MultiWorlds by Joemag 2014-08-28T07:33:00
I don't know why the music isn't looping for some of you, because I had implemented it. Have you played the web port? The web port could have some problems.
Foon → Ludum Dare Explorer → Users → joemag
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Turbogotchi! | compo | 537 | 3.41 | 3.05 | 3.00 | 4.15 | 2.84 | 3.29 | 3.69 | 3.05 | ||
| 2018 | 42 | Running out of space | Shelf Space | compo | 524 | 3.11 | 2.88 | 2.95 | 3.63 | 2.86 | 3.02 | 2.60 | 2.83 | ||
| 2017 | 39 | Running out of Power | Wind-Up Knight | compo | 310 | 3.35 | 3.23 | 3.97 | 4.41 | 2.88 | 3.47 | 3.34 | 2.81 | ||
| 2014 | 30 | Connected Worlds | MultiWorlds | compo | 127 | 3.72 | 3.69 | 3.12 | 3.91 | 3.12 | 3.03 | 1.96 | 3.23 | 41 |
I don't know why the music isn't looping for some of you, because I had implemented it. Have you played the web port? The web port could have some problems.
Interesting piece, sort of a Reigns meets Mad Libs. I wish there were more consequence to your decisions, they feel fairly arbitrary, that might be part of the joke but overall I wanted something more. Your pixel art is great and I really liked the Newspaper mechanic. Could have used a little bit of audio to give it some flavor.
There's a bit of good humor in here. Feels very "choose your adventure" although I wish there was some more feedback to my choices. At a point I just started clicking randomly and still felt like it was advancing. This could have worked a lot better with a bit of Reigns-style interactivity. Also some Soviet-sounding music would have really enhanced the whole experience.
Very fun to throw the head around. Graphics are nice and tight. Music is a little repetitive but that's fine. I really liked any time there was a wall you were able to throw your head over. Feel like the health could decay a little slower. Great job all around though!
Very neat, I like the movement systems a lot. The batteries was very unique as well. The characters remind me a lot of Number Crunchers. A few levels made it unavoidable to take a few hits on your way down.
Neat idea, really interesting switching between the two control mechanisms. Would have liked if it tracked how many things I had to do, wasn't clear how close or far I was on the objectives. Still very impressive to attempt a 3D game for the compo.
Very cool, dig the sort of Pip-boy radioactive green design. Really interesting puzzle design as well!
This was a lot of fun, very addicting getting the hang of all the different movements. Sometimes there's not enough time to really get a look at the battery to know if it's positive or negative. I do like that you can't just mash the button or your battery will.... erupt. But yeah, very different and fun.
Very cool aesthetics. I wish I could see the cops and keep away from them, didn't feel like I was being chased. Also I must have gotten some bad luck but I definitely played a round where I ran out of gas because a canister never spawned, something to tighten up. Also with those sick 80s aesthetics really could have gone for some cool music.
Graphics look really fun, very expressive. Felt like there were way too many scenarios where you just can't complete the jump. Also I wish there were a better way to show how the mob catches up to you, maybe the obstacles slow you down rather than just ending your game?
Thanks so much for the play @jupiter-hadley
Great points @pkenney were I to do it again or work more on it I'd implement a checkpoint system. Definitely get what you're saying.
Really doesn't feel like I'm against the shark, more like I'm against the buoys. The art is very expressive but could use more animations. Could also use some sound effects, something to add a bit more feedback. It is pretty addictive and I played a bunch of times trying to get a high score, so fun in that way.
Very very cool. I dig this sorta FTL meets Asteroid vibe. I wish the building was either smarter or more automatic, having to rotate everyone component gets frustrating real fast. Other than that this is really great, the physics and damage felt real nice and I could see playing this for a very long time.
Not very interesting. Absolutely needs a reset button and some sort of feedback. The graphics look fine and I like the bars. But other than the joke that "coffee = work" there's very little going on to critique.
Love the art, very kinetic and cool. I also like the little morty's walking around. It does feel that once you get a big crowd of cops it's almost impossible to do anything more. The music has a great energy for the game. Really liked this one, great work!
Really impressively done with the 3D graphics. The music reminded me of old wolfenstein. I do wonder if this might have worked better as first person rather than third, trying to fire behind you never felt particularly good and controlling the arm like that I never felt was very intuitive. I like that the staples have a sharp drop off so you have to think about where you're shooting. Overall very neat, and definitely impressive with the time constraints.
