Escape from the Frame by vitae 2011-08-23T20:21:00
I liked escape the sun the best as well.
Foon → Ludum Dare Explorer → Users → JaJ
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2013 | 27 | 10 Seconds | The only one | compo | Mood | 4.33 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Harrr-vest | jam | 257 | 3.71 | 3.57 | 3.21 | 3.52 | 4.26 | 3.89 | |||||
| 2020 | 46 | Keep it alive | Bullet rain survival | unfinished | ||||||||||||
| 2015 | 34 | Two Button Controls / Growing | 2 button metroidvania | compo | 90 | 3.85 | 3.62 | 3.93 | 4.24 | 3.87 | 3.42 | 2.37 | 3.46 | 24 | ||
| 2015 | 32 | An Unconventional Weapon | Doll Quest, Bad Brother Beatdown | compo | 74 | 3.86 | 3.89 | 3.33 | 3.82 | 4.28 | 3.89 | 3.43 | 3.79 | |||
| 2014 | 30 | Connected Worlds | Orange | compo | 32 | 4.04 | 3.55 | 3.50 | 3.94 | 4.22 | 3.54 | 3.28 | 4.10 | 71 | ||
| 2014 | 29 | Beneath the Surface | Beneath the well | compo | 167 | 3.66 | 3.59 | 3.42 | 3.64 | 4.12 | 3.70 | 3.68 | 57 | |||
| 2013 | 28 | You Only Get One | Moon's quest | compo | 28 | 3.93 | 3.46 | 2.89 | 3.21 | 4.39 | 3.85 | 2.54 | 3.48 | 71 | ||
| 2013 | 27 | 10 Seconds | The only one | compo | 8 | 4.17 | 3.57 | 3.71 | 4.24 | 4.31 | 3.96 | 2.61 | 4.33 | 71 | ||
| 2013 | 26 | Minimalism | The epicly short adventure | compo | 45 | 3.93 | 3.73 | 2.86 | 2.93 | 4.15 | 3.47 | 3.82 | 3.84 | 62 | ||
| 2012 | 25 | You are the Villain | Critter Criminal | compo | 62 | 3.67 | 3.28 | 2.47 | 3.15 | 4.12 | 3.94 | 2.93 | 3.55 | 66 | ||
| 2012 | 24 | Evolution | The ducks are taking over!! | compo | 191 | 3.32 | 3.40 | 2.60 | 2.88 | 3.73 | 3.57 | 2.61 | 3.05 | 79 | ||
| 2012 | 23 | Tiny World | Ancestor's Sword | compo | 38 | 3.88 | 3.53 | 3.50 | 3.56 | 4.25 | 3.67 | 3.04 | 3.82 | 100 | ||
| 2011 | 22 | Alone | Alone in a cave | compo | 94 | 3.31 | 2.77 | 3.15 | 2.77 | 3.23 | 3.08 | 1.75 | 3.00 | 3.38 | 40 | |
| 2011 | 21 | Escape | Escape route | compo | 177 | 3.09 | 2.45 | 3.18 | 3.45 | 3.18 | 4.09 | 1.33 | 1 |
I liked escape the sun the best as well.
It ended too soon. That's a good thing I guess since it means I was having fun.
I love that the pupil heals you, very nice detail.
Thank you! I didn't have much time to test and it was hard to find testers in such a short period. And this type of game really needs testers, since I know exactly how the rooms are mapped and where to go. The next version will have a lot more items, and a better learning curve if possible.
It looks really nice! But there doesn't really seem to be any goal.
I realised that the movement was a bit slow during the 48 hours, but it was never very high on my to do list because there always seemed to be something more important.
I have continued working on this game though, and one thing I noticed works really well is to have the four buttons around the character instead of in the top left corner, you don't have to move your mouse as much that way.
Another thing is to have the game select 'walk' automatically when there are no other options. This doesn't always feel natural yet, so I still have to work on that.
I've also sped up the walking speed. 4X as fast for the robots and 2X as fast for the player, and I'll also look into keyboard controls. I will post a link to the new version in the comments when it is finished.
Thank you for trying out my game!
Nice style. In the "breaking out of your cage" part, I thought it was a level select screen and couldn't figure out how to continue for a while.
I encountered the same problems as triplefox. Also, the colors of the graphics suggest the game takes place outside.
The concept was nice. I would have liked to see more harder levels, because it never gets close to challenging.
While the graphics don't do much for the mood, the gameplay does, which is even better. I like the style you chose combined with the fact it takes place in a library. Is it a coincidence?
I played until the ghosts after opening the iron doors in the first level. The mood was nice, but the inventory was a bit awkward.(having to press a number to choose an item.) Perhaps it would help if things like the candle and keys didn't need to be active to use them.
The sound was very nice. I couldn't really find a challenge but still it was entertaining until the end.
Nice challenging game. Mood-wise, it is hard to feel lonesome, or anything, as a pixel.
Charming! Short, but fun.
Killing the zombie took way too long and some of the paths you had to take were really boring, but it does have potential. I liked the idea of flat squares floating in space.
A take on the theme I havn't seen yet (after playing 75 games.) The story was interesting but the game itself not that much.
I wasn't able to save everyone because the enemies were too fast. But it looks great and the audio was good, and it was pretty fun as well.
Impressive, and I've played around a bit, but there isn't really a goal, is there?
This game can get hard on your brain and there is a bit too much memory involved. But it's a game that gets a lot more fun once you know what you're doing.
Looks good and nice audio, but it gets too hard too quickly, mostly because when you fall down the double jump doesn't respond quickly enough. I didn't finish the game.
The concept is nice but it needs some balancing. I think the main thing that is wrong with it is that the game can become unwinnable long before you actually die, and when this happens the game becomes very boring.
This game fits the theme the best so far I think. It's also really fun.
Very weird concept, but it does work. I lasted for about four minutes.
Once I knew what I was doing this was a lot of fun.
(almost) flawless!
Great mood and I liked the long cutscenes a lot. Combat could have been better (monsters kept running through you after you hit them), but there wern't that many enemies anyway.
Fun game. Some problems are that you can lose your ship in space when you go outside of the screen, and the controls could be a bit more precise.
The first level showed the game's potential best. Even though the concept of flipping the level isn't new, there is still a lot that can be done with it. The randomly generated levels did generate a lot of frustrating situations, though some were quite fun/ funny as well. If you tweak the level generator this could be a lot less frustrating an a lot more fun.
Really nice game, could be great if developed further. Reminds me of pacman and clu clu land.
I got to the end. Are the multiple endings? I ended up doing nothing with that machine. The mood was great, but could have been better with some sound.
Well I have played with the switches, must have opened the door by accident.
Feels very complete and polished. Could have used a bit more variation in the later levels though.
Looks and sounds beautiful. Game is nice too, but it can get annoying when you have to wait while hanging still in the air because of the lack of gravity.
Very lengthy and mostly fun. There are a couple of small things I would change. First of all I would give the player information about something before they do that thing. After I went to another planet I got a message that going to planets costs 5 oil. I felt kind of cheated and would have liked to know that earlier. Also, when I opened one of the chests my coal fell into a bottomless pit, never to be seen again, that was kind of frustrating.
I have nothing to add to the above comments, making a mistake is punished too harshly, but the game looks great.
Great visuals and sound, and a very original idea! I agree with the earlier comment that it feels too slow. Also, when I got to the yellow-ish skeletons, they refused to attack me and I couldn't proceed.
I could never find the planet I had to go to, even if the directions stated it was very close. It was weird. But I like the idea.
Liked the faces as well. I didn't get very far because of how the keys were mapped, but I can see this being very fun.
