Visiting the Mushrooms by Ryan Melmoth 2014-08-27T21:02:00
You've made something really weird. And as much as there is not much to the gameplay, I do want to collect more mushrooms to see what the next world is...
Foon → Ludum Dare Explorer → Users → ix
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥇 | 2012 | 25 | You are the Villain | Rainbow | compo | Innovation | 4.77 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | flop | compo | 240 | 3.53 | 3.25 | 3.84 | 4.38 | 3.98 | 2.52 | 3.14 | 24 | |||
| 2014 | 30 | Connected Worlds | Fragments | jam | 80 | 3.76 | 3.45 | 3.88 | 3.40 | 3.38 | 3.15 | 2.67 | 3.83 | 71 | ||
| 2014 | 29 | Beneath the Surface | Schist | compo | 39 | 4.00 | 3.61 | 4.11 | 3.33 | 4.03 | 4.24 | 1.56 | 3.83 | 61 | ||
| 2013 | 27 | 10 Seconds | Changer | compo | 610 | 3.00 | 2.48 | 3.20 | 3.24 | 3.57 | 3.06 | 3.03 | 3.05 | 65 | ||
| 2012 | 25 | You are the Villain | Rainbow | compo | 10 | 4.06 | 3.79 | 4.77 | 2.76 | 3.58 | 3.55 | 3.08 | 3.44 | 71 |
ix leaves an average of 23.8 feedback comments each event.
You've made something really weird. And as much as there is not much to the gameplay, I do want to collect more mushrooms to see what the next world is...
I love the concept of this, but I don't feel like there is much to the gameplay. Is there anything we want to optimize? What does the simulation reveal about these two worlds? I hope you continue to develop this idea.
This gameplay concept has been well-explored elsewhere, but this is a nice presentation and bridges do change things up a bit. I liked having to click fast to keep planets re-supplied.
Falling out of the screen for the first time was an innovative moment. I like where you were going with the jump (holding down then releasing to spring) but something feels off about the lack of sideways momentum. You have interesting ideas here, I just wish there were more to this game!
Item Get! :p
There is a ton of gameplay packed into this, congrats.
The presentation of this game was really nice! Firing feels weighty and the music is pleasant and supportive of the gameplay. The lack of minimap forces you to plan and think about the world.
One criticism is that there isn't much to gameplay. Enemies don't do much and humans do nothing. There isn't strategy to bridge building. And there were some minor bugs: buying guns didn't decrease my money and sometimes clicking the side menus makes you fire.
This brings back good memories of Moon Patrol, for some reason. It's got a classic feel.
I also encountered the "no-laser-through-ruins" bug. A novel game idea, however!
Simple and pretty. I like the contextualized [i.e. "in the world"] opening screen. Well done.
18700, thanks to a lucky spear of a stack of sharks. Great mechanics in here. The slosh-y aiming feels just about right.
The graphics, while simple, work harmoniously together. That jumping fish is pretty crazy looking, too!
Also, the death screen really is worth checking out.
Doesn't seem to work for me. Double-click on the exe, nothing happens.
I found the controls and collision detection to be somewhat dodgy; however, the puzzle ideas are interesting. I think there's something in here that could be developed further.
Wow, it's hard being the circulatory system. I really like how the camera control works -- feels really well tuned.
The jumping controls feel oddly geometric to me.
Data get! Good stuff. The scan mechanic feels fresh and you got good millage out of it. I also like the character design. Game was the perfect length for the sort of competition.
Cool mechanic! It feels like an "idle game" with a bit more thought involved. Would be neat to see you develop it some more.
This was really attractive with a nice sense of mood.
Great tuning on the jetpack!
I'd like to play this but the file host seems super shady and serves me "Anterrarium.rar.exe" :(
Impressive art and levels. The difficulty really spikes around Level 15!
The music really fits and the fighting mechanic is charming, good stuff.
There isn't much to the gameplay, but the the dialog and art help liven up the experience.
I smiled at the Bechdel test thing, and the game ends right about when the music starts getting annoying. Good stuff!
I can't seem to get the hang of the wall-grabbing/climbing movement.
Simple and attractive. I felt that the difficulty was well tuned.
The text could use some proof-reading, but you have done some nice story telling and the art is attractive.
Depressing story. I liked the mood established by the game, but there wasn't much to it gameplay-wise. I always sailed right next to fish then jumped out, fired, and jumped back in immediately.