It's definitely a flappy bird. Because it's so heavily focused on the collision detection it doesn't feel like the resources are what matters. I'm not totally sure level 3 is beatable, you can't burn through the wall with full energy, there's probably something I'm missing but I found it frustrating. Certainly more addicting than I expected but that's sorta the genre.
Love the energy and the music. Very fun and chaotic. Although I felt the physics were a much bigger threat than any of the zombies, once you have a good angle they basically just fall over. It never felt very clear what the point of the top bar was, had a bunch of heads, I guess they were checkpoints but that could have been made more clear. Overall very neat!
Neat sorta tetris-like spacing puzzle. I like the vibe. Not really clear what belongs and what doesn't. Wasn't sure how to swap between puzzles or how that affected things. Also the objects often don't go where you're expecting them to which is clutch for a game like this.
Very interesting, reminds me a lot of QWOP and Surgeon Simulator. Really cool to abstract something so simple in that way. I also really liked the whole look of this, really sells the idea. Great work!
The web build doesn't have any music, just this white noise. Was neat but I never felt like I was ever going to run out of power, fast clicks and it doesn't decay your energy. Could have used something more to really get that sort Rez-like feeling, maybe something going on in the background, or a better way to control yourself on the rail.
Very sweet pitch layered on a very solid movement puzzler. The graphics are nice and really fit the aesthetic you built up. I wish there was a bit more direction on how some of the mechanics worked (the see-saw, the sprinkler, etc) it was a bit of trial and error to get it to work.
Pretty neat, especially how you have to pull in your wings for some of the spaces. I did find that the game would crash if you hit the side walls, had that happen a couple times. All of the spaces with repair power-ups are wayyy too treacherous, not worth going for. Got a nice look though.
Very interesting game, the audio was super dreary but I imagine that's the point. I think the wood was falling just a little too fast. There also didn't feel like a direct objective other than not dying, could have used a score board or maybe a timer to survive. Art was cool and was definitely a unique idea, good work overall.
Very interesting game, the audio was super dreary but I imagine that's the point. I think the wood was falling just a little too fast. There also didn't feel like a direct objective other than not dying, could have used a score board or maybe a timer to survive. Art was cool and was definitely a unique idea, good work overall.
Not really clear what the objective is. Felt a little bit like Snake trying to find all the things. Maybe could have helped if each orb made the light just a touch brighter so you could see the room. I do think you leaned too hard on pre-existing assets, good you credited them but doesn't show a lot of effort went into your submission.
That was pretty fun, neat designs. Wish the punching animation was a bit faster and more responsive. Was interesting to try and line up as many with a single punch, some sort of scoring system could have helped.
Strange concept. It's way too hard to kill the attacking forces without killing the slimes as well. Also would have liked to be able to buy upgrades mid-level, waiting until the end to get even the low-level upgrades took too long.
Yeah this was really cool, certainly not what I was expecting. I also like the somewhat ambiguous ending. I also experienced a bunch of slowdown every time there was a new line, that was a little disruptive. Otherwise very cool, I liked the meta commentary.
Neat idea for the concept, occasionally had issue grabbing stuff. It isn't always clear what words were supposed to be belong and unfairly random in how they would pop up. The energy was good I just wish it was clearer. The art, music and logos are all super polished.
Really cool looking and fun. I don't really love the controls though, I always felt like I was getting it wrong and those deaths felt bad. Feel like it should go in the direction you're entering rather than a rotation. Great work though on the concept!
This is delightful. Great use of theme, good visuals, charming audio. My only complaint is it's so good I wanted a bit more direction, something more functional to do. That said this is a perfect compo submission. Great work!
The art is really cute. It doesn't really feel like it fits the theme. The controls are really fussy and using enter to switch to "jumping" mode never feels very intuitive. I feel like i should retain the last mod I was using. Also feels weird in the third level how I get the tank mod but it's not useful for the next puzzle, seems like the obvious choice but it wasn't helpful against the dropping blocks. I really don't like that I had to nail it so closely to jump, platformers need good easy jumping more than anything else. It also looks like the top of those dropping blocks should be a safe space.