I liked the teleporting puzzles. I didn't realise there was actually a reason to go back other than a backup for when you get stuck until I read the comments.
It's incomplete, but it looks great. Could be the start of something.
I yelled at 65 frogs! Simple but funny.
I don't know if it was your goal, but the world around you feels really big, making you feel really small. So good job on that. Also collecting monsters is fun, but it would be better if there was some kind of feedback that shows when you can capture a monster.
Is there a strategy to it? I couldn't really figure it out, but sometimes whole chunks of the planet would suddenly disappear.
I BEAT IT!!!
That was really hard. I think there might be more ways to get stuck with the random generator than you realise, and the game keeps getting easier instead of harder, but those things are easily forgiven when you consider how much depth this game has, and also, because I BEAT it.
The concept is great and I love the colors used, but the game is too hard, mostly because of what happens when you hit an enemy, it's almost an automatic loss.
This looks amazing and the controls are very original. I got stuck behind the glowing crystals on the right of the first level, though.
Awesome concept! Very innovative and I love the way you used the theme. I really wanted to play around and figure it out, but in the end the game proved to be too buggy for my patience. Especially when you try to throw a box against a pedistal odd things might happen and I kept getting stuck.
I didn't get the feeling the bars in the top had any meaning and I wasn't able to swing any of them either way. Do they do anything? I liked the visual style.
I got to the end, but I got there so quickly, I might have missed a lot. I liked the music a lot, especially before it got upbeat.
I love this genre, and even though the game ended in the middle of the story, it felt as one of the most complete in its genre made this ludum dare (as far as I played them.) You could do a little more with the visuals to make it really feel like a world inside a raindrop, perhaps some blurry backgrounds that show hints of the bigger world around it. The audio was moody, but I think inside the raindrop the storm wouldn't sound so clear, but more hollow and deformed.
The game felt more like a memory game than a puzzle or strategy game, but the concept and controls were very simple and elegant, something that's not easy with this genre. Some little tweaks in the concept could turn this into a very smart game.
I can see what this would have been like as a roguelike. Best part was using the pillar as a sword.
This is hard to rate because I love it so much and I don't really know why.
Very awesome. I figured out you could switch between paddles too late.
It's fun figuring out what everyone wants. I got stuck on both of the poop guys for a while, I couldn't find the toilet and I didn't know what to give to the other one, until there was only one thing left. I managed to finish it though!
I laughed when I saw the title "little girl" in combination with the controls "X - bomb" and "Z - shoot" and continued when I saw that all the enemies where shooting what seemed like deadly hearts. I had fun though, and the flower boss was well done. The transition to the boss was also surprising.
Amazing, very beautiful and moody. Might be the best entry I have played.
Fun idea, nice sound and graphics, but I don't see the theme in it.
While the mood was great and the concept clearly very clever, I had to start the game over a couple of times because I got stuck in walls or died without explenation, Even though I knew where the red key was I was never able to reach it because of these bugs. I bet there was still a lot to see after that, but I just didn't want to have to start over again. That may sound negative but I gave you a lot of stars for this, just not that many for 'fun'.
Yeah! Gameboy graphics!
I had a good time playing, but the boss didn't appear for me, which was weird.
This is pretty solid. The game looks good, and the sounds that are there work well. The game's difficulty seemed to come more from the controls than the presented challenges, which can get frustrating.
I also think the difficulty curve is way too steep. On the other hand you get an original concept, charming visuals with great animations and very pleasant sound effects.
Nice game! A very polished entry. The one thing I hated was when a planet I didn't even set foot on yet exploded in front of me.
When I killed one of the guardians the game froze. Overall the game was pretty nice.
The idea is very nice but it didn't really shine through in the game itself. There was also a mix of very different graphic styles that didn't work well together, but the game concept has more potential than a lot of games I have seen.
It has a lot of potential but I got too bored to continue after day 14. It's very easy.
very, very charming game.
The controls wern't the most convenient, and I didn't really get enough feedback on when a cell was taken over, but it does have potential.
There were some very funny elements to this, for example the weird objects floating through space and the fact that the protagonist completely missed that enormous purple planet the first time he passed it. I liked it.
Great! Everything an arcade game needs to be, simple, fun and polished. A catchy tune would have made this even better.
I think I'll make a walkthrough video for the first ending. I'm going to play some more Ludum Dare games first and then I'll get to it ;)
Presentation is great. Game is great too, but it doesn't feel as much like colonising as it does like just smashing into things. One of my plays the planets were invisible until I smashed into them.
Having mouse controls would improve this game, the concept is very smart though and there is a lot of potential, not that it wasn't fun already!
I did miss a score system.
Nice fun game. Aiming was a bit weird (I never seemed to hit anything) so I mostly bounced. Got a score of 1500
The art was charming, but the game lacked variation and I got bored with it in the right leg.
my score was 37150. It was pretty fun! The best part was that apparently your house can be three times as big as the world it is built on.
Very nice! I did manage to get stuck in the walls a couple of times though.
Very fun! Really nice to play with.
Pretty fun! Also very polished. The resolution of the web version was a bit large for my laptop screen.
The game was fun, but what kept happening to me is that I died because of things outside of my control. (The location of the spaceship, the weapons I got, and especially, where the monoliths dropped) If the monolith drops in a location behind the spaceship, there seems to be nothing you can do.
There isn't much to do. Would have liked some sort of feedback for shooting those enemies.
The controls wern't amazing. Too little friction, but the idea is very cool.
It was fun and I didn't encounter any bugs, so good job.
Pretty hard. But the game looks and sounds great.
Looks really nice and there is a lot of variation
Best music in a game so far!
Pretty great. I'd like to have more control over my team. Perhaps you could make them attack the last enemy I was attacking or something like that?
Yes, being able to shrink ninja's makes up for a lot ;)
Loved the text too.
This was great, looks good and fun to play. There is in my opinion too little feedback when you get hit. And you are pretty much doomed when you get stuck between enemies.
I see where this could go, but as it is, I couldn't even get close to 200 (got to 90) without just removing all the boxes.
I liked it a lot but I can't figure out how to send an sos signal. It's also not completely clear te mo how things like healing work. Is just updrading a headquarters enough?
I finally managed to get some youth to train when I got an error I couldn't ignore (something with the variable 'mating') I see the potential but I think it was a bit too ambitious for 48 hours.
Looks nice! But I never got to make that call because the birds kept stealing my money!
This looks great, but faster movement would have done wonders for the game, it's really slow now.
The game is very short and I'm missing a highscore table. Other than that, I liked what you did with the theme.
It looks good, but it's a bit of a task to play. Do your actions influence the way blocky evolves? That would improve this a lot.
The backgrounds worked really well. I didn't feel that much of a difference after evolutions, perhaps you could show a screen with exactly what changed on it after each level. The shooter part of the game worked really well and was very fun.
It's fun but a bit simple. I also didn't like I had to keep clicking to move.
It can get out of hand rather quickly! By the time I had read the in-game help my screen was already covered with creatures! The simulation goes a bit fast for me to follow properly, but I did love to try to kill all other lifeforms with my army of pink monsters. I never succeded though.
Very nice concept and a fun game. I'm not a fan of the graphcis, though.
I liked the visual style of the menus and characters a lot better than the in-game graphics, also, the dialogues were funny, but they did get in the way of the action. Very well polished and fun though!
Sliding was fun but jumping required too much timing to be enjoyable. I like the visual style.
This worked, and the idea behind it is nice, but I think it would have been more interesting if you showed the evolution of an original game concept instead of using elements from these old games to create a new one that didn't really fit together that well (because the old games are so different from each other). As it is now it hangs a bit in between those things, the evolution of video games and the evolution of your game (the fifth one.) Perhaps it would have been better if you had picked one over the other.
