Obstacle Course by CappaGames 2013-04-29T23:34:00
Interesting idea, but could be frustrating. Checkpoints would have been nice.
Foon → Ludum Dare Explorer → Users → jayemjee
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Temple Escape | jam | |||||||||||
| 2015 | 32 | An Unconventional Weapon | An Ice Time | jam | |||||||||||
| 2014 | 30 | Connected Worlds | Star Crossed | jam | 303 | 3.33 | 3.35 | 2.88 | 3.76 | 3.06 | 3.82 | 33 | |||
| 2014 | 29 | Beneath the Surface | Sea's Bounty | jam | 648 | 2.67 | 2.43 | 2.27 | 3.10 | 2.93 | 2.00 | 2.44 | 46 | ||
| 2013 | 28 | You Only Get One | Trick Shot | compo | 268 | 3.29 | 3.46 | 3.42 | 3.44 | 2.08 | 2.63 | 2.63 | 53 | ||
| 2013 | 26 | Minimalism | Shadows | compo | 778 | 2.96 | 2.59 | 3.22 | 3.46 | 3.04 | 2.92 | 3.46 | 47 |
Interesting idea, but could be frustrating. Checkpoints would have been nice.
I love the one-button-control concept! Aiming is hard when I can't use arrows to do it!
Great work sticking to the minimalism idea.
@Lucas Tiridath: If there was anything that I feel the game is lacking, whether due to time constraints, lack of experience, or whatever, it's training. The game doesn't do a very good job of teaching you how it works. I put levels in with the intention of teaching the play how to play, but it throws too much at you too fast. It should have been spread out more.
I was able to walk out of the house, but then the game would crash when my friend came to talk to me.
The game is fun, and I love the music!
The concept is interesting, and the game is fun, but I feel the pacing is a little off. The levels are a little too long and checkpoints too few for a game with such touchy controls where the tiniest little mistake makes you start all over. I like challenge, but I prefer that kind of challenge in smaller doses.
Very unique take on a golf game! Never played one that worked quite like this, and I think this setup actually makes more sense than most minigolf games. Unfortunately, I did run into some bugs: sometimes, I would drag the mouse, and the paddle wouldn't appear. Then, when I let go, the ball would go flying in some odd direction.
Otherwise, I liked it!
Was fun! Simple, but the controls were solid and the game ran smooth.
The graphics leave trails behind, obscuring everything. Not playable on my computer.
I think this is one of my favorite games so far in this LD! Simple, but still a ton-o-fun, and the gameplay was very smooth.
The controls on the title menu seemed messed up: I could go down, but not up.
The game was fun, and I like the concept; very original. The controls were a bit slippery, and I was unable to finish (The exit was in a corner, so I couldn't pull the bear to it without placing the spiky on top of it, so I would always die before I could reach the exit.) Also, while I'm not sure, it sounds like the goal is to not pick up the bonuses, which seems a bit counter-intuitive.
A way to reset the game after dying without refreshing the page would have been nice.
That was really cool! I got here by following the link from when you commented on my game, and I'm glad I did. I'm really impressed with the art style of it: simple, but very effective. The design of the levels was also interesting without being frustrating. I'm not entirely sure I understand how this ties into the theme, but I could see a few possibilities, so that's okay.
Also, I beat the high score you left on my game. :P
Very clever idea! So hard to keep track when your customers all look the same.
Great game! You took a very simple idea and made the level designs interesting. I liked the way the levels flowed into each other. I did have a few problems; jumping mechanics were sometimes strange near the corners of blocks, and occasionally, I didn't get my jump restored at the start of a new level, making it impossible for me to continue until I let my self die.
Not bad. A little difficult, but fun all the same.
It's a little confusing, what with the key opening doors automatically vs one having to take the key to the door. Also, towards the end, there were spots where I fell through some of the level (in spots I didn't think I was supposed to be able to). The graphics are good, however, and it plays really well.
It isn't bad, though I'm not catching the "beneath the surface" theme for this.
...oy. This one's rough. The overall look is very well done, however, it's really, really hard. *Too* hard. Controls are a little stiff, and there's no indicator as to how long you can stay aloft.
It's pretty good, with a couple of bugs in it, primarily the fact that the subs will continue to fire even after they've died, until they're far below the bottom of the screen (even then, I got killed by a dead submarine), there's no way to earn extra lives, and...at least one sub literally flew off into space.
...interesting concept. The art style is good considering the timeframe, though the sudden shift from the mundane to the genuinely horrifying might come off as...jarring. The radar helps, though having a bit more of a field of vision would help, as well. Not bad.
It's got a nice look, and the controls are pretty good, too. It's a little difficult, lacking the ability to defend yourself. Very colorful, very well-made, and really nice music and sounds.
It's pretty dang good. Some sounds from the ship and enemies would have helped this, as well as some indication that the enemies are taking damage. I *love* this art style, but it had me humming "Everything is AWESOME" for some reason...
It's a little hard to tell that you're hurting a boss. I like the graphics, and the dragon and golem are pretty well-designed.
It's a little hard to get up the tree to do anything.
I second firstbass' statement.
...glorious. And, addictive. I could see this as a multi-player game, too.
Earth rules!
I remember playing a game a long time ago with this same mechanic! Not nearly as stylish as this one, though; I love the way you made the simple graphics work for you. It'd be great to see this fleshed out with more levels and mechanics.
That was fun! Great atmosphere, and excellent use of assets (everything you used came together very well.) It could have used a little feedback when attacking the enemies; there was no obvious sign that I was actually hurting them.
Cool game, love the art style and music. I got as far as getting the flint, but I couldn't find anything else to do. I assume I was supposed to decipher the language of the hermit in the cave? But after my first attempt didn't come up with anything readable, I gave up.
A fun little game that made a nice framing device for playing other fun little games! It was kind of annoying that the way to quite a game (pressing ESC) was further right than the first game, so you won't see it before starting to play Pong. I figured it out, but still.
Hey! Really cool game, great graphics and atmosphere. The controls were fairly good, and the gameplay was smooth.
I do have a few qualms: I'm not a huge fan of extra lives (though that could be considered a personal opinion,) nor of the Sonic the Hedgehog style "touch them and you explode" spikes. The boss also seemed rather difficult, in a frustrating way -- I thought it took WAY too long to kill him. And I admit, I'm a little disappointed in the lack of an ending, or even an ending screen; unless it bugged or something went wrong, when I finally killed the boss at the end, I was just left in an empty room that I couldn't leave. After the difficult fight, I was hoping for something, if only a "congratulations."
Cool little game, but seems way too easy to die (even the slightest touch of water or a pit kills you -- a couple times it seemed like I died for now reason.) There's also no reason to ever not be holding down the shift button. Why even have it?