The Tale of Mister by hubol 2011-12-30T09:51:00
jesus christ this game is weird. I loved the graphics but the acceleration time on his movement was WAY too long. oh, also, the ending was very sad :(
Foon → Ludum Dare Explorer → Users → Jack
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Miner Grievance | compo | 825 | 2.91 | 3.09 | 2.82 | 2.67 | 2.55 | 2.55 | 2.22 | 2.63 | 44 | ||
| 2012 | 25 | You are the Villain | Bustin' Out | compo | 298 | 3.12 | 3.04 | 2.80 | 2.88 | 3.13 | 2.17 | 2.19 | 42 | |||
| 2012 | 23 | Tiny World | Intertubes | compo | 244 | 3.29 | 3.57 | 2.50 | 2.83 | 2.74 | 2.77 | 2.22 | 2.96 | 71 | ||
| 2011 | 22 | Alone | Only You Can Save The World | compo | 118 | 3.23 | 2.77 | 2.23 | 2.62 | 2.92 | 1.00 | 1.13 | 2.75 | 3.40 | 45 |
jesus christ this game is weird. I loved the graphics but the acceleration time on his movement was WAY too long. oh, also, the ending was very sad :(
Brilliant
got stuck in some reeds on the very first level D:
Clever
GOTY? I think so.
it's crashing the moment I open it
the noises were VERY annoying, but the game itself was pretty good fun
fairly fun, but incredibly, incredibly frustrating xD eventually I gave up on the level where you have to fall with the critter and push it while in the air, because I did it and then forgot to make turn the stink off again so I pushed him in the lava >:( ragequitastic
not too bad, but very clearly a victim of ran-out-of-time syndrome. You've got an hour or so, polish it as much as you can
WAY too little time to play this game, I managed to beat up a plant and that was it xD the cat moves sooooo sloooooow too
jesus christ this is a weird game. I love the art style and the strange broken english dialogue, it by far makes up for the slightly simplistic gameplay
incredibly surreal game, I like it
love the game, hate the controls
Had great fun with this game, despite it's -ahem- simple graphical style. Would've benefited from being longer, but I'm hardly one to talk on that front. Especially love the surrealist rotating legs
can't run it :( really annoyed, because this looks like the best game in the competition
was moderately fun, but I literally had no idea what to do, and the knight doesn't seem to do anything, I walked straight through him and apparently nothing happened
this game looks absolutely beautiful, but the collision detection and controls are painful. If I were you, I'd leave the graphical polishing for after you've made sure everything works as a game. I'm not sure if this happens every time, but when I went through the portal in the first level, it spawned me directly above a spike pit and I would've died if not for using a glitch in your collision detection. Maybe next time, enter the jam so you can keep your (really excellent) graphics but also spend time on the programming
thank you very much, and I know exactly what you mean. I think I'm going to fix a few things and add a couple more levels then submit it for the jam
would it be acceptable to fix a game-breaking bug in the second-to-last level by deleting a single block and still be eligible for the compo?
@BlackBulletIV yeah, all of that is to do with running out of time. I was intending on making a lot more levels and then ordering them on how hard I found them, but I ran into major collision detection problems and had to scale back the entire thing
I'm guessing you used LWJGL? I'd suggest using Display.sync(37) to get it running at a decently low fps
after playing the game, I'm going to say that the game was very nice, but the player's movement/collision detection was abysmal. Most of the levels I completed as a kind of glitch-based puzzle game (note to self: glitch-based puzzle game is a cool idea)
physically could not beat the death star, always killed it at the same time as it killed me :/ otherwise, a pretty fun and cool game, that could do with more combat and less standing around looking at stuff :D
beautiful game, brilliant concept, but REALLY needs a better tutorial and support for slightly less widescreen monitors
beautiful game with goddamn amazing mechanics. The absolute best kind of difficult - the kind where you know exactly what to do and it doesn't feel like the game's cheating you. The feeling of victory when you complete a difficult jump is brilliant
lovely game but incredibly unpolished. I can tell that you had some serious bugs early on or ran out of time for some other reason, because this game is in serious need of playtesting
Can't run it on XP, exits with an error report dialogue and no error information
absolutely beautiful game that I really wanted to see more of, ruined by a combat system that on a game as promising as this is nothing short of a tragedy
interesting and cool, but a bit incomprehensible
really clever idea with the building pipes and then fighting your way through it, interesting take on the pipe dream-style games
surreal music, well-implemented and retro gameplay, and what looks like a decently-built engine. Shame it was so short and easy, because this is genuinely promising
fun little puzzler that I played all the way to the end, despite the "Hopscotch" puzzle of execution that made me consider stopping. Overall, a very good job, wish it was longer but ultimately it still had a surprising amount of content for the time you had.