Charming style. I didn't really get why I died at first, since the food hadn't touched me, so I thought perhaps I should avoid the normal food as well. Only then I realised I wasn't allowed to let any of it go through. Once I realised that, the game finally made sense. (apart from the fact that I still had to zap living food.)
I won! 36 waves and it was over! Once I got beyond wave 15 or so, I finally had some breathing room to experiment, and discovered there are A LOT more species than I thought initially. Although I never could figure out what the spider and insect were for.
Nice graphically. Too bad you didn't get audio to work. A game like this really needs some nice explosion sound effects, those can potentially double the amount of fun there is to be gained from shooting zombies.
I liked the visual style of the backgrounds and tiles, but the main character and enemies lacked character in comparison. The music was nice. My main problem with this game was that there was no way to know how much damage something does before crashing into it. That is what made me quit eventually.
Great! The second stage surprised me with the creepy tentacles.
Gameboy-like graphics are aways a plus. I liked that you didn't hide how this is basicly a super mario bros clone with a twist.
The fact that the game restarts with the guy that killed you is what really sold this to me. The game litterally comes full circle. That is what gives this game the poetic depth that I felt you were going for and I initially thought it was missing when I was fighting all those 'enemies.'
Unless you were just trying to make a fun game. In that case you succeded as well.
Also, great job on audio. I loved how it adapted to what was happening.
I did realise I was fighting former versions of me before I died, but at that point it felt like more of a gimmick than something meaningful. The fact that you took over the 'you' that killed you made all the 'you's' more equal in their fight, and in my eyes this gave a lot more meaning to the concept.
I liked that the game wasn't so in your face 'look at me I'm being poetic.' I like games that are fun for some and 'click' for others a lot better than games that force feed meaning to everyone but end up being boring because of it.
While this was pretty solid, especially visually, there were too many problems to make it completely enjoyable. The attack collisions were a bit wonky and the controls a bit slippery. When you go from some rooms to another you can get hit by enemies and there is little you can do about it (I'm talking about that bat above the pit, mainly). But what annoyed me the most were the loud sound effects, especially jumping (or the soft music, depending on how you look at it.) But if those things are fixed this could be really good!
There was nothing I didn't like about this game, really.
Great job!
Great introduction to the game. I liked that a lot.
I found all 100 yellow things! Found the ones in the upper left corner last. I liked the concept but the distribution of skills was a bit uneven.You get most skills within the first minute and then all that is left for the rest of the game is searching for yellow things. I was hoping for a surprising skill near the end. The DNA extractors could be wasted but there were plenty around so that's not really a problem.
This is really great! A nice mix between puzzling and exploring. I liked the style, and I loved the ending! Most games don't seem to have had the time for a good ending but this one really fit the game.
Very original and interesting concept. I really think you did something with the theme nobody else did, so big points for that. It worked well too! Usually these color blending games get too confusing too fast, but this is very playable on every difficulty.
I got the green lollipop to work, and managed to kill some fat dudes with it, but I still really don't understand why they died. Too much sugar? I too didn't have the patience to get past the fat dudes, I didn't seem to be able to kill the last two.
Really not my genre, but the game was very well-made.
Fun, but the fact the enemies were so small made it less fun.
This is so weird and moody. I like it.
Very good! I love exporation games like this and the mood was very nice. I didn't finish what I assume was the final level, because I couldn't beat it. I don't think the controls were tight enough to pull that kind of level design off without it getting too frustrating for the player.
The controls didn't work well for me, but the idea was funny.
I have to say I think it fits the theme just fine, Perhaps the best of the games I have played so far. The genome gun is a really fun idea.
Very polished, and long too! Penguin and frog modes were a bit frustrating because of the controls. I did manage to become human... and what comes after that.
I didn't really get how I lost, since it always happened seconds after I had been hit the last. I liked how the player's character said the same things in the same order both times.
At first this seemed like a game that was too simple for my tastes, but when the first pair of two blocks next to each other appeared I completely changed my mind about that. Looks very good too!
The fish didn't really match the rest of the style (which looked pretty good!) I don't see why a fish, even one that doesn't want to evolve, needs to jump to move in the water.
Amazing style! Really great.
Yay, I killed all alien priests without losing any citisens!
I beat the game pretty easily by transforming all my units in speed units, and then when hp got low I transformed one in armor to kill the last few slugs, so I didn't really get a good feel of how tactical it really is. I read that some people had a tough time so it must be harder and more tactical than it feels to me. This would be very interesting as human vs human, or perhaps even more as a 4 player game. Also, I like visuals.
Nice game! I liked the more abstract take on the theme.
I actually liked the sound effects. Nice to play around with, but I didn't get to the ending.
This entry made me really happy, actually. The voice acting made me smile and I loved how me failing to block all those balls in the last seconds resulted in continuous booing of the audience.
I actually loved the way you used the theme. 80% of the games I play here are about enemies that keep getting stronger or playable characters that are getting stronger. (guilty!) This game simply puts a funny twist on a game with 'evolution' in the title, and the only thing that evolves is the skill of the player. It's really fresh, and I actually think that using the theme in a way that's unexpected instead of a way everyone thinks the theme should be used should earn you more points for theme, not less. So there you go: 5 stars for theme from me.
I have played over 40 games so far, and this is the first one that really made me laugh. The humor is funny and not forced. I liked the game a lot, but sometimes I got a bit confused by the card selection screen.
I did like the feeling you put in the game (and graphics and audio), but as others have said, it's hard to keep track of things. Every time I was playing with something, something happened (Virus! Winter!) that destroyed everything that I was doing, and that's just not really fun.
As far as generation 14, I could absorb all enemies and it still wouldn't kill me, so I didn't like the difficulty curve, but the rest of the game is very sweet, from the paintings to the guitar music.
The one handed controls are great, nice job on those. The idea and concept are great too, and I think a great base for a game, but I didn't feel enough pressure to keep me interested for longer than finding about 20 diamonds. It felt like I could just go on and on, since the changing landscapes didn't offer any new challenges. When I didn't have any oil, I could just not use a car for a while until I did. When I didn't have any dirt (never happened) I could just not fill up lakes for a while, etc. I guess for me there was a little too much freedom to do things without getting in trouble. This does make for the perfect game to play with a glass of beer in your hand though.
Good idea, but I suck at this because it's just so much more fun to make omnivores and carnivorous plants.
The first time I played I reached my first goal pretty easily without really doing anything, but the second time I had to wait 25 turns for a feline with an awesomly ripped body. I think it might have been better if you had started with a more diverse group,and have the first challenge be to get a combination of characteristics instead of having to wait for a random thing to happen, pretty much.
I did like the concept though, and I think there are a lot of fun things and challenges to be done with this as a base. Perhaps you should add a time limit, because I felt little pressure to reach the goal.
Thanks! The idea was of course to have more than three levels, but the time just wasn't there. The concept was to go to the next level after collecting a certain amount of diamonds. You can select one of the other two levels by pressing left and right in the title screen, the other levels demonstrate two other enemies too.
I wish it was multi-screen! I didn't have as much time as the previous times I entered, but while the game isn't finished the way I wanted, I see potential so I'm really not sorry for entering!
However, looking at it the day after, I would really like to make a metroidvania out of this instead of a level based game. The fact that enemies evolve depending on how you interact with them could really solve that "backtracking is boring" problem.
@Lacutis: The enemies evolve depending on your interaction with them. I'll give a breakdown:
Reproduction: Rate at which enemies (re)spawn. Can evolve when you kill a lot of enemies.
Durability: Enemy health, evolves when you kill enemies quickly after they spawn.
