Boss Level by Kuothe 2012-12-25T20:07:00
Really fun - the block and pit placement really make for some interesting decisions. I'd love for the flow of heroes to stop at the end - with an empty pit, my score keeps going up even though I've lost.
Foon → Ludum Dare Explorer → Users → JoeProgram
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2015 | 33 | You are the Monster | Hydra | compo | Innovation | 4.54 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Last Wights | compo | 326 | 3.26 | 3.40 | 3.49 | 3.09 | 3.34 | 2.54 | 2.30 | 3.33 | 62 | |
| 2015 | 33 | You are the Monster | Hydra | compo | 18 | 4.13 | 4.07 | 4.54 | 4.26 | 4.02 | 3.55 | 3.70 | 3.67 | 48 | |
| 2014 | 29 | Beneath the Surface | A Peas-ful Night's Rest | compo | 138 | 3.71 | 3.62 | 4.26 | 2.95 | 3.21 | 3.05 | 4.37 | 3.31 | 54 | |
| 2013 | 28 | You Only Get One | Necronomnomnomicon | compo | 109 | 3.64 | 3.50 | 3.72 | 2.94 | 3.69 | 3.51 | 3.50 | 3.52 | 66 | |
| 2012 | 25 | You are the Villain | Pet Mr. Snugglebutt | compo | 433 | 2.84 | 2.47 | 2.68 | 3.16 | 2.79 | 1.72 | 3.50 | 2.13 | 33 |
Really fun - the block and pit placement really make for some interesting decisions. I'd love for the flow of heroes to stop at the end - with an empty pit, my score keeps going up even though I've lost.
Lemmings + Tennis is a cool idea, but the human is a little too jerky for me to feel like I've got some control over him.
What a cool concept! I think the system you've got here is much more fun than its predecessors like Qix, as the reduced penalty lets me play with the mechanic much more. The logic behind which coins are considered captured and which aren't seems flakey.
The music makes being evil such a cute experience. I would have loved a little more build up of normal rover tasks to contrast with its death laser.
I love the end screen - what a clever way to lose!
Most excellent! The quick cuts between boring tasks totally stringed me along until the switch in the game. Though pressing space to take a beating was totally hilarious.
The only part that didn't really fit for me was the deliver babies part.
Hmmm... looks like I don't have permission to run it from the web :(
Hmm... I'm just getting a white screen where the app should be.
An excellent Twist on the Katamari Mechanic. Heh heh.
Nice work!
Thanks for playing guys! I've watched a couple of my friends play too, and petting the cat is pretty non-intuitive. Better would be petting the cat the way Catz does it, with a meow box and sound that scaled in size continually as you got closer. I'd also not put the first hotspot not so far off to the side.
I love the feedback - you guys rock!
The fireball is a bit too easy to spam, but I really like that the adventurers have to take the gold back out of your cave - that's a pretty fun idea!
Nice! I could see the different types of triggers creating some interesting combinations. The particle effects are pretty fun too. I'd love to have a better way to dodge the bullets from the human enemies in tight corridors.
Too cute to live! I really liked the easing movements - they made me pay a lot more attention to my shots!
A fun idea, good controls, and a cool Darwinia aesthetic! The engine is all there - it just needs player feedback and balancing to bring it home.
The controls were spot on! I would have loved to know what the mysterious man offering me a choice of weapon was more about. I really liked figuring out how to glide as a chicken, and would have loved more sci-fi chicken skills.
Did not post a time, died twice and accidentally closed it a third.
Oh, I wouldn't have known that I needed to press the refresh button a few times to see the full game. I think the joke would be easier to find if it happened within the game rather than within the webpage.
Ah, this demonstrates that weird Monty Hall probability problem. The golden kitten will be mine!
Would have loved a zombie kitten meow sound effect.
How are you assigning one component of a position Vector3 without creating a new variable? When I do that in Unity, I get a:
"error CS1612: Cannot modify a value type return value of `UnityEngine.Transform.position'. Consider storing the value in a temporary variable"
The alternate paths for alternate powers was very cool - it made we want to know what the other powers were, and figure out if they'd be easier or hard to use. I'd love to have had more of a description when picking my power, or at least a name - there wasn't a good way to predict what power you were choosing. Wasn't a fan of the asteroids or solar flares on the final level - I hid inside a cave to avoid getting hit by the solar flare only to have an asteroid kill me.
