Rememberance... by AClockWorkLemon 2010-12-21T05:28:00
A pointer to the closest one would probably be the perfect addition to this game. As it is, I got to 39 before feeling hopelessly lost...
Foon → Ludum Dare Explorer → Users → johnfn
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2011 | 21 | Escape | Escape Artist | compo | Innovation | 4.47 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | HareBnB | jam | 4.50 | 5.00 | 5.00 | 5.00 | 5.00 | 5.00 | 4.50 | ||||
| 2023 | 53 | Delivery | Interdimensional Rift Mail Delivery Service | jam | ||||||||||||
| 2023 | 52 | Harvest | 👥 | Bug Snacks | unfinished | |||||||||||
| 2022 | 51 | Every 10 seconds | 👥 | Hocus Poquest | jam | 160 | 3.95 | 3.77 | 3.13 | 3.20 | 3.65 | 3.38 | 3.70 | 3.52 | ||
| 2022 | 50 | Delay the inevitable | 👥 | Light at the Museum | jam | 257 | 3.88 | 3.70 | 3.84 | 3.66 | 4.13 | 4.00 | 2.91 | 4.20 | ||
| 2021 | 49 | Unstable | 👥 | Timmy's Very Bad School Day | jam | 41 | 4.26 | 4.28 | 4.02 | 3.48 | 4.03 | 4.26 | 4.47 | 4.18 | ||
| 2021 | 48 | Deeper and deeper | 👥 | Far Fetched | jam | 59 | 4.24 | 3.97 | 3.46 | 4.02 | 4.46 | 4.53 | 3.63 | 4.24 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Good Morning, Beautiful World | jam | 285 | 3.90 | 3.64 | 3.04 | 4.22 | 3.73 | 4.26 | 3.92 | 3.87 | ||
| 2020 | 46 | Keep it alive | 👥 | Will of the Wisp | jam | 334 | 3.90 | 3.53 | 3.16 | 3.44 | 4.26 | 4.50 | 3.45 | 3.98 | ||
| 2019 | 45 | Start with nothing | 👥 | Ashes to Ash | jam | 330 | 3.65 | 2.97 | 2.81 | 3.72 | 4.34 | 4.36 | 3.50 | 4.05 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Dragon God Trail: The Card Game | jam | 3.87 | 3.00 | 3.62 | 3.62 | 3.87 | 2.00 | 2.66 | 3.83 | |||
| 2018 | 42 | Running out of space | Cat Hotel Island Deluxe | jam | ||||||||||||
| 2018 | 41 | Combine 2 Incompatible Genres | It's a Big World for Little Square | jam | ||||||||||||
| 2017 | 38 | A Small World | For A Small World This Place Sure Has Big Problems | jam | 4.00 | 4.00 | 4.00 | 5.00 | 4.00 | 5.00 | 5.00 | 4.00 | ||||
| 2015 | 32 | An Unconventional Weapon | The Dumbest Weapon | jam | ||||||||||||
| 2013 | 28 | You Only Get One | Only One Chance | jam | 4 | 4.26 | 3.98 | 3.30 | 3.60 | 4.23 | 4.34 | 3.85 | 4.30 | 61 | ||
| 2013 | 27 | 10 Seconds | Trouble In Platformville | jam | 144 | 3.45 | 3.39 | 3.19 | 2.97 | 3.48 | 3.74 | 3.42 | 2.96 | 50 | ||
| 2013 | 26 | Minimalism | The Minimalizer | compo | 406 | 3.31 | 3.21 | 2.19 | 2.50 | 3.00 | 3.61 | 2.74 | 2.98 | 37 | ||
| 2012 | 25 | You are the Villain | The Darkness | jam | ||||||||||||
| 2012 | 24 | Evolution | Targeted Evolution | compo | 58 | 3.68 | 3.57 | 3.14 | 3.34 | 3.48 | 2.02 | 4.02 | 3.18 | 87 | ||
| 2012 | 23 | Tiny World | Bright Worlds | compo | 273 | 3.24 | 3.15 | 3.52 | 1.76 | 3.30 | 3.26 | 2.12 | 3.05 | 87 | ||
| 2011 | 21 | Escape | Escape Artist | compo | 18 | 3.82 | 3.59 | 4.47 | 3.12 | 3.24 | 3.69 | 2.92 | 3.38 | 14 | ||
| 2010 | 19 | Discovery | The Dreamer | compo | 14 | 3.78 | 3.72 | 3.33 | 3.78 | 3.28 | 3.72 | 3.18 | 3.50 | 12 |
A pointer to the closest one would probably be the perfect addition to this game. As it is, I got to 39 before feeling hopelessly lost...