Strength: Power of enemies and enemy bullets. At a certain point this will also make enemies shoot. Evolves when you don't lose hp for a period of time.
Movement: Effects speed and movement patterns. Evolves when your hit percentage is high.
Intelligence: Influences how much enemies react to you. Evolves when you are close to enemies.
I hope that clears it up. The game might appear to be a lot simpler than it actually is ;)
That's really weird. Chrome is my browser too, and I tested it in firefox and explorer as well, so chrome itself is not the problem.
@raarlac: That's exactly the point, but the ducks are evolving into more difficult enemies depending on how you play.
@harusame: Thank you! I tried to keep my ambition low and focus on fun, so that's good to hear. Next time I'll try for both fun and innovation.
The forest didn't look like a forest with the tiled style, but I still could get used to it, it's really charming! Lighting was nice and moody too. I never could find that imp, though.
I loved the little details like the way the units lit up when they were shooting. There is a lot to do and control so I really shouldn't complain about that, but I did miss a way to mass control the units, especially when it came to movement and setting passivity or agressivity. But this is really, really good!
Really cool title screen. The game was solid enough, but it lacked something to make me really like it.
Hey, I remember those terms from when I took biology! I wish I could still remember what their use was. I don't remember them being related to kittens though. Anyway the game was nice,
From the 7 games I've played, this is the second rpg, and I love that. I like that, even though the game is pretty deep, it is actually balanced. Usually with LD games you get either one or the other.
My score was 174. 13/14 purples, 7/7 reds, 6/7 yellows, 19/19 blues and 9/10 crystals. The game looks great. The overworld music sounds a bit random. I thought the hearts were a bit unevenly spread around the game, but I did manage to beat it just fine, so it wasn't frustrating. Other than that it was a pretty long and polished entry, so good job.
The first thing I did was to let two AI's fight it out, it looked quite spectacular. Then I tried to fight an AI myself. It turned out all I had to do was press the 'J' button repeatedly to win, I didn't even need to move, so that made winning very easy. I bet playing against another human would be a lot more fun, but I don't have one available. The game was really polished, and great except for the difficulty. I also loved the animated shadows of the characters!
I liked how you didn't control the evolution but had to protect them so they could evolve by themselves. Have not seen that yet.
Very short but great mood!
Fun! A bit complicated at first with all the different things you can do. It was a bit weird that you could hit enemies while standing on the stairs on the floor below, made the game a lot easier.
This game has the most amusing point of criticism I have for any LD game yet (and not just this LD)
My misbehavings are so much fun to read that I keep getting caught while reading them! Slapping Heidi in the face was my favorite.
Really fun and amusing game.
Very effective graphics style and very interesting story. I felt the controls were a bigger factor in difficulty than level design.
Good atmosphere, but not enough variation to keep me interested for a long time. And since the world seems to be pretty large, that is nessecary. But again very moody and it looks very good in motion.
I did it! I like that in this game being deverse actually seems to help instead of hurt. In most of these type of games you just pick the ship that is balanced the best and keep spamming it, but this entry seemed to be balanced much better than that!
Nice use of theme but I wasn't really challenged.
It was a bit difficult to get the human to move the way you wanted. I didn't get very far because of this. I do love how the game looks.
I also am unable to pick up the screwdriver.
Sometimes the game is too dark to see properly. For example when looking out of the windows, I can barely see the arrow. The game looks good though. Some music would have been nice for the atmosphere.
Simon Says tie people to the train tracks.
Very funny entry.
Sometimes the villain started moving without me clicking anywhere. It was a bit buggy but I did get the idea of the game. Good job fo 8 hours!
Game starts out very hard and once the first tree has grown comes to a point where you can't even lose anymore. I would have made the birds the easiest enemies, not the hardest. The concept is nice, but somehow I feel it fits "end of the world" better than "you are the villain".
This is GREAT. Most I-Feel-Like-A-Villain game I've played yet.
This is a bit too hard to play for me. You get little sense of movement when there is just one missle on the screen and nothing else. It's also not clear where the borders of the playing field are. These things make the game even harder than it already is. I do really like the concept.
Pen drawn sprites are always a good idea. I also love how you used the theme.
Very nice! Two things I would change are the font, since it kind of ruins the retro feel (which was otherwise great) and make a clearer spawn point for the rats, since when they spawn on top of you you die without apparent reason.
Nice concept with the skinning. There seemed to be some problems with collisions, it would be nice if I could walk alongside a wall without friction. Also the power icons in the top right were often in the way of my view. Other than that it was really nice.
This has a really great feel to it. It really does feel like a mix between a retro arcade hall game and a godzilla type movie. Very nice!
This is really fun to play with. I liked it most when I had an island completely filled with green, only to then burn it all down. I couldn't keep up with the water after that though.
I beat it! I think it would be better if you could also click the mouse to shoot, since you use your mouse to aim. I also think it would be better if the goblin was a little faster.
I don't think I actually gave five stars for theme this LD yet. I guess I saved them for this game. I had a lot of fun too.
It wasn't entirely clear to me what the function of some things were. I thought hiring muscle would keep the police of my back, but it only got worse. I also didn't really get what the difference in effect was of hiring a hooker or a drug dealer. It did manage to get pretty far though.
I had the same problem with not dying in the first level.
Hanging in the lamps was a nice addition, it would be cool if in future levels the level design makes more use of this mechanic.
I don't really think you needed to use someone else's background: Your own sprites look pretty good, and the background you chose doesn't really fit with that style. Even a plain black background would probably have been more consistent with the style. Consistency in style is often more important for the overall look of the game than how well the individual sprites and backgrounds look, in my opinion.
The platforming physics wern't optimal, some jumps were unnecessarily hard because of this, but just keep making platformers and I know you'll improve!
Simple (but effective) game, but really charming visuals.
This is a hard one to get the hang of. The trick seems to be to get the asteroids as close as possible for as long as you don't need them, and then proppel them away. I love the visual style. It's very original too.
Really fun, but I think I would have liked it better if I didn't have to walk to the panel before being able to use the traps. I understand that's part of how the game works with the monologuing and all, but I guess I'm just not able to plan that far ahaid and I just want to click on those traps NOW:p
Fantastic
I didn't always get enough time to read the dialogue. Other than that this is pretty great!
Haha, in the preview pic I read "do NOT click to play" of course that's exactly what I wanted to do.
Just using the bomb mushrooms does seem like the easiest way to win.
Some of the moves seem really useless. Moves are only good if they eventually end up allowing you to do more damage. Also switching between mouse and keyboard so quickly is a bit of a pain.
Apart from that a really solid entry. Seems to be a good mix between making something impressive that was still not so ambitious that it couldn't be polished in the end.
also, I don't think it's actually possible to use less than 6 minions on stage 2. Does it just always say that?
Okay, so I beat dungeon two by only losing 4 minions. But I´m PRETTY sure it´s impossible to do better than that
Also, the game can´t count, I only used three minions and it said I lost 4, while I only lost 2, and one survived.
But you did get me replaying, so good job on that ;)
@ pillbrain:
The critters moves and characters are the biggest factor in winning or losing a fight. Power and defense are a lot less important than they seem at first.
@bipolarmike: The idea was that you use the critters for evil purposes, but in the end I only got to three scripted battles where you actually do something evil.
@Smaxx: In the beginning I wasn't really sure if it was going to be a parody or something original, so the graphics were heavily inspired by that other game where you catch and train animals. In the end I do think there was enough to set this apart from that game not to go this route. Most importantly the heavy emphasis on breeding instead of catching.