Nice - like a more violent Boomshine. As so much of this game is just watching an interesting dice roll, it would be cool to have some results screen achievements - like hitting all the medium ones. The screen shake did get to me a little, as I've been staring at a screen all day.
Thanks for playing! I should have been more clear about the controls - use the arrow keys to move, and left shift, left control and space to use abilities. WASD does move the character, but I didn't intend for them to, and I should have taken them out.
There's so many cool things here. I love the cannibalistic nature of the beings, all trying to steal each others bits despite being the same people. Getting the blocks to smash together was really satisfying too. I found it was a little too easy to push the blocks into a corner repeatedly - would have loved some move to get easily get them away from the wall.
Wow, those tendrils of power look great! I also loved the way you setup the choice of item - it was a fun use of language. I couldn't really see the road or shoot though. If the player is supposed to be doomed, it would be fun to have an ailment afflict them rather than just losing.
There's some real player narrative going on here. In the third act, by tapping the keys rapidly, you can simply dance a tidy jig to the tune rather than all that gunshot business.
Be sure to check out the other gentleman slapping contest game(?!?): http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30068
The controls were great! I liked the way you could shoot the food directly down the duck's gullet - sort of a foie gras simulator. I didn't like it when I ran out of white ducks - I ended up having to feed an asshole duck. Maybe it was because two good ducks ate the same food.
Great selection of enemies and weapons - they all felt really different. The minimap is a great add too - it works great with the slime trail monsters.
I would have loved to have started with fewer enemies, and see noticeably more with each round - it would have given me more to think about when choosing my weapon.
You've got your mouth sounds down, but just in case you want a second resource, this website is a great generator for 8-bit sounds: http://www.superflashbros.net/as3sfxr/
Really nice work - the polish on this really shines. Put it on iPad or submit it to a neurogaming company.
A little too difficult for my tastes, but I think it was what you were going for with the flight of the bumblebee raging in the background. The mechanic was very cool - I hope you make a slower version, as attacking enemies with jetpack flames is a great idea!
The spreading mechanic is cool, but the feedback loop is too intense. If you get patient zero right away you skip the level for free, but if you don't you be cleaning up for minutes. Would have loved to have a lose condition I was trying to avoid - like 10 people sick - have vaccinated people stay vaccinated, or have a splash damage weapon that could cure groups of people.
Yeah, this is a strong entry! The way the circles melded was quite mesmerizing - I would have loved it to have a positive effect so I could have done it more intentionally. I played three times - the first time figuring out what I could do, and ending up with a score somewhere around -10,000. The third time, I almost broke even at -150.
Would have loved hotkeys for the powerups - both my hands were involved with dodging and shooting.
You've got an interesting feedback loop going on - the game is both ambient and terribly punishing. It reminds me a little bit like Dustforce (on Steam) - there's no lose condition, but the game grades you harshly. In this game its a little more frustrating because you want the upgrades and you can see them being taken away from you, but it's not bad. With a little tweaking to the base design, I think you could end up with a game that could really appeal to both casual and hardcore players.
Nice work!
Fantastic! Having worked a time management game myself, its nice to see the core of the medium so elegantly boiled down to its simplest form. The premise is excellent, and could be easily be extended. Maybe the chef needs to use the fork to cook too, or there's also one spoon and one knife going around.
Nice work!
I really liked the smooth loading between levels, where the end of one becomes the start of the next. Sometimes doing it did make it harder to read - I couldn't tell which coins I should be going for, but nothing that couldn't be fixed with just a little more time.
Whoa! After playing this game, I totally have the ghosted effect on my vision for staring so intently at that white line!
Loved the design challenge, but would have preferred it to be easier to get through. Sounds could also have kept it to the idea while helping communicate more of what's happening for the player.
Nice! Though maybe after virtual you presses the computer button I should have to continue to mash my mouse button for 18 hours ;)
The only part I found a little confusing was the "One Control, One Level, One Message" screen. At first I thought I was making a choice between these three, or there would be three minigames. Doing it like a movie trailer - with each of these fading in and out one at a time - could have helped me understand this was a presentation of information, ad not something I would be interacting with.
Closes as soon as I open it. Running on Windows 8.
"Only One" cannot be described, it must simply be experienced.
It took a moment for me to recognize the barrage of slaps coming my way - a more distinct slapping sound would have served me well.