Nice little game with a great concept. The levels were very well designed for the most part, although I have to admit that towards the end they seemed kind of random. I laughed out loud at the level that spelled out words (I don't want to be specific, as to save the moment for others).
This was neat. Good concept, good execution. The graphics were simple, but they did their job. I liked how it felt like you really were in a snow storm because the snow was piling up - that was really cool. It wasn't very clear (perhaps intentionally? ) but once I figured out exactly what I was supposed to do and how to win, I felt accomplished.
My only problem with the game is that the strategy for actually winning didn't feel very.. strategic. I would just run from plant to plant reactivating and hoping that I could turn them on faster then 'they' could turn them off.
But all in all, nice enjoyable game, and good use of the theme :)
This was a cute little game. The MS Paint-y graphics had this appeal to them that I had to like. They could be sharpened up, sure, and the game could be made longer (and less straightforward) but there's something homely about it's current incantation. Or maybe I'm reading too much into it :)
It seems to me that all you do is walk in one door and discover a sketchy looking Atlantis? Are you sure you uploaded the right version? I didn't even get to see the first screen shot in the actual game, which leads me to think that something is wrong.
Nice game and solidly programmed. The controls could have been a little more strong, though, and the guy moved so slow that exploring the little areas took forever. Backtracking especially was frustrating. If you made him go faster (maybe a run option), you could improve the game a lot!
Nice game. It kind of reminds me of Pokemon Snap, which is weird, because I've never played that game. It's kind of exciting! However, it makes me sad that you can get negative points for a bad picture!
Cute, simple, and perhaps a little addictive too! All in all, I couldn't ask for more out of a 6 hour game. Nice job.
Highly impressive! Love the pixely graphics, love the RPG elements. In fact, I love the whole thing! Although it did lag a little for me at times. Amazing that you did this all in 48 hours. The only problem was the difficulty curve; I started 1 hitting all the enemies after a few minutes, and it took me only 3 hits to kill the boss :)
Man... This was a good concept for a game, and it seemed really interesting, but needed some serious playtesting. Your ship is just too slow. It was agonizing to watch the little thing crawl across the sky. I played for 15 minutes to get the upgraded speed, but it was still too slow to really be engaging.
Well done, my favorite LD entry so far! Well done with the dynamic lighting and level design. I agree with Wizbane; I got lost for a while trying to hunt down that final crystal. The ending dialog got a chuckle out of me, too. Some more resolution would have been nice, but eh, that's okay.
Last thing: Just how convenient that there happened to be 5 anti matter crystals down there just waiting for you! :)
Cool game. It felt very solid, and I didn't notice any glaring bugs (or in fact, almost any bugs at all - nice work!). The music and sound effects were good, and it does seem like you put some care into the details here.
On to the gritty details: two things would have helped me enjoy it more. One, you could die so fast! A tiny slip up and instant death. That's no fun! Also, the collision detection felt like it wasn't being very nice to me at times. This was probably just confirmation bias or something, but it's always good to have the collisions slightly in the player's favor so that they (I?) don't get grumpy over these things.
I just wasn't fast enough to stop all the little bots, and after they fell back down once or twice then they were going like 10 times faster than me, and things would just get insane. It seemed to me like after you jumped on one, you couldn't do a combo jump (and jump on another), which made things tricky...
After playing a while, I managed to get fairly decent! I never survived for longer than about a minute, though.