Thanks! I noticed I forgot to add breeding mechanics to the guide though. I'll do that tomorrow but here it is in short:
Newborns get each stat from one of their parents (so not an average of the two of them!) This makes it possible to breed critters that have the maximum value of each stat.
They inherit the character of one of their parents, and one skill of each of their parents.
@MrAmazingSock
I know. It used to be different but that could get your character stuck when going from one room to the other. In the end I didn't have time to fix both. This will be solved in post compo versions
That's a great description. I guess being evil shouldn't be this much of a struggle.
And thank you for playing it!
I've added transitions to my to do list.
Thank you. I know, I wish that it had more more evil elements too.
(Note however that you can also steal critters from other owners.)
This is great, I ended committing only 4 crimes though, but I did manage to steal the car.
This has a very interesting style. I would have gotten a better sense of speed if the background had multiple layers. As it is now I didn't even notice A and D did anything for the first minute. Other than that this is very polished and plays well.
Interesting. It's really unpleasant to play, but I'm not sure if it communicates what you want it to. All I thought while playing was that this game made me understand people who do these things even less. It is probably because you kill innocent children from the first level, so you have an aversion to killing from the very first second?
I think this worked really well, I think the ending was a bit in-your-face, pointing out that I wasn't a hero because I killed the princess. I think the fleeing knights did a much better job to illustrate the point.
Great job! It's hard but I did manage to defeat pacman once! (As in, killed him 4 times)
A really great entry. A very original take on the 'you play as the enemy in an already existing game' solution to the theme. I do agree however that there is no real context that makes you feel like the enemy. All there is is the fact that you're orange and that the code of shooters dictates that things that come from the top are bad and things that start at the bottom are good. A solid four stars on all but one category (humor)
I really liked the sprites and animations, but the game lacked any kind of challenge.
I like the look of the buildings. Having to switch between so many colors seems an unnecessarily frustrating mechanic, even though in the end I only found a whole bunch of yellow monkeys and a single red (maybe orange?) one. I also like how you made the player more evil for not just having to kill monkies, but monkyELVES.
Like others have said, music and visuals are really interesting, but I couldn't figure out what to do
Great use of the theme! May be the best use of theme yet.
This was actually pretty darn fun for something made in 4 hours!
Music and visuals are great! The game is fun but at some points (waterfall) a bit frustrating.
Great Idea, I'm surprised by the originality of games so far. In the end after a lot of searching I couldn't even solve the first painting, though. I'm really bad at searching.
First of all, using music from other games is against the rules, I believe, and I'm pretty sure this one isn't public domain. The fact that you can't see what's coming makes this very trial and error, which made it a bit frustrating.
I do like the look of the game!
Great! The walljumping is bit easily abused. In level 5 I got to the top left potato a lot easier than it seemed intended. The music can get a bit annoying, especially the part with the chords.
The game is very clever! It seems you've managed your time really well!
Looks awesome! Nice colors. It seems the best strategy is to just stay in the center, it took a really long time for the game to get difficult that way.
Very visually pleasing. Unlike most of the minimalistic visual art inspired games I've seen, this game actually looks like an art piece.
I really missed the music. Other than that great entry!
Interesting mechanics, but I often had to wait over 10 seconds before I could pick anything up.
Nice game!
It was a nice attempt at making a musical game, but I think it isn't what it could have been in that regard. That's because by design, in your game things only ever happen exactly on the beat and never on an offbeat, that made the sound feel like a march. You could think about adding elements that are half on one square and half on the other, or just soundloops that are turned on and off by walking over special tiles (that for example,temporarily open doors while that sound is playing).
Looks and sounds good. Plays well too but I think the Crepiti took too many hits to die and it took the action out of it.
I'm also missing how you used the theme. I'm guessing it's the fact that you used pixel art. I love pixel art, but I think just going for pixel art (or brightly colored squares for that matter) without exploring the theme in a different wat is a bit of an easy solution since it still allows you to make just about any game you want.
Turns out "Valider et telecharger le fichier" is french for "download", hehe, was confused there for a minute.
The game confused me as well. Got two times bronze, one time gold, and replaced some flowers a couple of times. What did I miss?
I wouldn't really count mouse controls as "one button" since you have full use of the x and y axis,but it was a really fun and clever game.
Those are some pretty difficult questions! I chose based on what I think I would do and not what I think I should do. (That is, kill neither, try to save the most severely injured)
Nice! Theme well used. The controls, especially the walljumping wasn't perfect though, and some weapons were too similar for my taste. I'm sad I dropped the bow first.
I expected at least one of these! If you had added just a single real obstacle, you would have aced the theme as far as I'm concerned. In my opinion the lack of a challenge is the one thing that keeps it from being a game (and thus a minimalist game)
Best graphics I've seen so far (and I've seen some good looking games already) It feels smooth too. I'm really bad at isometric controls, so it was a bit hard to play for me, but if I was better I bet it would have been a lot more fun, so that's my problem.
I think the level design was a bit boring, with long parts of walking. And too many levels lacked any challenge. I quit at the key level because I did not feel like pushing the block all the way to the switch.
Great! I especially liked the music. The game itself played really well, but I couldn't see the bullets too well on the light pink sand. I think you could have added a lot of atmosphere to the game by choosing different colors.
Theodore likes it when I click on him! :)
Nemo suddenly exploded :(
I like how you went from "minimalism" to "mini", that's minimalistic thinking right there!
Nice game too.
God seemed to speak from minimalisman's butt. Other than that, it was fun, but a little easy.
The game crashed for me with 20 seconds left, out of nowhere. The second time through I didn't ask any questions and just waited to see the ending but I don't know if that makes a difference.
Crashed the second time too at "25 years minimum"
I think you used the theme really, really well any way you look at it. I liked that you had to pick the right questions with limited time, but most of the questions seemed irrelevant to me anyway.
In the end I would offer the pleabargain no matter what, because I don't believe in capital punishment, so that made it a bit less thrilling for me.
Very good! Havn't gotten very far yet, but I'm going to keep trying!
Score 3250: Amazingly polished as usual. Nice concept too. Looking forward to the timelapse.
Great visual style and mood! Nice audio too. Leveldesign was nice. I didn't get why the first room lagged so much and why the resolution was lower.
The long vertical formation is pretty mean. Other than that it's a great little one button game. But I do feel I've seen this mechanic before.
Html5, works on linux, right?
Thanks everyone!
CMaster: Thanks for pointingb that out. Did pressing R to return to the start still work?
Nanolotl: There are exactly 5 blobs hidden behind seemingly solid walls. Look for suspicious dents in the rock formations. It's a bit cheap I know, but you only need 45 blobs to get either ending. Find all 55 and your weapon will level up one last time, which makes the final boss super easy (if he wasn't already?)
Thanks everyone.
Yep definately rough around the edges, but I feel much worse I didn't catch the waterpart mistake, as it was very obvious.
I hope you are all using the R button when that happens!
Yeah, I hate bosses with too much hp, but I think the boss is a bit too easy now.
The point of returning is getting the good ending, gameplaywise there really is no point, no.
Fun! Love the visual style. Could use more hints and information either here or in-game
This is pretty great. I love the style and colors!
That was a long story with a surprise twist in the beginning! It was kind of obvious I would get to control the headache girl last though.
A very effective use of the theme. I loved the final puzzle, it had me thinking for a moment. Great graphics too (of course).
Don't really like the gameboy colors on such a large canvas, but the sprites were good. Didn't get too far with the hard jumps, but nice game!
This was weird and I don't get it at all so I gave it 5 stars.
Number one in 4 categories! I finally did it!
What? Only a simulation?
Darn.
It gets undoable a bit too quickly, also, the first time I played it the game said I didn't clean all the ketchup stains, when they are in fact really hard to miss, I think that's a bug.