Yeah, really interesting! I loved how you mixed the real-world knowledge about current dictators in. The endings all felt different and ethically ambiguous. The fact that the story only has one actual choice in it, which would usually be a flaw in an interactive medium, fits the game competition and subject matter so well.
My one piece of advice is that neither Mark's friend nor sister felt very likable. They both give intelligent, interesting responses, but it was weird Mark thought poorly of his only two close relationships.
In terms of my final choice, I felt that the serial rapist was the best choice. I think the death of a dictator can usually just splinter an organization, rather than fixing the underlying problems. I don't think I could have been so coldly logical in real life, but it seems like it would have done the most good with the fewest unintended consequences.
This one is so elegant! I love the little touches - the lights that activate as your lantern gets near, the tiny poof of light whenever you die so you can see what hit you, the little bit of recoil on launching the lantern. Would have loved to see a level that was all glowing grass. Nice work!
Made it to the "What Lurks" level before giving up - those spiders are nasty!
The boomerang ball is cool, would love to see a full game with the mechanic. For the key zones, I'd suggest disabling them permanently once the key touches them. Its easy for the key to bounce back out, so that many of the moments where I was experiencing accomplishment were followed with disappointment that it didn't stay.
And they say games are too easy these days! I like this game, though the best way to play it would be with your friends laughing at you over your shoulder. It's got the same fun as QWOP, but actually feels controllable, if barely so. I made it to the second set of Washers in Level 2 before giving up.
It did take me 7 or 8 lives at the beginning to understand how the controls worked. The problem is that if you just start with Z and X, they don't do anything until you start falling over. Having those work immediately - even if it kills the player - would make it easier to learn. The sketch of the controls is tricky too - I actually thought it was a joystick.
Nice work!
Made it to the double red launch ramps, but no further. I loved the big floating text boxes - really drove the humor of the game. It was also great that Don One hoists himself up when he runs into the side of a platform.
It would have been nice to be able to see a little bit further, and I had trouble seeing the black platforms.
Could you make the player move more quickly? I found it was hard to figure out where to go, and had to scout the area before I knew what to do.
Yeah, this is a really interesting puzzle mechanic! I love how you really have to pay attention to the whole field - just because its a space you're not planning on stepping on doesn't mean you can ignore it.
I would suggest two changes:
Make the rock heights easier to distinguish. The higher rocks are a little lighter, but particularly with the irregularity of the texture, can make it hard to tell when a taller stone is in front of a shorter stone. Outlining or burning the edges of the stones could help.
Have a restart button. Its easy to lose any possible solution in the first few moves, and then I'd just have to spam random moves till I hit a lose condition.
I liked the way Jim bowed to me at the end too!
The game has such a cool look to it, and I love how the characters bob back and forth as they walk.
Until I read the comments, I didn't understand that you could click fast enough to beat the enemies. It would be nice if you got a little break each time you lost a heart - a bigger pushback, or temporary invulnerability. Most times I was just killed immediately.
Cool - every time I chose a power, I wondered what the other ones would be. Particularly for more limiting choices like wall jumps - it would be cool to see how to get through the level in a different way.
The controls felt floating to me, and I had a hard time telling when I could safely fall down, and when I would be falling into oblivion.
Cool, reminded me of that Simian Interface game (http://vested-interest.co/simian/browser/). One bug I found was on the second level, where my winning point was actually below the browser on my Windows task bar. I had to resize and move the window around, and I'm still not quite sure how I got it.
Very clever! I played it through twice just to see how the endings would be different for the last sentence in the newspaper. I would have loved an extra moment to read what the first instruction ones before the scene began - it was usually the most stressful.
I love the menu - it feels really slick. I enjoyed the stealth mechanic of figuring out how to sneak up on the enemies. It would be nice to be able to use the knife before the gun too, to make it more of a choice than just having to shoot the first enemy each time.
There are so many, "Wow, What?!" moments in this game. I love it. The sheet of paper to write down game codes is hilarious.
I really love the destructible walls and the two different enemy types. The health system was well balanced - I got low, but didn't die. The controls are really solid, and fun to jump into. I skipped over the charge shot instruction the first time I played - I think you were using the buried gate to try and teach the player, but I had already discovered the charge shot upgrade, and I thought I just had to farm enemies till I got it. Really solid work!
My favorite part of the game is casting the spells - seeing an enemy on fire or trapped in ice is a nice reward moment. I would have loved to have more direct choice in the game - until you get your first spell, there's no way to strategize. Nice work!
