failsys.sh by jabdownsmash 2020-04-20T07:49:07Z
@digitallimestone @jonahsenzel Thanks for playing!!
Foon → Ludum Dare Explorer → Users → jabdownsmash
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | failsys.sh | compo | 718 | 3.23 | 2.56 | 3.46 | 3.95 | 3.80 | 3.18 | 3.29 | |
| 2017 | 40 | The more you have, the worse it is | extra | compo | 4.00 | 3.00 | |||||||
| 2017 | 38 | A Small World | untitled 23-04-17 | compo |
@digitallimestone @jonahsenzel Thanks for playing!!
@jonahsenzel Sounds were the very next thing to be added, I swear! I even already had laser sounds and sparking sounds ready :disappointed_relieved:
Thanks for your op on music, I wasn't sure if it would feel right in-game~
@jonahsenzel :smiley:
I found this method of storytelling really fun to work with, I really hope I can expand on this. Just a few sound effects would help me push the story so so much further!
@munmungames @gamegenesis Thanks for playing~
@gamegenesis Ah! Great feedback, thank you. It seems like it might not be clear that "simulation resetting" means that you lost and it's starting over. I think some visual progress bar would go a long way.
@munmungames Yeah hand drawn graphics!! :hand_splayed: So much more fun to split attention between a keyboard and some physical media.
@kontroman Thanks for playing! It seems like it's unclear how the X button works. The anti-matter stream (smoke trail) coming off the flame is what generates the win condition, so you need to keep it wide without letting it overload the system.
@munkkeli Thanks for playing~
Thanks for playing!
@pke1029 :blush:
@chloeofarroyo I'm glad you found it fun enough to want to be scored :grin:
@qazikol https://rive.app I recommend it! It's like a free version of Spriter Pro with a more modern interface. If you're a Unity dev though the repo is a bit outdated. Feel free to hit me at me@aaron.work if you want some tips.
Thanks for playing!
@rmheuer thanks for such kind words :joy:
@vano @nekoruma thanks for playing!
Good aesthetics! Love the models and the UI. There are definitely some issues with darkness, on a trackpad I kept not realizing I was staring at the ground and getting lost. The strategy I ended up using was to run in circles while staring at the fire so I could see where I was and if anything was nearby, which wasn't very fun gameplay. I also really struggled to build an axe early enough to win, and it seems like that's the only way to do it.
Love the little guys in this game! The flips are so satisfying, I ended up sticking around until 140~
Wish they could jump off of each other, even if it knocked the bottom ones downwards. It would be hilarious to see an exploding ball of 200 monsters just to launch 1 onto a ledge :smile:
Phew, I just got to 22. Is this Dark Souls?
The core gameplay loop I love! It took me a while to figure out what was going on because there isn't much feedback for when the cat eats fish (and also the fish just fall off instead of going into their belly), but the bait-y keep away moves I was making with my mouse reminds me a lot of how I actually play with cats. Excellent work there.
Also there's a fun little minigame where if I have too many fish tails in my hand my game will start to lag, so I need to feed the cat the tails without losing my last bits of health if I don't want the tab to crash :sweat_smile:
Excellent excellent game. I spent a lot of time, there is great variety in minigames. The unbalanced nature of them is great, it really makes database upgrades worth. I started avoiding minesweeper like the plague though, it's a very RNG version of minesweeper.
Well done! :raised_hands:
Awesome game! I think it would fit much better on a phone than with a mouse. I like the depth between different kinds of builds. I played a few times trying to find optimal timings for upgrades and finally got a winning game. There's a lot of potential with this premise, and even this little demo is very fun on its own!
Beautiful game, it has just enough depth and meaning for the format and has no noticeable flaws.
Fun concept, I like the simulation systems. It was just unpredictable enough for the exploitative strategies that I came up with not to work. The intro is quite cute as well :slight_smile:
The control scheme is strange, I would have liked something much different (X to wait, Z to make next movement a dash, move on arrow?).
Seems like you managed to hijack the "zero" search category. Nice trick :wink:
Hilarious use of the theme, and a lovely style. This is some writing and visual polish from being a complete piece!
I think the slow camera movement takes away from the graphics, though I understand the desire for a little extra detail. I'm sure you have plenty of ideas for how to show the 3D-ness of the scene without the shaky camera :smile:
Great use of Cradle/Twine, nice work~
Fun little concept, though I think it needs a little somethin somethin. Maybe enemies like JC says, maybe visual followers following you around? Maybe there are enemies that run around trying to convert towns but you can fight them off if you have more followers.