I felt looking around was too responsive, but that may be just me, I don't play a lot of shooters. Other than that it was really nice. Nice style!
Very interesting concept, but really hard. I liked the switching between thinking and talking mechanic.
Are buckets of water supposed to be rare? I had none for the first 4 levels and then suddenly 2 in the fifth, just in time.
In the beginning I had no clue what was going on. Managed to win in 12 iterations.
Loved the graphics, the last level was a bit confusing and made me realise that you can basically clear any level by shifting back and forth between tiles.
Playing this game is hard work! I like the spin you gave on the theme, and I loved the clock and the ants, great touches!
Let me guess, you had a huge headache by the time you finished this game.
Very fun though. Very hard too.
Fun to play around with. I got a tree, some plants, some rodents and some herbivores, but then I got bored.
Ah. This was one of my concepts too! I love the colors. Colisions and physics are not too great though.
So much fun, but I couldn't clear the last one.
This might not be the most fun game, the most moody game or the most beautiful game, but still it's these kind of games that I love the most about LD,so creative!
Really lovely. I really like the screen size.
I really like the visual style, but I have to say I was bored with the gameplay a bit quickly. It didn't feel fair enough to keep trying.
Controls wern't great, but I love the "I'm only going to give you five seconds" concept!
Penny wasn't happy with my knocking. I wonder why.
Great game! It would have been nice if there was a more obvious link between the story and the fact that you only have 10 seconds to decide what to do.
Great artstyle, but even better than that in my opinion was the audio, there was so much emotion in those beeps!
Congrats! Very well deserved first place!
The interface stays complex throughout the game. It's not the interface that appears to be simpler later on, but the gameplay itself, in my opinion. I would make the numbers easier to compare by giving corresponding parts the same color or using more symbols or icons. Following the lines was a bit confusing.
I do like the idea though. I havn't watched either top gear or gone in sixty seconds, so I can only assume the game is even funnier than it already appears to be.
I didn't like how you got stuck whenever you hit something, would have been better if it just restarted all by itself. I like the art style a lot.
I like the idea but I have to say I didn't understand the physics behind the controls at all
Nice! I think the sound worked especially well.
Awesome concept! The 10 second element was a bit light since you kept getting extra time. But it was there so who cares.
Very stressful too.
This game asks a lot of my tired brain, but the concept works really well.
Good job, second game with a timeline within the first 5 games tried, but very different mechanics. This one was a lot simpler and easier to understand. Also loved the sound!
Funny game, great graphics. The text boxes went away a bit too quickly sometimes.
Nice concept, but not very well balanced out. I felt like just picking soldiers every time was the best option, but even then I couldn't win.
Vet spel Sjors!
I think this is the funniest concept I've seen this Ludum Dare. Finding the balance between grabbing items and getting a good time bonus is fun!
Got a lot of clocks and some guitars one run, my best score was 8764 points.
The game was a bit too slow for my tastes, especially since you could only move one space per turn with two of your units, and the field was so incredibly large. The music was very good, and the graphics wern't bad either!
Stressful. GREAT audio!
Nicely polished and moody.
Nice concept. I'd balance the weapons out a bit more. For example the bomb was inferior to the other weapons in almost every regard, it would be nice if they each have their strength.
Why do you get money for dead kittens?
Balls of steel. Awesome powerup.
@nintendoeats: The particle effect plays only a minor part in the lag, it's mainly the large number of tiles I think. I tested it without the rain and it didn't make much of a difference. And I didn't even look at the tiles of pokemon THIS time ;). (Look at my entry for LD25 for that)
@Modestarcade: exactly. While making this game I thought the same thing, that it would be much cooler and more FUN if you went to a different location each time. But A. A game that I am making right now already kind of does that and B. that would have ruined the mechanical symbolism. (Thanks nintendoeats for pointing out the correct term to me)
For those that are stuck in the graveyard, the key to te gate is somewhere in the east.
@AdventureIslands getting to Daisy is probably the hardest part (and possibly a bit cheaply designed as well.) She is in the large area to the west of the village in the south-west corner. If you know the route and don't make any mistakes, you can get to the stairs where she will notice you and start talking to you JUST before time runs out.
Dooleus: Thanks! I am not too happy with the ending either. I knew it was going to be a problem from the start but I wasn't able to find the right note in time. I actually still don't know how I should have ended it.
@AdventureIsland: I know. You were supposed to be able to see her if you took the route past the statue, which I think would have made it a lot less cheap. There was simply no time to fix it.
@scriptorum You have to first bring her back to life and then stab her in the back when she tries to bake you the poisoned cookies.
I wouldn't know how to fix it, I have to admit I don't know much about html5 at all. Gamemaker studio just produces a file and I upload it.
I finally have some ideas for a better ending. Going to make a post competition version.
Yes, I am going to make a version with a better ending. I'm not sure what it's going to be yet. Ending at the grave might be a good idea.
There is music, actually, but some browsers won't play it.
Thanks, everyone! I hope the new ending is better, havn't had too many comments on that yet. Well, I think it's better, at least.
Not a fan of the snark upon death, pretty pointless and not really funny in my opinion.
Other than that, absolutely fantastic entry!
I liked it, but I didn't like how after getting all the clues pointing out the killer was still just a wild guess. Still don't know who did it.
A great and original idea!
I love this concept! Too bad you only had 4 hours, you could have worked some more on feedback and finetuning. I had a lot of cheap deaths.
Great style, but with just counting in my head I didn't get very far. Need to find me a watch.
Completed it! Did get a small headache in the process of doing so, but it might have been worth it.
There doesn´t really seem to be any skill involved in playing this game, it´s all luck.
The presentation is nice.
The training has tought me I'm definately not going to be able to save the planet XD
Nice game, great music!
Great art, great mood, great music, and very funny, I love it!
Amazing concept this time, this is probably the most creative concept you've come up with so far, and with the same or higher quality in the other areas too.
Great, great, great!
I managed to get stuck in the walls somehow. I love the pixel style. The screen rumble was a bit too dramatic, especially for the little guy.
This game is so funny somehow!
I have a hard time finding an effective strategy other than killing as many monsters as possible with a single harpoon, since I only manage to get only two shots in per game.
It would have been nice if you had used the one harpoon mechanic to better effect. For example an option to shoot less far, but also be able to kill less monsters with such a shot. That way you have more options- playstyles.
Great idea, controls left a bit to be desired. The acceleration seems to be different every time you start running, sometimes he doesn't really start moving at all.
Hilarious! And really fun to play!
Good job on using the theme. Nice concept!
Very polished with good sounds and graphics. Having to wait for the right moment to shoot feels very snipery.
And come on, they are ZOMBIE children. As any horror movie with monsterly children will tell you, it's perfectly acceptible to kill them.
Even when the target shows up, it's still really hard to hit him without hitting anyone else. It was kind of boring, but it does look good.
Nice use of the theme, bonus points for adding a christmas theme! Great job.
"Only one" can be put in front of a lot of things I think, like "you control only one character" which applies to a majority of games. I think the use of the theme is a bit weak here. I didn't actually get only one chance, I get plenty of chances.
That said, the game looks and plays really great! Nice entry!
I kept playing to see if the table would break. My arm got tired before I found out.
Very polished! Fun too. I'd say as it is I'd get bored with it too quickly for a mobile game.
I actually really like the feel of the game, and the adio is really good, but I think it was a bit too easy.
The game froze on me on the ending screen.
As for the game, it was a bit too litteral for me to be a really meaningful experience. I was told too much and shown too little. Some nice use of visual symbolism, but not too much of that in the game mechanics, which I would have liked to see.
Could use some music. It played really well though!