Very cool concept and interpretation of the theme. I had difficulty playing it - it seems in the first level if I did't get all 3 buoys within range of the wreck, I would just lose. I would have loved to be able to move resources around, or control the submarine so I still had a chance of winning.
You've got a great title, an awesome aesthetic, and a clear goal. The controls just need to be polished up so they work 100% of the time - it was easy to get stuck dead in the water. Nice work!
Very interesting! The mechanic is really fascinating, particularly when the ants start crawling on top of each other. Would have loved some animation or alternate frames for the ants so it illustrated them standing on diagonal blocks or climbing. The light mechanic seemed unnecessary, particularly when a bunch of ants got together in an inferno of light. The ant theme fits the mechanic so perfectly though - I love it!
I like the interpretation of the theme. A hidden object mechanic - where you have to identify your items under the covers - could make it a more satisfying experience.
I loved your style, but I had a hard time understanding which blocks I could remove. As best as I can tell, it's the blocks that are rotated to be at the top of the screen. If you could make the game screen a little smaller too - I missed some of the instructions because the Unity Window was larger than my browser window.
I just kept getting reset to the beginning of world 1-1. At first I thought this was some sort of gimmick, but after I tried all sorts of things - falling down the gaps in the floor, trying to go down pipes, running as fast as I could - I just kept being reset. It didn't seem to happen at any particular time - sometimes it was when I was near the end, sometimes it was right at the beginning.
I like the simplicity of your controls - the one button auto-spelunker. I found that I didn't have enough time to respond to a stalactite once I saw it. I was much more successful by just guessing the timing of when it would appear, and trying to stay in the center of the screen. Would have loved for the descending speed and jumping charge time to be balanced so I'd be responding to the obstacles rather than predicting them.
Nice work! I enjoyed deflecting the fireballs, but I wish there was a bigger reward for doing so. Having blue fireballs take out other obstacles or leave a trail of small gems in the wake would reward the player for accepting the risk of taking the fireballs head-on.
Controls felt fine, liked the call back to the days where you could only fire a single bullet. The squids didn't feel like they were actually getting close to me - would have loved for them to get much bigger, move towards the ship, become a brighter shade of red - something like that.
Very startling! I'm not sure I understand why the aliens had big stars around them.
Very cool. The whole game looks great, and the novel content is awesome. Reminds me of "Reach for the Sun." I got hit by the energy negative feedback loop - the weeds and bugs had blocked enough of my leaves that it was hard to get enough energy to pay for the pesticides and weed killer. I also noticed that weed killer occasionally has a bug where it spends the resources but doesn't remove the weeds.
Nice - you had great pacing, giving me time to play with the controls and slowly escalating the number of choppers. The most exciting part of the game for me was the end - I had just started running, and a huge cloud of choppers came to attack me as I was destroying Zungo Corp. I'd love to see some more variation in the buildings - I was disappointed when I was only able to punch the bottom floors of the scrapers, rather than being able to topple the whole thing.
Fantastic! The game is very well balanced - lost my last miner on the last turn. The rule about losing opportunities to open up to miners is brutal. Its refreshing to see someone tackle portrayal of social actions in games. A small suggestion: there's no reason the whole game couldn't be played with the mouse. Having the buttons instead of key presses would help teach the system, and make it portable to touch screens.
Very cool! Congrats on your first game! I really liked the guitar strumming - along with the voice sound effects gave the game a very chill feeling. Best I've done is 7/15 treasures - would have loved an easier intro level.
As simple as the basilisk is, he's great at being very creepy! The controls took some getting used to - would have liked the standard WASD + mouse instead.
I liked the concept and being able to customize my own city. I would love to have seen more balance in the economy - it took me a long time to build my sixth station, so that I didn't have enough opportunity to experiment with station placement.
I was drawn to your game because of the cool art style--it really matched the mood that I feel that you were going for. I was getting a bit frustrated that every time something went wrong, I spawned back at the very beginning. Maybe you could think about including checkpoints along the way? The other thing I noticed what that once I jumped on the flower creature, it did not respawn. This meant that if I did not make it onto the higher platform, or if I fell back down to explore, I would have to purposely die and go back to the beginning in order for the flower to respawn so that I could bounce on it again.
The controls felt intuitive. Hitting the jellyfish was very difficult - having larger bullets or shadows would help with aiming. I wasn't sure what would make the red wall come down - it needs to provide some feedback so I know what effect my actions are having.