pretty cool, but would've probably worked better with you defending from the comet storms and such rather than visa versa. The lack of conflict makes it difficult to get invested
interesting, but could've done with fleshed-out mechanics and a bit of graphical and auditory polish
loved the idea of "minor nuisances" and the 2D graphics looked nice, but I get the feeling of too much ambition, where you only had one option on all of the things I clicked on, and how the camera was incredibly painful to use, and how the controls just plain didn't work. I think with a bit more polish, it could've been great, as it is it's just interesting
pretty funny in a surrealist way, with graphics that reach a kind of cute singularity in their Microsoft-paint-ness, and an interesting concept with the zooming-out-to-a-different-character thing, but the start of level 1 (i.e. the second level) was difficult to the point of being obtuse and although I managed the jumping that was made all the more difficult by the player's strange delay before starting to move, the fireballs killed me every time. I would've quite liked to play further, so it's a shame that I couldn't
if you're using LWJGL and you have platform-dependant versions because you need to specify the path, I'd suggest putting all the library files into one folder (I call it lib/natives, but it ultimately doesn't matter), excluding the solaris natives because they clash with the linux ones, and including the following code in your main(String[] args) function:
System.setProperty("java.library.path", System.getProperty("user.dir") + "/path/to/files");
Field fieldSysPath = ClassLoader.class.getDeclaredField("sys_paths");
fieldSysPath.setAccessible(true);
fieldSysPath.set(null, null);
(this goes for anyone using LWJGL)
I like the concept but there isn't nearly enough done with it. As other people have said though, it's good for 5 hours' work, but next time give it more than 5 hours
such a great game, puzzles were interesting but not too obtuse for me to ever need the walkthrough. great game, well done
strange and cool, with good music. To call it a "game" would be stretching the definition a bit, however
this stands above every other game I've played today, except maybe Panopticon. Brilliant game-long tutorial that kept things fresh and a soundtrack that I now want to follow me everywhere. Only problem is that it's too easy to complete the game once you find out that you can control yourself in free space, albeit slowly
ok that was a clever ending xD
really excellent fun, with great graphics. The AI is actually pretty good, no matter what degrading names you call it :P I can see by the addition of the mouse what a last-minute consideration the theme was, but the solidness of the mechanics, interface and graphics made up for it
destroyed everything and then flew around holding my victory diamond
Lovely music and a great world-addition mechanic. Would've possibly been more fun if you had more control over the orbits of the worlds, because once you got to a certain point it was all but impossible to keep more than one world alive at once
pretty cool, with interesting mechanics and a sort of general undertone of humour that didn't really manifest as anything explicit but still set the tone well for the game. Was let down by slightly off controls and an admittedly hilarious but ultimately annoying physics system
to begin with I just thought it was a cute and well-designed platformer, but nothing more. The ending really made it for me
beautiful in its simplicity. I love what you've done with just text. Any significance to the player being a Y?
I don't even. The gameplay wasn't something I'd really write home about but the surrealism of the whole thing earns you a bunch'a points in my book
oh god this is cool (helpful feedback ahoy!)
I couldn't figure out how to jump and couldn't get off of the moon-like planet with the trees. Consider a tutorial of some kind
I couldn't figure out how to jump and couldn't get off of the moon-like planet with the trees. Consider a tutorial of some kind. Strange but pretty nice-looking 2D graphics, although the 3D stuff looked very rushed
strange as hell, completely inexplicable, incredible fun. I love this game. If you were supposed to get the pot by giving the food to the guy, I didn't do that, I just used my incredible reality-warping powers to get behind him
pretty fantastic, loved all the dialogue. The kind of thing that wouldn't really work outside of Ludum Dare
I keep getting distracted by this game when I'm supposed to be doing other things. very, very well done on this, probably the most fun LD game I've played thus far
the post-compo version is so, so much better xD great graphics, great mechanics, the fighting really needs to be auto-aimed though, aiming was difficult and precise, mouse-based aiming would be unlikely to feel right with the keyboard-and-mouse controls, unless you grow an extra hand/change the controls so the keyboard stuff can be done with one hand, whichever's easiest
very very obviously made for android, because it was absolute hell to use on a laptop
Thanks um... Gjarble...