Plays pretty good, controls are tight. Didn't feel like I was contributing much, especially when a shrink block was in my path that I had to shoot. Seems like a lot of luck is involved.
Platformering felt good, got to the 4th or so level where you had to stay ahead of the bullet and once I saw the dots regenerating back in the gauntlet I was done. It really doesn't feel great that your progress gets erased if you're not fast enough. Graphics are great, audio is perfect, just felt like it should be a bit more forgiving.
Like the art and the general vibe. Only problem is it feels fairly random who shows up and where so when you win it doesn't feel like a matter of strategy. Would be interesting if perhaps you were limited to a certain amount of moves or something else that would make it more of a challenge.
That was a really great art piece. Wasn't totally sure what was going on for a while but once I started seeing the "message" I knew I had to finish it. The art is incredible and I loved how the music got more and more disturbing. Real masterpiece.
Neat idea, diggin the Thanos vibes and the One Punch Heroes. The graphics are great. The controls were a bit unwieldy, I kept finding myself stuck running backwards. Also it really needs some sound fx, the chunky graphics would really sing with some good sounds. Good job!
Decent vibe, like the theming. Puzzle seems really simple and not very exciting, it's unclear why those spaces exist to the side, if I'm cleaning up why is it so exacting? Most times cleaning up I'm throwing stuff away, why am I separating stuff for separate people. Just sorta missing that essential experience of "after a party."
Music is good, graphics are great. The controls just aren't great on keyboard and that makes it way to hard to really get into. You're relying so heavily on wall jumping and if you want to do that it really has to be super tight, if not it just kills all the fun. It's a shame because clearly a lot of work went into this, but shows how utterly absolutely important the controls are for a platformer like this.
Like the characters and the vibe of the game. Clicking the numbers never felt very successful. The characters always seemed to prefer the rear entrance and would then get stuck. I never really felt in control of the systems. Neat use of the concept though!
Cute use of music and art. I really like the hitchhikers reference with the falling whale. Never felt like I could ever last beyond on a certain point and with such limited space I was only ever able to get X certain score. Would have been great if I could better control what tiles I get so I could maximize my yield.
Oof that music is rough. The goals aren't super clear. Sticking to the platforms doesn't feel good. There's no feedback for when you get hurt. It's unclear how you do damage to the mayor. Good on you for getting something done, but man not an enjoyable experience.
Interesting, it isn't clear that surviving as long as you can is the goal. I kept trying to move up and wasn't sure what I was doing. The controls were also a bit looser than I like, getting stuck on the side of hexes felt weird. But overall a unique take on the theme, good work!
The cat model and music were great but I have absolutely no idea how this game works. The cards don't feel like they have any relation to the dancing cat. The rules seem too complex for something like this where I'm not getting any feedback. Also not sure how this relates to the theme. Feels like it should have been a rhythm tapper or something.
This was pretty fun. Always down for a Typing of the Dead style game. One thing is it felt a bit too easy, I got a couple minutes in and started to get bored. Could have scaled up faster, or maybe shown how many I had to complete before increasing in difficulty, or even simply a difficulty slider. Otherwise solid idea and execution.
Very interesting vibe, very reminiscent of Apotheon. Pretty tight platforming, appreciate being able to use a controller with it. One issue I have is that the water from fountains was very hard to see, that made areas like the dolphin fountains more difficulty than they needed to be. Really enjoyed the physics of jumping and the bouncy octopus. Great job.
Super solid entry. Lots of fun to play. Mechanics were clear, challenge was solid. Got stuck on level 7 but still had a really good time. Great job!
Dig this a bunch, simple mechanic that feels a lot like a coin-op arcade game. I could very easily see myself playing something like this at Dave & Busters. Good challenge, a lot of fun! Well done! One issue my vacuum stopped working when I got to the boss on my second playthrough, should check that out.
Cute and simple. Rhythm games are tough though, you really need to nail it to the music, even being off by a little bit is frustrating and throws the player off. Having it be one button was novel but it wasn't tight enough to feel rewarding. Art was fine and charming. Good work completing!
Interesting and super moody. Wasn't clear how some of the more complex mechanics work, also would have been nice to have a separate health bar for the fire. Mine went out while I was away and I still had half a health bar. Just generally wanted more clarity on the mechanics. Well done!