The concept is cool and the movement of the ship is nicely weighty, but felt too slow for me. I stopped playing after accidentally pressing ESC to try to leave the store :(
I found pressing the button using mouse while driving with the keyboard was a little awkward.
8000 on my touchpad here. The density of guys is really perfectly tuned so that 10 seconds feels just right, cheers.
The jump mechanics felt pretty good.
I like how this addresses the theme. I could imagine a fantasy setting with a cursed dungeon like this.
Lots of polish, nice.
I skipped most of the early battles, then found the late ones really hard, was that a leveling problem or am I just bad at the battle mechanics?
Fails to start for me on Windows 8, 64-bit.
I notice that moving left or right at the edge of the field causes the enemies to slide off to one side or the other, making it easy to bypass them.
Those achievements. Oh my.
The idea of jumping while falling is a good one. Something about the controls feels off, though; perhaps its the lack of any momentum (real or visual) in the controls.
Well, after as much twitching as I can manager, 2.32 is my best. I want a Rktcr-like mode...
Four stars of innovation for "Move With The Entire Keyboard" that worked really really well, actually.
Very pretty but...
I feel like this is a mechanic I've seen (approximately) before, but this version feels pretty good to play and the level design is solid. I also like the trailing blocks getting sicker as a way of limiting the amount trails you are storing. Nicely done.
Very nice looking!
Finally, a reason to take my mouse off of high-dpi mode!
This is an interesting idea. I'm unsure how dynamite placement influences building demolition in this game, though, and I wasn't able to make it past the second building.
Sweet logo! I found the game pretty tough. Also, going into debt buying items is a really odd mechanic, I don't think I've ever seen that.
Nice ending, :)
Nice music, it's too bad you weren't able to do more.
I'm a tinkle master! :)
Nice clean graphics style. I liked that you could only shoot forward, that makes the gameplay a little more unique.
You did a great job with the theme and your mechanic has a lot of potential. The jumping and hitboxes made level 4 a bit frustrating, though.
It's a simple sort of thing. Is the spheres spawning related to jumpping? They didn't seem to spawn the first couple of times I played.
Good sound and impressive variety in the minigames! I found that there wasn't much skill involved in the minigames; memorizing answers to the dating games seems to be the only way to play the game better.
This is a neat little idea. The QWE controls feel a tad odd to me, and a better visual indicator for when fences are out would be nice, but I definitely think the overall concept has legs (also, it's really impressive for 48 hours).
I loved it. Really well scoped, and just about the right length.
I like the art style, very clever. The running away challenge was quite challenging; I didn't make it through.
Really nice art style. This one kept me playing for a while.
I like the idea of self-selecting difficulty (vs) upgraded weapons.
Didn't run for me in Chrome, but worked in Firefox. Though I couldn't aim while moving. Nice terrain!
I like the atmosphere you're cultivating here. It's sinister but also friendly. It's a shame the 3d effect didn't make it -- the post-compo version looks really good.
Really an interesting idea.
Interesting base of structures and units to play with, but more balancing is needed to make it more difficult (a den + imp + re-buying spiders sufficed to win the game).
Interesting mechanic. The random shifting of walls (and getting stuck) are unfortunate.
Really pretty. Great animations. And a nice difficulty ramp.
I appreciated the consistent art style, randomly-generated levels, and the level of difficulty.
Balance feels a little off. Could use rate-limiting on the zombie release.
Nice shooting-gallery feel. Cool to see something made in blender!
Odd slot machine game.
Never really got into a round where anything interesting happened. Also: too soon.
I get the following when trying to launch on Windows8 64-bit:
Unhandled Exception: System.BadImageFormatException: An attempt was made to load
a program with an incorrect format. (Exception from HRESULT: 0x8007000B)
at OpenTK.Audio.OpenAL.Alc.OpenDevice(String devicename)
at Microsoft.Xna.Framework.Audio.OpenALSoundController..ctor()
at Microsoft.Xna.Framework.OpenTKGamePlatform..ctor(Game game)
at Microsoft.Xna.Framework.Game..ctor()
at CursedTemple.Program.Main(String[] args)
Really funny!
I was hoping for redemption, but I didn't find it.
Simple concept, nice graphically. I was hoping for more difficulty ramp, but didn't notice any.
Perhaps not the most accurate historical simulation.
