The Good Doctor by Sestren 2012-12-27T04:44:00
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.
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 |
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.
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.
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.
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.
Really pretty. Great animations. And a nice difficulty ramp.
Simple concept, nice graphically. I was hoping for more difficulty ramp, but didn't notice any.
Nice shooting-gallery feel. Cool to see something made in blender!
I like the art style, very clever. The running away challenge was quite challenging; I didn't make it through.
Balance feels a little off. Could use rate-limiting on the zombie release.
Interesting mechanic. The random shifting of walls (and getting stuck) are unfortunate.
Perhaps not the most accurate historical simulation.
Impressively big for a 48-hour game!
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.
Attacks have an odd lag to them; boss, however, is "just barely" beatable, which is good tuning!
Really cool idea. Jumping is glitchy.
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.
I was hoping for redemption, but I didn't find it.
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 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)
davidwparker,
No frameworks, but I did look at the webgl tutorial on mozilla's wiki for a basic intro (I think the URL is in the source code). And the javascript console in Chrome is really useful for (e.g.) figuring out how to control various elements by just typing in commands.
Really, this is the first big-ish thing I've done with javascript/HTML5, so it's all kind of a mess internally.
cdata,
try shift-reloading, and/or in a different tab. I've had this happen to me in Chrome and I'm not really sure what the cause is. (Out of curiosity: was this in Chrome or Firefox? Were you using the live version from tchow.com or the dead version from the zip file?)
Really nice art style. This one kept me playing for a while.
People shunning the player was cool. Crashed when I walked too far, though.
Pitch-perfect 8-bit style, and playing as the referee is everything I'd hoped for.
Nicely realized, doctor.
I would have liked more, but it's a cute little thing.
Really an interesting idea.
I like the idea of self-selecting difficulty (vs) upgraded weapons.
I appreciated the consistent art style, randomly-generated levels, and the level of difficulty.
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).
Didn't run for me in Chrome, but worked in Firefox. Though I couldn't aim while moving. Nice terrain!
Never really got into a round where anything interesting happened. Also: too soon.
(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.
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.
Not much too it. Gravity feels weird, too.
Awesome graphics, tight mechanics, fits the mood well. Satisfying corpse piles.
Really funny!
Certainly some things left to do before it's finished, but might turn in to an interesting twitch game.
Odd slot machine game.
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).
Requires java to run.
(After installing java.)
Unskippable cutscenes makes replaying a bit of a chore, unfortunately.
Very pretty but...
Those achievements. Oh my.
Four stars of innovation for "Move With The Entire Keyboard" that worked really really well, actually.
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.
Very nice looking!
I like how this addresses the theme. I could imagine a fantasy setting with a cursed dungeon like this.
Well, after as much twitching as I can manager, 2.32 is my best. I want a Rktcr-like mode...
I loved it. Really well scoped, and just about the right length.
Nice ending, :)
8000 on my touchpad here. The density of guys is really perfectly tuned so that 10 seconds feels just right, cheers.
Nice clean graphics style. I liked that you could only shoot forward, that makes the gameplay a little more unique.
I'm a tinkle master! :)
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.
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.
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.
The jump mechanics felt pretty good.
Fails to start for me on Windows 8, 64-bit.
Nice music, it's too bad you weren't able to do more.
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.
Lots of polish, nice.
Finally, a reason to take my mouse off of high-dpi mode!
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 found pressing the button using mouse while driving with the keyboard was a little awkward.
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.
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.
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?
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.
Simple and pretty. I like the contextualized [i.e. "in the world"] opening screen. Well done.
The text could use some proof-reading, but you have done some nice story telling and the art is attractive.
18700, thanks to a lucky spear of a stack of sharks. Great mechanics in here. The slosh-y aiming feels just about right.
Cool mechanic! It feels like an "idle game" with a bit more thought involved. Would be neat to see you develop it some more.
Doesn't seem to work for me. Double-click on the exe, nothing happens.
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.
This was really attractive with a nice sense of mood.
There isn't much to the gameplay, but the the dialog and art help liven up the experience.
The music really fits and the fighting mechanic is charming, good stuff.
I also encountered the "no-laser-through-ruins" bug. A novel game idea, however!
Simple and attractive. I felt that the difficulty was well tuned.
I smiled at the Bechdel test thing, and the game ends right about when the music starts getting annoying. Good stuff!
I'd like to play this but the file host seems super shady and serves me "Anterrarium.rar.exe" :(
Wow, it's hard being the circulatory system. I really like how the camera control works -- feels really well tuned.
This brings back good memories of Moon Patrol, for some reason. It's got a classic feel.
The jumping controls feel oddly geometric to me.
I can't seem to get the hang of the wall-grabbing/climbing movement.
The graphics, while simple, work harmoniously together. That jumping fish is pretty crazy looking, too!
Also, the death screen really is worth checking out.
Great tuning on the jetpack!
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.
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 :(
Impressive art and levels. The difficulty really spikes around Level 15!
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 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.
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...
Item Get! :p
There is a ton of gameplay packed into this, congrats.
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!
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.
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.
It's not a very innovative concept, but the high level of polish made it pleasant to play.
Nice music, unique twist on the fighting game concept. The way the AI always runs away from the charged punch makes me smile.
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.