I can theoretically do diagonal shooting, but personally I kind of liked the trapped-in-a-corner-but-need-to-move-to-shoot moments, although I know how easily it is to get attached to a flaw in a game when you're the one making it.
As for the randomised levels, the algorithm I made to make random levels is hideously badly optimised. I tried regenerating the world when you die but it just ended up with terrible loading times while it tries
@barigorokarl there was a problem with me trying to use absolute paths instead of relative for the assets that linux handled fine but windows absolutely hated. Fixed it in the post-compo version
yeah Izzimach, it was inspired heavily by twin-stick shooters, Dead Nation being the main one (if only because it's the only twin-stick shooter I've spent a decent about of time on). In response to any shooting-based annoyances, it's because I didn't fully understand transformation matrices at the time and therefore couldn't code the support for it into the custom rendering engine. I've since added support for it but you still can't shoot in arbitrary directions yet (I'll probably keep the post-compo version with the 4-way shooting and release the mouse-controlled version separately). Thanks for the feedback on the controls and the cramped-ness of the levels, it's good to know that kind of stuff :D
Thanks Valeour, it's probably a problem with the LWJGL natives, which unfortunately means I can't fix it. If you're running the competition version, then try the post-compo version, as the competition version has a bug that means it doesn't work on windows (I'm running linux to program it so I didn't notice until too late)
everyone on Windows 7: apparently LWJGL doesn't currently have natives that work for it, or I need to download a more recent version of the library
fairly clever, but ultimately the brevity and simplicity of it dampens the message of the game. I'd suggest making it longer and more interactive, because without challenge a game is just a movie where you have to press buttons to watch it
pros: interesting idea, if not slightly tangential to the actual theme
cons: ropey physics and not much in the way of a sense of urgency
this is weird, depressing and ultimately very interesting. I'd love it if it was a bit more polished
Won't accept input and generates PulseAudio crashlogs on Linux
Pretty good, kinda baffled by the goal or anything related to it though. Could really do with a tutorial
cute and addictive, but way, way too easy. I got to 700 before finding out that cheese gave you health (I thought it was just awarded randomly) and then became a kind of immortal god-mouse who could walk under feet with no fear of repercussion. Got to 1111 before finally getting bored and committing suicide, which is by no means a criticism. I collected over 400 more things after any hint of challenge disappeared, which says a lot for the addictive nature of your game. Love the graphics, too
damn fun game, got 120 on it, after a few tries. Personally, I'd have the rockets rotate with a set speed and move faster, rather than always facing you and having you keep your distance until they die of old age
Kinda weird how you have the kind of stuff that could be done with a random level generator baked as levels. Just seems like you're making extra work for yourself
yeah, procedurally generated worlds were by far the most difficult part of my LD game. I've revised my ratings on this game, by the way, it's one of very, very few LD games that I've kept coming back to because I enjoy playing it so much
really, really excellent. ludum dare through and through - simple mechanics exercised in such a way to get a great deal of time out of it. Shame it only tangentially fit the theme. Still, had great fun Alderaaning planets to bits and watching the little circles of resources fly in and out of the center
fun but unforgiving as hell. consider making the combat a little easier if you're going to make it continuous and simplistic. Also, when you close the app it just generates an exception instead of closing correctly (Windows XP)
Fairly fun, but very, very easy and ultimately could do with more content or deeper exploration of the mechanics
wow... spine-chillingly beautiful, and spine-chillingly strange. Really excellent
Strange, and with promising mechanics such as slow reloading, not being able to shoot until fully reloaded, and birds stealing money back, but the devil's in the details and things like difficult-to-see bird poop and a clip size that means you wait a frustratingly long time to reload sometimes makes the experience half of what it could've been. Despite this it's not terrible overall, so good job, but try brushing up on game design concepts
I made a blob that glitched the physics and slid along on its own xD great game though, shame that you didn't really need to evolve for most of it :/ I'm sure that could be fixed with added mechanics like wheels and such
fantastic game, I love the kinda subversion of the catch-the-stuff genre that you've got going on
the one with princess leia was unnecessarily brutal but the others were alright, if a bit pointless
fantastic, by far the most innovative and fun game I've played this LD
Lighting engine was a little dodgy and there was nothing really saying that you were the bad guy. S'pose that's the trouble making a stealth game for this theme (I did the same and had to tack on something to the endgame to differentiate it from a game where you escape prison but you're not an antihero)
Could've done with rudimentary pathfinding to make the zombies actually able to stop you being killed, because the zombies running into walls eventually just made them good for distracting the soldiers while I shot them. Also, you die absurdly quickly. I'm guessing this is a case of dev difficulty but seriously :) despite this, though, it was a good, fun game
@Mista Koo yeah it is, you need it to solve the final level :P and I realised that near the deadline so I added a bit of outtro text that made you seem more like the bad guy
@Encircle because the guards run a money-laundering operation out of the prison laundry
Let's get drunk and shoot people in the face.