Really cool idea. Jumping is glitchy.
Attacks have an odd lag to them; boss, however, is "just barely" beatable, which is good tuning!
Awesome graphics, tight mechanics, fits the mood well. Satisfying corpse piles.
Requires java to run.
Impressively big for a 48-hour game!
People shunning the player was cool. Crashed when I walked too far, though.
Nice take on abduction. I felt like a graphical indicator for the tractor beam was missing, but otherwise the game felt complete.
Controls could maybe use another round of tuning (make everything except rotation happen about 1.5x faster + add some inertia to rotation might be a good start). I feel like catching the humans could be a cool little mini-reaction-game with a faster ship.
I would have liked more, but it's a cute little thing.
Certainly some things left to do before it's finished, but might turn in to an interesting twitch game.
Pitch-perfect 8-bit style, and playing as the referee is everything I'd hoped for.
Nicely realized, doctor.
(Talking about the game, despite the World News plea.)
Oddly disjoint art style between the newspapers and the in-game. No sound (at least for me) -- would have been nice to hear power-ups spawning and so on.
Twitchy arena gameplay, though -- feels difficult, but like I could learn to be good at it. I should probably check out tilt to live, as you say.
Not much too it. Gravity feels weird, too.
Reminiscent of Atom Zombie Smasher. Some of the same faults (mop-up becomes tedious). A bit grind-y for my taste.
Nicely realized concept, though.
I agree with a previous comment -- not much gameplay.
However, there's a germ of something good in here. With a little bit of adjustment (maybe some damping) that saucer could be just tricky enough to pilot.
Throw in some sort of threat to dodge, and a risk-reward mechanism to convince the player to fly around while trailing a lot of goats (and only then off the screen). Definitely worthwhile.
I like the idea of navigating by sound (my students riffed on this concept a bit back in the day -- http://graphics.cs.cmu.edu/courses/15-466-f09/themes/game2-sound -- with some fun results as well).
In this game, it's a bit frustrating when one gets stuck on walls -- I really want to "feel my way along the wall" in level 3, but instead I just stop repeatedly.
Interesting idea.
Graphically, I like the abstract boxes as ships -- very nice and consistent mood.
I think some work on the core gameplay is still needed to make it really solid (e.g. not clear how/what it means to lose; definitely want different ship types, definitely need to figure out how to make routing matter).
Nifty idea, wonderfully consistent graphics. Difficulty could use tuning -- seemed like clicking on the green fellows always resulted in no damage (had to basically just sit out a round to see how loss would happen). And I'm not a high-APM kind of person.
Old-school raycaster look! And ran wonderfully for me under Linux.
My main worries: no inertia in the controls -- feels too direct (see, for example, wolf3d and doom both have a bit of head-bob and a bit of "slide" when you release which makes things feel better).
Knock-back on weapons might also improve the "weightless" feel to the combat.
Felt a bit slow (completion-time-wise) -- I feel like I'd already done everything in the first thirty seconds, but I had to grind to get to level 10.
Fire doesn't seem powerful until ~5-6, and it's a bit weird because the sprite sizes seem to change. Stamina just slows down the game awkwardly. Controls are very twitchy. It didn't feel like being a dragon.
The art style is consistent, which I like, and the sound is not distracting and provides a reasonable counterpoint to the gameplay.
LD31 — Entire Game on One Screen (6)
Puzzle! by nassi 2014-12-09T19:43:00
"Choose from example.jpg and example.png" :)
Also, nice music!
Extreme Stick Fighter Ultimate 3i by Doccrazy 2014-12-09T19:40:00
Nice music, unique twist on the fighting game concept. The way the AI always runs away from the charged punch makes me smile.
Snowbotron by Elrobo 2014-12-09T19:35:00
It's not a very innovative concept, but the high level of polish made it pleasant to play.
Blacksmith's Apprentice by CTATZ 2014-12-09T19:31:00
I like the graphics and the feel of the night however I died three or four times and was never sure if I successfully mined anything. Some graphical effect to show that you are mining would really help.
JumpBall by Stfan 2014-12-09T19:25:00
I like the sound effects for the ball, but the controls felt too sensitive for me. I didn't try it two player, though.
Screen Bacteria by Nitrodeus 2014-12-09T19:17:00
At first I thought this was really hard, then I got the hang of neutralizing the enemies and it got kinda easy. Interesting story, though.