The voice overs are really fun. Maybe you could escalate the difficulty by having multiple beds going at the same time?
I like the mechanic of being able to build underground tunnels. Would have loved being able to see or hear guards close to directly above me, and a longer dig time to establish a new tunnel so that I'd need to use a bit more strategy.
Is this a puzzle game? I'm not sure whether I'm supposed to find the robot, or if its just about me playing a weird character. Would love some clarity, either way!
I'm getting an "invalid data file" error when I click on the web link.
Great take on the game of snake! The burrowing mechanic feels good - it's really fun to sneak up on one of the purple shooters and jump out of the ground at the last second. I would have loved something that helped to establish the mood of the game - maybe some rampaging death metal in the background, screaming or fleeing people, a close-up shot of the worm for a title screen, or something along those lines. Nice work!
I was able to get down to Floor 10. I liked when there were objects I could simultaneously smash, as I could do some planning. Either the controls should be less slippery, or the story should call it out with wet floor signs, ice, or something similar.
Really loved the game. It was a great take on the theme, and did a great job putting me in someone else's shoes. I would have loved if for at least part of the game I got more feedback on how my choices were making the numbers go up or down - only getting feedback after all the articles are submitted made it hard to distinguish which action caused what result. Also, it was hard to find the proper point to grab a paper from - being able to grab the title or having a little handle would have helped.
Congrats on your first game! I would have loved a powerup that zoomed the camera out - it's pretty hard to figure out what to do when you can only see such a small portion of the maze at a time.
Couldn't run it. Got "The program can't start because MSVCR100D.dll is missing from your computer. Try reinstalling the prgram to fix this problem." Running on Windows 8 machine.
A very fun entry! It's a great take on the theme, and easy to understand and play. I would have loved to see the paper theme go even further, with sheets that were torn, notes from a character, or other elements that showed us progressing backwards through time.
Pretty excellent. I thought the game was over at first when the cookies dropped - it would have been better to start with something easier to push into the furnace. The playthrough video really helped too.
I really liked your game! Between the different body parts, the choice between healing or adding a segment, having your body turn to meat when it was chopped off - there were so many excellent design choices. It could be a little hard to see when you had killed something, and I wished the health was expressed through something more precise than color, but I loved it!
I loved everything about this game - it was so good. I was really impressed with the super-jumping mechanic - I wish there was more food on the tops of buildings so that I could have used it even more.
I chain slaughtered Chain Reaction. Hilarious!
Really nice! I loved the two fist mechanic, and that you had to wait until the fist actually reached the blimp before pressing the next key. Also really liked the end where it became about choosing the right key to punch multiple zeppelins at the same time, and the shifting lighting was a nice touch. Would have loved the difficulty to scale up a little faster in the middle of the game, mostly because the ending pacing was my favorite part!
What a sweet game! I really liked on level 3 having to choose whether to attack right or left, and the fish enemies were a great addition! I found myself wanting a progress indicator in the level, and the ability to use my left and right mouse buttons for the left and right tentacles. Great entry!
@BtheDestroyer - thanks for catching this! I've fixed the Windows download - it's ready to go!
@Zemmi - I totally agree, having all the children heads fall off when a neck was attacked would really boost the strategy and create some epic moments.
Thanks for the musical stylings, @VoodooWarlock!
Nice entry! I liked the moody gray cut-outs. I would have loved some more feedback - after trying 5 times to convince the lumber union to join me, I wasn't sure which of my attempts were getting closer, or what strategy I should try.
Pretty cool. I also get the firewall issue, but I could just move the window off to the side. Seeing the top of pac-man above the maze was smart, though I would love if the powerpellets had a little beacon of light so you could see them above the maze too, and didn't have to remember where they were, or if they had already been eaten.
Loved this game! The concept is clever, eating your own hiding spots is great, and the difficult scales just right. Without a doubt, my favorite part was escaping the pokeball mechanic - after having thrown so many pokeballs in my day, it's hilarious to be on the other side. Great job!
Pretty much everything is amazing. Would love to do even more things with the tentacle powers. You delivered in such a serious way!
Pretty hilarious. Would have loved to get a button prompt over the bike - needed to read the comment thread to figure out I could ride the bike.
Very cute - just wish the framerate was better!
Nice - excellent job on the creepy mood. Would have liked a little more transition time between the slow-down time of hitting something and speeding back up - I would often crash during that time.