The most elaborate "you are now breathing manually" joke in existence.
A lot of polish in this one! This is essentially a finished web game. I like the balance between the different kinds of actions that you have to take, though it did get a bit repetitive. I didn't manage to beat it but I enjoyed the vibe during my playthrough! :slight_smile:
Fantastic vibe from this one! The juxtaposition of creepy aesthetics with the silly pet rock story is entertaining, but with this level of polish this game could get away with taking itself a lot more seriously.
Unfortunately I think postprocessing doesn't quite work for me (OSX, neither Chrome nor Firefox) as my screen is very dark with a very small flashlight range. I couldn't get too far before (I think) a rock hit me from above.
I love the assets! The short game times are great too, I went in and tried a few different strategies. I managed to get 2195 by ignoring rabbits and focusing on breeding enough deer to feed as many wolves as possible in year 3. I do wish the timer would go up a bit faster :stuck_out_tongue:
You did a great job with the balance in this game, though I think optimal play takes away from the message of the game (if it were to generate into a year 4, my 2000 score ecology would collapse immediately). Future versions of this game could try to focus on longevity perhaps? Even the game as it is is already pretty fun and could be a good mobile game.
Great aesthetics, great concept, and a lot of content here. Nice work!
I think as it stands levels have too many creatures to keep track of and the game moves a bit too fast. I want there to be strategic movement and waiting and less hectic guess-and-check gameplay. I got to a level with a moving orb and my progress was slowing greatly.
RIP Conway :pray:
Very cool concept, it's a fun little twist on multiplayer paint systems. I like that I can't draw too many squares at once, it makes it feel more collaborative (or something). I know that the black areas are where people managed to actually draw black instead of clicking once or twice.
@watswat5 I think the goal comes across without needing to say it! A trigger for end of level would be nice.
The game is pretty fun, it's a good use of some nicely implemented flocking mechanics. I think the game goes a little too fast for me to be able to use the surround feature, so I abused level geometry instead. Discovering the boss fight was a nice moment too, well done. I didn't really want to go through the small grid until I absolutely had to...
What a lovely, super impressive game! Fantastic graphics and music and all the better that you worked within the real constraints of a Gameboy ROM.
I found the controls to be unnecessarily difficult to work with, and I got stuck on the 3rd level. I liked the puzzle aspects of the game a lot.
I can't rate you on graphics?? Even though you didn't make the assets there is still some good design happening there!
It's a pretty fun game, though a lot of the mechanics worked against each other: the BSOD :frowning: , cooldowns on the shop/adminpedia (AND the phone?). I think if the cooldown mechanics were replaced or expanded on this could be a complete game!
I got to the last enemy of the last wave!! :scream:
Fun concept, impressively implemented using raw javascript! I would like it if either movement was more important or if I didn't have to use the arrow keys at all and could focus on typing.
Super super hard game~
Fun concept, though it doesn't seem to benefit much from the platforming aspects. I couldn't get past the level with the switching water, though if that also made the platforming different I could see it all coming together!
Nice work.
Ambitious concept with a lot of potential! It's clear that the level design was slapdash, but the implementation is solid and all the pieces are there. Excited to see how this one works out moving forward. :blush:
I got 11!
It was pretty fun, though it could use an auto-restart if you die. I would suggest trying to slim down your feature set so you can get more *game* in, yknow? It was pretty optimal to hit the drivers instead of dealing with the shooters because the drivers would die in 1 shot, so it made a lot of the other features redundant.
Otherwise it's pretty solid for 24 hours!
People are talking about the liver but they don't even know about the stomach...is this Dark Souls?
Some balance tweaks and this could be a great little minigame! I think the different kinds of controls are very satisfying (typing, spacebar, clicking)
A quick tip from a fellow JS dev, you can use `window.location = "";` to refresh the page (maybe put that in an onclick or a button press at the end of the game?)
Nice work, I like the missile movement.
Nice tunes! Parry-only gameplay is an interesting idea, though I'm not sure what was going on (maybe webgl builds were broken)
Nice work~
I couldn't really tell if feeding the flames or even just sitting around made a big difference. I gave up after dying a good ways off to the right because I couldn't get past a particularly tight jump.