TrackBlasters by paulloz 2018-08-15T00:25:36Z
Very very slick and polished. I wish I could see more in front of the car.
Foon → Ludum Dare Explorer → Users → Iori Branford
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | JennyBee | jam | 907 | 3.40 | 3.23 | 3.37 | 3.25 | 2.72 | 3.05 | ||
| 2021 | 48 | Deeper and deeper | Ana in the Deep | jam | 3.00 | 2.66 | 2.50 | 4.00 | 3.00 | ||||
| 2019 | 45 | Start with nothing | BlockRockin' | jam | 3.78 | 3.82 | 3.89 | 3.17 | |||||
| 2019 | 44 | Your life is currency | 👥 | Nekro Tower | jam | 3.33 | 2.66 | 3.83 | 3.00 | 3.66 | 2.00 | 3.83 | |
| 2018 | 42 | Running out of space | VoidStalkers | jam | 901 | 3.09 | 3.01 | 2.87 | 3.88 |
Very very slick and polished. I wish I could see more in front of the car.
I was not used to being unable to face a unit in the direction I wanted. But thinking about it, it makes sense for a space fighter.
Good fun. The asteroids are a bit dark so I had to look hard for them.
Very satisfying to scarf up gold. I just wish chest pickup were automatic on collision.
I forgot to login but goldhoarding.png
@troyd Thanks, I used Chiptone http://sfbgames.com/chiptone/
1. Fixed controller d-pad possibly not working. 1. Fixed analog stick - Drifted when idle because of lacking deadzone - Could almost never shoot left or right
@cliffracerx Thank you. What is the build you're running and your OS and architecture?
I was able to reproduce the issue only by running the i686 AppImage on x86_64 Xubuntu. While that could be only because of the architecture mismatch, this is my first time providing a non-x86_64 binary, so making one properly could be more complicated than it seemed.
If you actually got the .love data file from the [GitLab downloads](https://gitlab.com/ioribranford-games/ldjam42/pipelines/27923737/builds) and ran it with your own LOVE executable, this game also requires the game-music-emu library ("libgme0" package on Debian family). The AppImages are meant to avoid that extra installation step for the end user.
The music is premade.
@cliffracerx I found the problem. The package "libgme-dev" was also required. (After removing that from my system I reproduced the issue with the x86_64 build as well.)
New Linux builds with working music are up now.
- All-way shooting: 8-way with d-pad, 360-degree with analog - Z key, A button, 1st button = fire without strafe - X key, B button, 2nd button = fire with strafe - Regain some space after finishing a wave
Download: https://gitlab.com/ioribranford-games/ldjam42/pipelines/28224650/builds
Clever concept and solid implementation. Smart level design too.
Is there a win state? I seemingly ran out of places to go and was forced to lose. As far as I know the only controls are left/right/jump, maybe there is a wall-jump move I missed?
Really solid concept. I would have liked survivors to call for help, louder as you get closer, so they don't take so long to find.
Good for what it is, a slow "work sim" game for relaxing. I would have liked the camera to show more in front of the ship than behind it.
Edited description to add that if you click and drag from your body, it will throw a random limb.
Good show. Very clever use of basic assets. I found it very slippy-slidey moving on floors, but I eventually got used to it.
Pretty good. I wish for a bigger punch hitbox. Is the game getting harder over time? I'm not sure but it felt like enemies started to have a little more health at some point.
Wew muscletyper.png
@itsdanidre Thanks for playing. Actually the weight of a block is the time it was placed, a simple way to raise the difficulty over time. The colors make no difference. I thought about blocks with different effects but I lost most of my jam hours to job and family before I could start on anything past the basics.
I like the swinging physics and that the tongue can go infinitely far, so you can clear all that distance super fast when it eventually hits something.
@khaotom Thanks, I thought of something special for the end, but there wasn't time so it's endless for now.
Oddly addicting. I haven't managed to win a round yet.
Simple and effective, I had a lot of fun while it lasted. Love to put a banana or something on the very tippy top and get like 0.1 inch over the goal.
Took me a minute to get it, hah.
Solid idea and nice platforming challenge. I agree with @richard-jiang I wish the blocks that open when the meter maxes would fade gradually towards that state as the meter rises.
I love the bouncy truck physics and snarky comments. Unfortunately I couldn't get throwing the packages to work, I could only drop them.
One of the best uses of the theme. An interesting challenge to watch the platform and the notes together and balance your button presses. I would have liked to try a downloadable Windows build, and see if that helps sync the audio and beats better.
Nice work. You can really feel the struggle as the rocks are throwing you off constantly.
Simply brilliant. I did notice when you take a boss crystal and go on the next path, you might fall down instantly before reaching the next checkpoint, and have to go to and fight the same boss again.
@sploky Thanks, do you mean more hive repairing mechanics, or doing something with falling wax, or...?
@cromo LÖVE forever! It's more work upfront than a full game engine but just clicks with me still.
@vphyre There would be a win screen after the ants stop but I have a bad habit of not thinking of a game objective until the last minute, literally 😴
@osh-studio Yes, in a full game I would have the ants crawl over and eat the outermost layer, and not tunnel in until later.
@monkybusines I did the bee, ants and tree, and modified some hex tiles I found on opengameart.org
@exiphase It says Z to fire. Which input device do you use? Sorry, I only have QWERTY keyboard and Xbox controller for testing.
Beep. Beep. Honk. Beep. Honk. Honk.
Love it, simple and effective.
Funny & clever puzzle game in RPG clothing.
All around great work. Win or lose, watching the particles bounce around is always enjoyable.
Very clever with plenty of humor and character. I could use some laser pointers on the bazooka guys.
Well-crafted and addicting in its simplicity.
Very nice and relaxing. Quiet actually works well for this game.
Nicely crafted with shiny visuals and crunchy sounds. Hitting the crystals feels great, but collision can be hard to find.
Good core gameplay, not sure how losing vision connects to paranoia? I hope it can be expanded with new weapons, places, enemies etc for more replay value.
The movement is certainly unstable, and it's hilarious. The simple pixel art has a lot of character.
Really great first game! An idea for future expansion is to make remaining crystals glow brighter as you collect more, until you can see the last ones from almost anywhere.
First try: WalkingHome.png
Pretty cool, I hope there'll be more drunk effects, like wobbly movement, but maybe also "drunk man's luck" where hits do less damage (because he's more relaxed and rolls with the hits better).
Really well crafted, and in C++ too. Respect.
Whew, I eventually got them close enough. Great job.