Really liked the beats mechanic with the marching music! Seems like the restore building is a bit unbalanced - you can get enough to make waiting for a long time be a workable strategy.
Really amazing controls - does such a good job of making your arms feel big and heavy by having you press on the keyboard in such long, crushing presses. Loved the way the AI moved - erratic enough to be surprising, but still enough to not feel cheap. Knocking them up in the air was so much fun. Great job!
Loved the moody music! I wish the rooms were a bit smaller - when I died, it felt like I needed to do a lot of walking to get back to where I wanted to be.
Tried running it, but it just crashes on my old mac, even after updating Java. The game opens, I hear about 2 notes of the music, then it just shuts down. Running OS x 10.9.5 with 2 Ghz Core 2 Duo processor and 4GB memory.
I liked it, but I was confused about how some of the rules worked. I'm not sure if the lights were turned on brighter as I fired more, or from the lightning, or from where I was standing, or it was when more people were seeing me. Would have loved some Mark-of-the-Ninja style stealth visualization cues, so I could be as precise in my sneaking as I can be in my dodging.
I tried downloading it, but Chrome straight up blocked it.
Way to go on your first entry in Ludum Dare! I would have loved clear breakdown of how the monster score at the end was calculated, so I could have divided my time wisely between burning and eating.
I love the idea of being able to help people as characters, or eat them as a resource. I wasn't clear on what I was supposed to do, or why I would lose.
Really fun - lots of cool powerups and options. Having building climbing be so easy felt great. I didn't understand right away that having baby kiwi meant I could sent them to jump attack.
I've made terrible life choices! Why didn't I become a post office worker?!?
Nice entry! I wasn't able to make it to the end - the dagger is small enough that I was only making it to about the 5th aggressive slime before succumbing.
Gotta love a game where the combo goes from a dagger stab to a roundhouse kick! I got to the point where four guys came in when my character froze. Up till then, combat felt really good, and premise is nicely dark and hilarious.
Lovely art, and great use of the theme! Would have loved some more scaffolding on the mechanics - I had to play 4 times and read the comments to understand what was going on with the fisherman and the cook.
Yeah, fun! I LOVED that jumping depleted your air resource - I've never seen such an interesting twist on such a common game mechanic and it fits so well with the space theme. I would have loved a few more cues to help figure out spatial relationships - when the astronaut and his shadow are behind some boxes, I sometimes got lost spatially.
Nicely done! My favorite modes were "spotlight" and the one where the stage goes away while you're jumping. The darkness was the most frustrating part for me - I hadn't memorized the stage, and the reset was so quick I couldn't tell what I had run into.
Pixel art was really nice. I'm not sure why you could choose to continue to be a bully - it didn't feel like a fun option.
Very cool. I ran into a few tech problems - at first I couldn't type, and even after I closed Chrome, a new tab registered as the second instance rather than the first. I was able to work around it in Chrome's Incognito mode. Totally worth it - a fun concept and story.
So clever! Way to take a simple mechanic and really play with it. Loved the story interstitials - particularly during the boss fight as your punishment for getting hit. Good call on reminding me to press space there. Totally thought Brad was going to get locked out at the end!
Really nice - the furniture changing to enemies and back is so simple but works so well. I do wish the holes gave you a little more time to get off them - they can be insta-death if you're unlucky.
The art here is beautiful - it both makes me excited to keep playing, as well as fitting so perfectly with the tone of what you're going for. The interaction is confusing - I would prefer more opportunities to explore acting on things before running into a fail state.
Loved the little intro, the fun premise, the circular room mechanic. Controls are the trickiest part - there's lots of cool abilities and weapons, and remembering how to switch between them is tricky.
Nice entry! Congrats on your first game project!
Really nice! Reminded me of Lovers in a Dangerous Spacetime, but the addition of the water mechanic was a nice touch. Great humor with the battle umbrella and pump system. Personal Best: 18283 - pretty close!
Got to wave 8 until my 1 room became 0 rooms. I liked the ring around the tower placement - definitely helped to figure out where I could maximize the impact. I also really appreciate the simplicity of adding new towers rather than upgrading other towers - it avoids the problem of the ideal way of winning is sitting down and doing some DPS calcuations.
Nice - I loved how you could make things even more frantic as you didn't have to worry about being hit yourself! I think there might be a bug with the spider counter - sometimes it went up without the kid hitting a spider.