The link isn't working at the moment, I'll check back later.
Got it to work! Great use of color and sound. The game was a bit on the boring side, but still a great entry!
Lovely, smart way of using the "only one" theme without making the gameplay too limited.
I have to say I wasn´t able to reach the manor without getting caught. I really like the visual style and mood!
Great concept! Fun to play and original. Really liked it. Some atmospheric music would have been nice.
It's a little too hard for me, it would have been a little more forgiving. But the rays do work.
Same as others, I couldn't get over the spikes without the jetpack, and spikes would spawn in front of the jetpack more often than not.
Such a simple but fresh game. Probably the most elegantly original entry I've played.
This is great! Really fun and great sound!
This is epic. Then again, everything with Dalek in them is epic, but the intro and mechanics do help.
Funny voice acting! I shouldn't have jumped in the pit when I was told it was dangerous...
Nice! A bit short, but still had me thinking.
Simple, but plays well and very atmospheric.
Very funny, I got a panic score of about 550% by killing a lady on a central square.
The jumping was a bit unpredictable. I loved the artstyle especially,very charming!
Awesome! Interesting how you made a game that looks like one game, that plays like another.
The first time I played, the stalker was right outside the door, I had no chance. Other than that, interesting game, remembering the right target is hard. I also liked the music a lot.
Awesome voice acting. I'm really bad at this game. But somehow I still managed to hit the mothership on my second try.
Amazingly polished. The first game I played where the player isn't the one only getting one, so you get some extra points in the theme category :)
The interface could have been made more intuitive, but this seemed like a lot to make for only three days so good job.
This would have been a lot more enjoyable if you didn't have to start over after every miss. It has potential though!
Great job, very nice music, loved this one!
It takes a while to get used to, but the idea is pretty clever.
My kitteh fell into a cliff, but somehow reappeared the next level. I may only get one kitteh, but it still got 9 lives!
I like how you used the theme, It makes perfect sense and yet I didn´t think of it.
Thanks! I know where the error comes from, shouldn't be too hard to fix. It seems I placed some objects at the wrong place. That's when that happens.
Yeah, you have to think about your party, it's not that individual characters are bad (well some might be) but that the combination is very important.
I like a light mage with either a fire hero + Fireling or ice hero + frostling, but there are other options.
The graphics were done in about 6-7 hours, I managed to be very economical with them. I suspect that will be the most important thing I learned this Ludum Dare. Be economical with resources if you have a big concept.
Thanks everyone! I'm thinking about swapping the "skip" command for a standard, weaker "fight" command so there is always a way to deal some damage. Dialog on button press is something that takes 10 minutes to add max, but it's 10 minutes I didn't expect to have, and didn't end up having. I definately want to have that in the game though!
You can save at the Inn though.
It's not a bug! Enemies may attack each other. What IS a bug is that they sometimes attack absolutely nothing. If I had the time I would have made the enemies more intelligent.
The idea is that a fire attack will heal a fire aligned partymember, but someone with a fire attack isn't necesarily aligned with fire. It's like this:
Class Gift Alignment
Dark hero Dark Light
Fire hero Fire Light
Ice hero Ice Light
Bishop/ Cleric Light Light
Lightblade Neutral Light
Duskblade Neutral Dark
Fireling Fire Fire
Frostling Ice Ice
So for example: A fire hero can heal a fireling, but a fireling cannot heal a fire hero, you need a bishop or cleric for that.
Very well done, this is a lot of fun.
Very cool. Best atmosphere of the games I've played so far. Probably the best overall as well.
Really fun game! The lazer seemed massively overpowered.
Nice concept, but there should be a visual sign when calling for help, it felt like I was doing nothing when clicking.
Cool game! Nice music. A little sound effect for when you snap a picture would have been a satisfying addition.
I think the concept is great but the playability is not what it could have been. It's hard to find out where you are, the controls are unprecise, and there are too many items to switch between. I would take out the cutting knife and megaphone.
Great mood with the large empty space and the single enemy. Nice art and sound too!
Very unique and great use of theme. Really, really cool!
Very cool concept! A bit hard to get the hang of at first, but a really good way to use the theme!
It's possible to get stuck when you use a key on the wrong door, there also wasn't a lot of variaty. Other than that, a solid entry.
I have to agree that everything was a bit too small, it was really hard to get anything done in terms of merging food. The concept is really nice, though!
This game is really depressing, as things like these actually happen. Really good entry! Delves a bit further into the theme than most entries do.
It's hard to get a hang of, I didn't really know what I was doing to be honest...
Very well done! Really entertaining, and the music and sound effects are great. Perhaps the sound effects are a bit too loud.
Oh this is hard, especially the lava parts. But really cool idea!
This is a good start! The game looks good already!
I think the difficult controls make this game hard for the wrong reasons. Other than that the concept is simple but pretty original! It's pretty fun!
The controls arn't the best, but it's a really cute game.
Nice style, but threats often arn't obvious enough. Restarting at the beginning wasn't the best idea.
Great concept! The windows version is a bit hard to play because you can't see the mouse in the screen, and when you move your mouse out of the screen the game doesn't respond anymore.
Really nice look to this game! Collisions and controls were a bit awkward.
Perfect game, relaxing, fun and polished!
The concept is nice, but it gets too confusing early on. I'd like to be eased into it a bit more.
Weird game, but nice style.
nice art style and fun game! Good job!
Great game. It looks good and plays well. I would replace the sound effects, as they don't go with the music too well.
the puzzles are fairly easy, with and without levitation. The exits seem to be invisible? It's not clear where they are.
Whenever you come across a dark room, you probably need to find a light first. There is only one dark room that you won't have a light for to explore first.
Thanks for all the comments!
Very scary, games like these freak me out easily :p
Those sound effects are hilarious! Love the colors and the screen effects.
Cute! And the puzzles arn't as frustratingly hard as most LD games. One point of critique is that the worlds don't really feel like 'worlds.' It's more abstract than I'm used to from you. It would be cool if the worlds had completely different feels to them. This entry is awesome as always, but that would have made it even MORE awesome. :)
Couldn't figure the timer out. I liked the poems, but after having to restart 5+ times, they got kind of old :p
Always good to see something different!
the mood and look, and sound of this game were really great. Walking around looking for numbers isn't intirely my thing, but the atmosphere kept me playing longer than I normally would have.
It really looks like something you want to play with. What you can actually do is still limited, but there is potential for something really awesome!~
I love looking at the water.
Oh wow, this is mind-boggling in so many ways, I love it!
Pretty basic, but plays well. I like the tile based controls, makes it a lot less frustrating than it could have been.
At first I found the controls incredibly frustrating, but then I figured out hitting the bottom ladder piece destroys all pieces above it and that helped a lot. Nice concept!
Great concept! It took me 44 turns but I cleared the board :) I liked the background music too.
I love this. I love how you made size and travel distance between set points an important factor. Makes it feel very fresh and more strategic than similar games.
Nice visual style. Jumping from a place where you have a ceiling right above you doesn't work as well as it should.
I agree that the crossover tiles are hard to spot, I also wasn't too fond of the sound, but the rest was really well done! Nice! :)
Very nice and cute! Meaningful too I feel, though I can't put to words why yet.
I don't know how many good souls I dropped into hell and I still won. If I was a good person all my life and this happened to me, I'd be pretty pissed. My Peter should not have been rewarded for such a poor performance XD
Crafting works well for me, but I don't think this is my kind of game.
Cool game! But hard. It's a memory game more than anything as it is now. Remembering which button holds which weapon. Perhaps making that more visual would make this easier to pick up.
I like the interpretation of the theme! Nice mood too! After the second checkpoint, it got too hard for me.
The music is amazing, the graphics are amazing.
I'm glad that this is all you got done, because if you had been able to finish AND these graphics AND this music AND a longer game, my brain would have exploded.
Nice! Some sound would really enhance this. I thought the blue orbs were circeling around the green ones at first. My brain was very confused for a while.
This looks really nice and is surprisingly fun!
I had some problems with lagging as well. But I love your style!
Cuuute!
Awesome! Who needs to understand it really. Let it just be what it is :D
I like the look, but the fysics are awkward. Makes it unnecesarily hard.
Great presentation, end very fun! I don't know why E-R or Z-X is so pupular for controls, but I'd like some keys that are a little farther away from AWD for picking up and dropping off.
Controls were kind of weird, but I really loved the concept and audio
The feel of this game is very good. Nicely polished!
I accidently pressed S and restarted, the game started lagging after that. The admosphere is really good. The concept doesn't really feel new, but fits nicely with the theme.
The trick is to only focus on the middle field, since that is the easiest game by far. By the time you let anything through in the game (4200 points in my case) keeping track of both the car and the basket has become impossible anyways.
But the idea was really cool.
I liked the music. Nice game!
I love the vibe of this game. I'm not sure what the goal is, I tried to have the tribes destroy each other but didn't succeed. The mages won.
Nice art style, I like the colors. The dialogue boxes felt a bit out of place. I like the story, but to me it was kind of predictable what would happen.
The idea is amazing. I feel a lot more can be done with this concept!
Nice concept, really hard!
I didn't like the sound of the shooters. Too loud. Had to mute after a while.
Nice concept, really hard!
I didn't like the sound effects of the shooting things, they were too loud. Turned my sound off after a while.
This looks great. Nice use of color. It's kind of disturbing how the octopus pops like a balloon upon death.
Cool concept. This was something new! Took me 48 moves :)
Well done! :D
Nice first entry! The colisions didn't bother me much, but I couldn't get the portals to do anything most of the time.
I'm really bad at crossing my eyes, but I still seemed to get decent scores, I think.
I'm sorry, I've looked at this for hours and can't fix it. It seems something is 'changed' in the file when I upload it, which makes gatekeeper think it's so unthrustworthy that it gives you absolutely no way to open it. I'll have to remove the mac version since I can't make it work. If anyone knows how to fix it please tell me.
Good to see you try something new! The biggest thing this was missing for me is a strategic element in the battles, as you could just win any battle by using the newest weapon over and over.
It doesn't have to be a complex addition. Just think of a simple way to give the player more choices that matter. (Give the lightning a 25% chance of having the opponent being unable to move for example, or having an attack that also heals a bit of HP)
Nice game! The parallax effect made me a tiny bit motion sick XD
I played through it 4 times and did things differently each time, but the final level was always the same, except for the mechanic being there or not being there. I thought the concept was really interesting but I expected more of the final part.
Here's a list of things I actually did before you pointed out what you could do:
1. I saved the baby, I drowned, I invested, I didn't invest
2. I fixed the pipe, I didn't fix the pipe, I fixed the gears, I didn't fix the gears. My mechanic died. He was in time for his girlfriend once and he wasn't in time for his girlfriend the other times.
3. I freed brandon. I never arrested the stoner which is the only choice I truly missed. I arrested the accomplice, I freed the prisoner below, and I also didn't free him.
As you can see I played the game plenty of times and I only missed one choice. I did see the boss, and the ladders, the changed name was there but that's such a minor thing I didn't notice. None of these things are very exciting for a final level.
I actually played through the game 4 times. None of the changes affect the office worker in a signifficant way I'd say, which is what I meant with "the final level is always the same"
I actually gave your game great marks in most categories, which may not show in the previous comment but I did play your game thoroughly, and I did like it enough to give it 4 stars overall.
Stupid Sport Bro actually can hit you on the edge of the screen with both jumps and the ball. With the ball it depends on how high he jumps. With the copter bro, it was intentional, to make him less difficult to beat, because when he could hit you on the edge he was way too difficult compared to the other two.
The souble jump doesn't feel as good as it could, that's just something I didn't have the time to go back to to make it feel better.
Very well done. I love the staff mechanic but I did have some real trouble with some of the puzzles.
Great sound design and very visually appealing too. It's a pretty basic game but polished really well and very fun.
Thanks everyone
@tgrehawi *SPOILER* You need to find a new skill first *SPOILER*
@Goutye: It's A and then S in mid-air, but you need to get a new skill first.
YinYin: Did you actually manage to get up there without finding the required powerup? Wow...
S+A was intentional, I needed to find a way to shoot multiple shots without turning. You get the upgrade at the long part where it says S+A on the floor.
Personally, I'm not that happy with level design from the first checkpoint onwards at all. There are so many cool things I could have done, but that's where the lack of time became an issue. I don't hate what it is now (I really think it's just a demonstration of possibilities), but it could have been really good, I think.
On the turning. I'm aware it's not the most intuitive solution, but level design itself was never supposed to revolve around it much. It was always intended as a recovery mechanic when you mess up. The true "turning" mechanic was always supposed to be walljumps.
Love the idea and the art style, and it was fun too, but the controls felt a bit sluggish to me.
Everything works fine, but it's not something that will keep my interest for long. The red spikes were a smart addition.
As others have said very good game loop. I loved the mood, sound and graphics! One thing I would change is that the portals cannot spawn right over the fairy's at the beginning over the game. After the introduction of the portal, the next two portals both spawned right over a fairy. That was a bit unfortunate.
Very well done! I think this is amazing in the time you had, For improvements if you have more time, I would include faster movement, easier ways to skip time and more durable weapons, (maybe as an easy mode option). Since there is a lot of grinding which some people love but certainly isn't for everyone.
I would also love to be able to invest more resources to make weapons that can't break, maybe keep the breakable ones but make them stronger.
Thanks for the feedback and compliments! @stormharrier I'm so glad someone got to the secret ending :D
@frogman Thank you for playing through the secret ending! I was unaware the game didn't run in firefox, I'm actually pretty new to exporting in unity.
I think for an update save states are a must. I'll look into how to do that!
@doctor-zeus @cutesquirrel @exofrenon Thank you for the feedback and compliments! This was my first VN, but I enjoyed making it a lot so I'll definitely look into a previous line button and/or savestate system to make replaying easier. Also to use for possible future VN's!
@duncan-3 @noskire Thanks! I'm glad you enjoyed it!
@xhadie thank you :). The two normal endings are pretty abrupt, and the game is still missing a proper ending screen.
For what it's worth, the time you spent on the sprites does show :D It looks good! I like that you tried to add something to the expected concept by adding the driving part.
A good idea is to make a list of things that you want to add to the game, and then divide them into three lists: Things that your game absolitely needs, things that you really like to put in, and things that would be nice to have but don't add the most.
Then work on the most important things first.
It's ok to revise the list later on. Some things that you thought your game absolutely needed may not be that necessary, and things that you thought you liked to put in may be elements that make the game work in the end.
@digital-bacon Yes, Trello is amazing for this!
I love this! I think it's very original and I love to play something faster among the simulators that most people have made. I also like the execution, it was very easy to play.
Also, the sound effects were really satisfying to me.
I was not able to play yet, since I got this message: "Failed to read the 'serviceWorker' property from 'Navigator': Service worker is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag."
@t90 I'll try those. It was in chrome directly in the ludum dare page that I got the error.
Beautiful art and very fun game! My main minus is that I don't like how disruption focussed the AI is. Not only is it not a winning strategy (I pulled ahead very quickly), but I didn't get to use a lot of the cheap disruption cards (especially bunny) because AI took them the moment they appeared.