Was enjoyable, but the bullets-for-money system was incredibly infuriating, I'd suggest something like paying for special powers or having a dual money/bullets currency system. Although obviously you only had 48 hours, so I don't want to pretend that we should expect the earth.
Overall, an entirely decent game for the time.
This game was absolutely fantastic. Simple puzzles, but completely solid mechanics and a really nice style. I'd recommend disabling the jump though, because I accidentally got myself stuck with it and had to glitch my way through a pillar to get out
Really enjoyed this, the puzzle mechanics were kind of sloppy (as in, the best way to complete the puzzles was to be lucky) but overall it was a really nice little game.
Was the world supposed to be the monster? I played for a long time waiting for something to happen and something never did. It's a shame, the idea of chasing rather than running away from huge monsters is always a fun thing to make into a game.
Frustrating, wish I could move diagonally and move faster than the ghosts.
Some sort of way to keep at distance from the ghosts would be really appreciated, whether it is attacks knocking them back, them having to stop to attack, or possibly just a ranged weapon (but then it'd be a twin-stick shooter).
Still, very good for your first entry, I hope to see more in the competitions to come (the artwork is really nice too).
By far the most polished-looking game I've played so far, but there doesn't seem to be a point, as such. As in, there's no points system or level progression so after a while I just get bored. Still, by far the best game I've played so far today, and one of the best LD games I've played for a long time.
I wish you started with more fuel and didn't take damage from sitting on a planet.
Also, the rules should totally pause the game, it's infuriating otherwise.
By far the prettiest LD29 game I've played so far, but I wish it was more playable because it sounds really interesting from the tutorial.
Wait, what are you doing?
I love the sound design and general mood but I just wish there was more substance - I found the underground blue bit (by walking off the edge, not sure if that's intended) and thought it might have been a bit of a thinking-outside-the-box exploration game, but nothing else happened from then. Enticing but ultimately disappointing.
I enjoyed it a lot, the art was simple but it didn't look at all like programmer art. There were a couple of collision glitches but overall it was really good fun. I would suggest having WASD as the default secondary layout because that is the keyboard config that most of the English and American users on here are used to. On a gameplay note, it's a little hard to judge distance - maybe darken further platforms? - and I wish there were more movement options and/or the controls were a little tighter.
Looks very nice for the time, and the controls made me smile. Shame you didn't get to do more in the 48 hours.
This game is the most tragic I've played yet - beautiful graphics and a really nice little dig/build concept that really needs fleshing out; I hope to see a post-compo version. As it is it's not a fantastic game but there's a lot of potential and compared to most of the other games very little in the way of tweaks that would need to be made
This game really made me smile, more than any other I've played so far today. Well done that man. Simple gameplay, but more than playable and the humour completely carries it
Yeah, I couldn't get the keyboard controls to feel great without adding mouse control, which kinda ruined the arcadey feel of the game and made it so you couldn't play 2P without controllers. I'm sure with extra time I could get it feeling a little better.