was very fun to play. However, the cursed blade was so incredibly OP, i could just stand in the town and upgrade all my stuff to lv 10 from the base health regen...
If this game was balanced, had more content and a little more polish (better feedback and stuff like that), i could see it beinh sold on steam.
This was actually quite fun and intresting, despite the lack of content. The view bobbing annoyed me a bit, but i got used to it after the first 30 seconds. I really like the concept, and while the game was short, the fun density was high so definetly worth my time :smile:
Wow. This exceded my expectations! Good job!
The AI was so slow, it almost made the game unplayable for me, but i like the concept and your take on the theme.
I think i got to earth but the game just froze, after it told me it had detected home to the west or something
Was there supposed to be sound? I didn't have any, and that makes me sad, because the rest of the game was so well done and polished that i just know the music would've been amazing too!
Anyway, except for the lack of sound (which deprives the game of a loot of moodiness) it was absolutely stellar (haha, see what i did there?). One of the most innovative takes on the theme i've seen so far. The cute pixel art graphic fit well together and created a good overall feel. Good job!
@yinyin 1. Yes, i should have written a little text explaining the R to restart somewhere in game. 2. For me it feels more natural to have it at space even in 2D but perhaps it's just me. 3. Definetly would have been fun to rocket juggle the opponent but i simply didn't have enough time or energy to fix it, but otherwise good suggestion! :smile:
@Belga54
Yeah i know i should've created a soundtrack, i did for my last 2 games (Pathfinder https://ldjam.com/events/ludum-dare/39/pathfinder and Debt crisis https://ldjam.com/events/ludum-dare/40/debt-crisis) However, this time I simply did not have enough time to. I did not get anything done on saturday and though I had planned to submit it to compo I had to work on it monday evening to get it done. That is also partly why the graphics are so bad, i am not good enough of a programmer to have time left for that kind of stuff!
Thanks for the suggestions anyway, I appreciate it and it would be very helpful if this was my first jam!
@ghostmaple
I don't know how it turned out so well, it is the first AI i've ever written and it's actually just a few simple rules. The fun part is, the AI isn't even doing what i intended it do do when i designed it! But hey it somehow works so why change it?
Very polished and all around well made game! This game will place high!
The game did not seem to work at all. I could not move my unit, i could not build anything although i saw the credits were decreasing so SOMETHING happened. I could get to the help and i could move the camera but that was about it. I am still impressed with what you made and it's more than I've ever done, and i would love to play it how it's supposed to be played if you manage to fix it. If you do, message me on my game so I can check yours again! :smiley:
This is essentially my game but much more polished. The only thing my game did better (in my opinion) is being able to aim the gun. Good job!
I am conflicted, the audio was good but the ending theme was from the asset pack so i don't know if that should subtract from my grades or not. I guess i will just rate the part that you actually made (which i presume is everything except the ending, right?)
The game was fun when it worked, but it was sadly quite buggy which kind of ruined a part of the experience. First time i started the game i couldn't move my ship, i restarted it but then the same 3 planets appeared every time (and the prices were 8, 9, 9).
I really liked the graphics and the sound was good too. I like the idea and i think it fits with the theme but it got repetetive quickly, though 99% of all Ludum Dare games do that. Overall, i liked the game and if there is one piece of advice i could give you it is that fun is the most important aspect so don't get carried away making the other stuff super amazing instead :smile: