Writespace by blinry 2018-08-14T16:08:59Z
Wow, really nice game. Clever, and challenging, fits the theme, but also forgiving. I didn't notice that backspace worked at first and had to restart my first game, but once I figured that out I'm loving it.
Foon → Ludum Dare Explorer → Users → Jamie Reed
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | S.O.B.A.D. | compo | 601 | 2.93 | 2.69 | 2.37 | 2.29 | 2.52 | 2.65 | 2.28 | 2.30 |
Wow, really nice game. Clever, and challenging, fits the theme, but also forgiving. I didn't notice that backspace worked at first and had to restart my first game, but once I figured that out I'm loving it.
I like it, it's fun. I think the sounds are a bit loud compared to the music.
The cracking ice and the water looked good. There were times when I could see water on the right on 16:9 resolution.
I'm not sure if I'm bad at it or if it's supposed to be pretty short. I managed a to get a score of 401 in a couple plays using the bombs. I feel like there are too many asteroids. I'd like to feel clever about avoiding asteroids and shooting the ones I need to, but there are just too many of them. Maybe the gun could be more powerful. Using bombs and health-shields seems like the only way to get through them. Also, sometimes they're sitting still and then just fly at you really fast.
The controls were clear, the interface was clear, the sound and music were good. The game has a cohesive aesthetic.
Edit: Re-reading I see that "way too many asteroids" is a feature.
Great job! I really enjoyed it. Clever puzzles, a good amount of challenge, and cuteness.
I like cats, and I dislike when they stand in your way and don't move. Both in game and real life!
Cute and clever. Where there only three levels? If so it needed an ending. I sat waiting for the next level for a while. Which is a good thing because it meant that I wanted more.
Edit: Win64 launch issue resolved.
When I try to run Win64 version. Changing the data folder to exactly match what it's looking for makes the program run. But then it froze later in the game, so that might not be the right solution. Ping me if it gets fixed and I'll play again and rate.
I got to a score of about 210 before it froze. Am I evil if I realized that you can drag the infected people to the healthy people to get more infected to get more points on a pulse?
I played it four more times (Win32 this time) and all ended in a freeze and Windows shutting down the program. Once I died and was wondering if I'm supposed to respawn. The stats bar shows 3 lives, but nothing was happening. Another time everything seemed normal and I'd gotten my score up to about 1500 and only 4 swarms left and it just froze.
Other than the technical problems, the game is nice. I like the idea of using a single purge to clear many curses getting progressively more points, but it seems to encourage me to infect uninfected villagers. The games' strong points are its AI and music and sound. The AI doesn't just blindly follow you, it routes around buildings and it moves to other villagers to infect them. The music and sounds are nice and appropriate.
Edit: it looks like there is still a link to the 64 bit version in the Downloads section above Controls.
Hi @coda-highland . I downloaded the new version and it still has the same problem. I don't think it's the particle effects, I think it's a memory leak. I ran the program with the Task Manager open looking at processes and here are screenshots from a "just opened" game and a "near crash" game.
beginresources.png
endresources.png
As you can see, just before crashing, the game is using 3.5GB of RAM, up from about 100 MB near the start. I also downloaded the source, and ran it in Unity. I managed to finish a game by doing that, but even Unity used a lot of RAM while the game was running. Playing the game in the Unity Editor with the Profiler going, and clicking on the Memory tab shows that Textures keep going up into the GB while Meshes and Materials stay fairly constant. I hope this helps.
How am I supposed to quit from full-screen mode? The quit button on the menu works, but once I started playing, I couldn't get back to the menu and had to Alt-F4 to quit when I died. Also, nothing explains what the different colored ammo does. Should I be paying attention to the different colored UFOs?
The menu is nice. The music is nice. The game could use sounds.
Funny, nice music, smart menu effect.
That's a neat little game. It's deceptively hard. First game I fell off, second game I got to 50 seconds with no trees and I'm thinking "I got this", but then the apples fell faster and I lost at 98 second. Third game was close but I won with 9 trees. For me, that's very good balance. It could have used some sounds and music, but the graphics are neat and it was engaging for the short play time.
My only constructive criticism is that I would like the collision with the tree to be smoother. It was easy to get stuck when in a place where it looked like I could slide on by.
Pretty good. I'm notoriously bad at fighting games, but it turns out that if you go left first, there's a solution for people like me. Really appreciated! I got the briefcase to the top third try. Graphics were great, sound was pretty good, but it needed some music. It was short, but that's the point of Ludum Dare, and there was still a lot of stuff packed into it.
Cute little game. Second play I got to 199 rabbits, third try I got an error. It seemed to occur when I was planning a room near the edge of the map.
``` Error
main.lua:53: attempt to index a nil value
Traceback
main.lua:53: in function 'is_wall_tile' main.lua:88: in function 'is_edge_tile' main.lua:266: in function 'fn' utils/functional.lua:17: in function 'fn' utils/functional.lua:4: in function 'get_legal_chamber' main.lua:622: in function 'update' [C]: in function 'xpcall' ```
Also, the mouse clicks assume you are clicking on the bottom tiles, but you can't see them while the top tiles are over them. I think it would be better to have the top tiles clicked, but I don't know anything about Love.
Cute rabbits, the game fits the theme very well, and the music and sounds were nice.
Nice mood music, but I can't see what I'm supposed to be doing. Took me a long time to find the first 'X' to plant the bomb on.
@rvenson Thanks for the feedback. Yeah, the trees filling up space was a desperate last-minute change. Originally the 'golems' were going to turn into impassable rocks when defeated. That didn't work because they would form a wall around the objective and the game became unwinnable and unlosable. So trees! If the game lasted long enough, they would matter.
Thanks for the feedback all. @erendelous @sundancekid Yeah, it needs instructions. It's too late now, but it would have been simple to put instructions on the pause screen - something for next time. @nexusviper Yeah, I should have polished the abilities more. Q just makes your next attack do 3x normal. An active Q with effects would have been better, and I will probably change it after voting ends.
@raffe I'll be honest. I have no idea what I'm doing when it comes to music. That was the second "song" I've made in LMMS and I'm just trying things until it doesn't hurt my ears.
@talon @artbohr Only now do I realize that the ult should have been 'Stonecrusher' an AoE that destroyed golems and cleared all rubble piles from a large area with a long cooldown. With some balance it probably would have made the game winnable. That would have nicely finished the gameplay and allowed the original theme idea to work. Anyway, I have plans to make the game better after voting ends. It was fun to make and I still have a lot to learn.
Thanks @bloodyaugust. It was supposed to embrace the theme by leaving an impassable corpse each time a golem died, but I couldn't balance the game so that it was still winnable. At the last moment, I took that feature out, and made the trees spawn so that the forest grew and filled up the arena. It's kind of subtle and doesn't work very well, but it was the best I could think of with time running out.
I'm still working on it. This is the first 3d game I've released and I still have a ton of things to learn.
So far I've fixed the hitboxes, added effects and sounds to the abilities, made the player controls better, tons of balance changes, and made the Power Shot skill an active skill. Still to do: make better models, animate them, texture them, add neutral monsters and polish, polish, polish. If anyone wants to check out the progress, you can here: [http://naxarad.com/](http://naxarad.com/). Or follow me on [Twitter](https://twitter.com/NaxaradStudio) to hear about my progress and when it gets "finished".
Sound only comes through left headphone and it lets me start the game but then crashes when I press space to collect the box.
The game is unrefined, but you knew that. Honestly it is really good for a first game made in 72 hours. Look at the [stats page](https://ldjam.com/events/ludum-dare/42/stats) and you'll see that fewer than half of the signups actually entered a game, so that puts you in the top 50% right there. Plus, you managed to integrate sounds, music, animations, progress bars and gameplay. Good job on a first game.
I think I like the way this game handled the theme best of all.
Interesting idea, but I felt like I needed a third hand to type the letters while still avoiding the rocks.
I didn't really know what I was doing, but watching the volcanoes and meteors was fun. Something should probably mention that you have to click the mountains to get them to erupt.
@Proke The guide says "Press at volcanoes and icebergs to see the eruption." I thought that meant to click on the icon on the side like the meteors and I waited for a while for the icons to fill up like the meteors before I realized that I needed to click the ones on the map to get the them to erupt. Perhaps something like "Click the mountains on the world to cause them to erupt" would be clearer.
Anyway, I really like the graphics. Especially the meteor explosion.
I feel like mouse buttons would have been more intuitive than z and x to gather and use items. Also, I had some sticking to the wall and not loading rooms issues that logicon211 had. I was able to walk back and trigger the load on the third try, so I'm not sure what it was.
Otherwise the game was good and reminiscent of old Zelda.
Cool meta-game idea. I like the way the AI humans notice you and run from you. The truck handles like a spaceship which might be convenient, but doesn't feel trucklike.
Esc to quit only works from the game and not the menu. I would expect esc from game to take me to menu, and esc from menu to quit.
Really nice responsive controls. I like the aesthetic. It just needs to show the high-score at the end.
Nice Try! Wow! Simple and sweet, but a little short.