Thanks everyone for your kind comments! I know know the dangers of leaving in temp audio effects :\
Lovely entry! Putting the key inside the house was such a great way to build on your mechanic - my favorite part of the game. I'd love to play a post-jam version that built even more on the great stuff you've done here!
Liked the format of the questions - way to take ethical problems and put them in a dating app interface! Things felt a little to random to me - the weird man is often just a game over, independent of what I had done.
Very clever - very impressive. You've done so much with so little. The theme of the room is one of my favorite parts - functional, weird, yet definitely starts to build a story about this space. One of my favorites of this jam!
Wow - there's so many ideas and so much polish packed into this game. The quality of feeling of the controls is pretty superb - it easily beats many commercial games that have taken much longer to make. I would have loved to have the audio a bit clearer - I had difficulty understanding who was talking or what they were saying.
How beautiful - incredible that you made something so lovely so quickly. The polish here just really shines through.
Lovely art - I don't think I've seen a handpainted style used in quite this way before. I liked that flakes were both positive and negative.
Took a try or two to figure out the controls - that I needed to be constantly pressing the buttons.
Nice entry! Graphics were really bright and colorful, and the music matched the mood really well. I wonder if a stronger shadow beneath the truck would have helped make the ramps easier to get up?
Also, I love trying to figure out who lives in this room, and needs so many guides on the Digital Internet - really made me chuckle!
Wow - I am crazy impressed. The number of fun mechanics, level design, art - it's amazing! I loved seeing how the level changed each time, and the characters did a great job encouraging me to replay the level - which was even more satisfying the second time as I started to memorize where the enemies and hazards would show up. Loved the foreshadowing of the different mechanics, too.
The only constructive criticism I can find is that I think there's a bug - I don't think the level counter is properly reset, where if finish one level then go into the next one, by the end of it the level counter has re-counted my loops from the first game.
Great job!
Wow - you've got so many cool things going on here. The purple square floor effect is great, and really emphasizes the moments when you discover a memory. The mix of very abstract space and defenses does a great job contrasting and highlighting the very specific symbols. So few polys and colors, but you're really nailing the mood with them. Well done!
Very innovative! I loved how it both made a Rubix cube puzzle easier - I didn't have to undo my progress - but also harder - there's now orientation, and challenging camera angle. One of the most interesting parts of the gameplay is that it sometimes seemed easier to do in my head than in the game - I would look around at the furniture, stop and close my eyes, and do the rotations mentally.
Lovingly bizarre. The absurdist horror is done really well. Sometimes it was hard to tell whether a wall parallel with the direction of the camera had a door in it or not.
Loved the little graphic at the start - particularly the way it hovered up and down like a bee. It's an adorable game! I had a bit of a problem lining things up - sometimes I would think I would be over an object where I needed to be nudged in a bit of a different spot, or I'd throw an object and had a hard time lining it up.
Favorite moment was the 3rd boss fight - I've played plenty of games where the boss spawns extra enemies, but the laser gun encourages you to line them all up - very cool and clever strategy. Would have preferred if enemies didn't respawn, or only respawned sometimes - made them feel less important to kill.
Cool - reminded me a little of Super Crate Box. Daggers were easily my favorite weapon - they took care of slimes like nobody's business.
Great entry! A really solid mechanic, a fun take on the premise, and it scaled simply and nicely. Took me a round or two to understand that customers were instantly satisfied once I put them in a room and could take them right back out again.
Fun! I really enjoyed the yellow and blue rooms, and eventually found the magenta room. Green was a little tricky - I could see what was supposed to happen, but had trouble seeing it clearly. No idea on red - got that one through guessing. Loved the ambiance and general feeling, ending was a fun reveal. Nice work!
Amazing - what a great take on the theme. Easily my favorite difficult game this jam. Each time I lost, I immediately had the though "ah, but if I had been clever and done it that way..." which is the key to my heart. Well done! Made it to 33.81
Great entry! The pacing, level up system, different enemy types, and shield abilities were all really well done. Surprisingly gruesome.
Lovely mood - your logo and the pan down were really classy, and keeping the instructions on the screen until I had a chance to try them all out felt great. I didn't get very far - the enemies were just too tough. I liked that the strategy called for shooting them when they were up high, but shielding if they came down low and shot into your room. I think it would really shine if things were slowed down to give the player more reaction time.
I liked the lighting and collecting of the mysterious lanterns. I like the claw idea, and I would love to be able to make choices based on it.
Congrats on your first ludum dare entry!