Neat concept, pretty fun. There is an aspect that it feels awkward keeping the beat, it's sort of a rub your stomach/pat your head problem. Also the bouncer feels overpowered, was struggling even in the first level. Really enjoy the vibe could have used some difficulty tuning. Great work otherwise!
Super interesting and well done. I liked how everything made sense with little to no instruction. I liked the mechanic of taking over the little microbes, could easily see that expanded out into more of a full game. Graphics and audio were perfect and fit the theme. Great work!
Very fun, love the whole vibe of it! Would have liked something to do during the fights that could have helped my pigeon. Also I felt like I never got to a point where I would benefit from challenging myself against a harder foe, it felt like it was always better to take the weakest opponent. Graphics were amazing!
Neat idea and execution, do wish I had more of a concept of what the final win state was. Balancing against so many was a bit frustrating. Frequently got into states where all my options were bad for that particular recipient, would have been great if I could go between them mid-letter. Otherwise very polished, great work.
Very cute, charming graphics. Mini-games were a good blend of play. Would have liked a little more feedback sound for actions, stuff like hatching the egg was really hard to tell if I was doing it right. Also felt weird that I have to go through all of them to only unlock one on the main map. Also the audio in the bird call game was really shrill. Those are all nitpicks though, feedback, etc. Great job!
It's a neat idea and a slightly different take on the Reign concept. The weird grammar and wording made it hard to understand what was going on, I can appreciate if the developers aren't native english speakers but in this case I would avoid making a game so heavily reliant on descriptions. It wasn't clear what the value on the card was since it didn't feel like I had a functional resource to spend. I also wish I could more easily preview the text on the cards, felt clunky to have to pull them out. Did love the art, really sells the slovenly prince idea. Altogether still a good job.
Really solid, appreciate all the nods to Mega Man while still being fairly unique, that's a hard balance to find. Platforming felt great, snappy, responsive. Graphics were perfectly old school game boy. I got stuck on the level with the two spinning saws, couldn't get over the pipe on top. Otherwise great work and entry.
Fun! The voice over got a little repetitive but was a neat addition. I wasn't clear what the point of all the stats in between patients was for. Also wasn't clear when I could or could not use the medicine, was basically pressing space every chance I could. Still, solid idea with good execution. Great work.
Really neat mechanic, super satisfying to move around the world. Really really polished. Loved the mood and the vibe, very mysterious. Really just an A+ job!
Way too difficult and no real scoring concept. If you're off the hard raincloud for even a second it's game over. Also the constant rain sound was unpleasant.
Very interesting take on the theme. At first I wasn't totally clear on what I was supposed to be doing. Also after I got it it felt like I wasn't able to heal walls I should have been able to. Just needs a bit of clearing up for the player. Good job otherwise!
The music, the graphics, the scream all super delightful. Simple gameplay mechanic but it made me giggle every time. Super fun great job!
I like the concept of having to keep all the lights up. Reminded me a little of "keep talking and no one explodes." I did find the mechanics a little frustrating. The bar balancing puzzle felt impossible most of the time, I couldn't spin the dial fast enough to get a charge. Could have used a bit more balancing. Good job otherwise.
Neat enough, has that spooky vibe you're going for. Seems like I never hit the jumpscare though. Jumping felt weird especially with the stairs, probably should have just built it like a ramp. Otherwise good job.
Neat idea. I also got stuck lying down with no health. Interesting interpretation of the them. Good job.
Sounds great! Looks great! Plays great! Awesome job gang. Got a high score of 41 and I felt pretty accomplished. I liked the difficulty ramp. Congratulations!
Well I loved that. I finished with barely 1% sanity and energy, so a normal game jam. The music/musak was perfect and fit the tone. I did feel the bar attack was a little unforgiving, would also have been nice if there were different mini-games ala Undertale. Great job gang!
Interesting looking game, I feel like I'm missing a lot of context though. There wasn't enough feedback on when you're getting hit and when you're hitting enemies which is clutch for an fps. Movement was solid. Wasn't sure what the point of the energy canisters was, at first I thought they were explosives. Otherwise looks like a lot of work and effort, great job.
Neat, I wish the music was a bit tighter and that there was more variety it got really repetitive. Otherwise it seemed reasonably polished, decent bit of screen shake that worked well. Decent little rhythm game.