Thanks. The main issue I noticed (not sure if this is what you're experiencing?) is pressing 3 buttons at once (i.e. jumping up and left while holding shift). As you suspected, this is more Flash than me; I figured out a bit too late that Flash sometimes can't deal with 3 simultaneous key presses. It's really strange though, and in fact I didn't notice because it depends on where the keys are on your keyboard (for me, right shift didn't work, but left shift did).
Thanks guys. Do you think I should turn down the speed a little? I made it pretty fast because I always got frustrated with games when the movement speed was too slow.
@Sos: Cool! I really like Knytt :) I think in my final version of this game I'll give some sort of indicator to see if there is a guy in this room - because I really dislike games where you have to do endless searching.
As for now, a hint to anyone who is still searching: there are TWO guys in the dark world.
Thanks for the comments guys. I guess I kinda messed up on the controls. I'll be sure to improve on them next time around, (assuming I end up making a platformer again).
Also, @Starspell, wouldn't my game without the shift mechanic just be a normal game? :)
Wow, thanks for the nice votes guys! I was just hoping to get in the top 10%. 'Course, I plan to do even better next LD. ;)
Also I think it's funny that I was the only one in the top 10 to not get any other rewards. Apparently although I suck at innovating, being fun, theming, making graphics, making audio and being funny, I'm a decent game maker. :P
Kinda conflicted with how to rate this one; the idea is strong, but the execution needed more care. The helicopter minigame felt especially rough; I couldn't see any of the bullets because of the contrast of yellow light blue, so my strategy essentially became moving up and down randomly. I could usually clear out an island with a helicopter or two with that. There was also the problem where you would have to fly over land that you already conquered to get to the next turrets, which took a long time and didn't feel productive.
On the more positive side, the game outside of the shooting game felt more strong, and it was kind of neat to watch my kingdom grow :) A good, ambitious concept for a game that I'm impressed you managed to pull together.
Reminds me of one of the first Flixel games, and I see you also used flixel. Simple but gets the job done.
The demo was agonizingly slow, but the rest of the game was much better. You should really look into that! Also, my general strategy was just to plant 1 peaceful protest and win, which seemed to work fine for me. Maybe you could make the gameplay more complex somehow?
This game has a great dark atmosphere, but is a little too repetitive. I didn't really feel like I was progressing until I suddenly won. It's still pretty nice, with great graphical style.
Yeah, there isn't a lot here, but keep working at it...
Nice little game. I checked out your source code (as you mentioned) and it's kind of amazing. 3500 lines, with a bibliography at the end..!!! We need a technical category for people like you.
Neat idea. More development?
Seems to be influenced by Helicopter, one of my favorite games! With a little polish, sound effects, etc, this could be super addicting.
Nice game, nice polish. Make the controls a little more solid and it could be great.
Voice instructions! That was a neat surprise. I would like more levels though - and maybe sharpen up the graphics a little :)
Nice little game. I would like to see more gameplay mechanics though, to keep things more interesting.
The game works for me too, although I think I had trouble before. It's pretty good - congratulations on getting a game done. Some constructive criticism: the slidey controls make me kinda frustrated - it could have controlled a lot better, and sometimes I would fall realllly far down and have a long boring time getting back up. But still - the game is solid and kinda neat. Good work.
This is pretty cool. Graphics are great. Controls are solid (not sure what everyone else was talking about). Really impressive for such a short amount of time.
Nice little game. The lighting system and ray-tracing gun show you have some definite programming chops. (So too does the internet death displayer, but unfortunately I didn't see any - not sure why?). I question why there are 5 different levels though, since they all seem to be pretty much the same (except for the introduction of shooting bugs). Still, nice game.
Your host seems to be down. I can't download the game :(
Ooh, eerie. I liked how you can move stuff both by yourself and with the mouse - that's a neat mechanic. The game was actually pretty creepy, especially since I was playing near midnight in a totally dark room. :) Couldn't quite figure out what happened at the end - some dark scary stuff came and then boom gameover. Still neat!
Amazing instruction page. Really funny mechanics - kind of like a demented platformer version of pacman. The controls could have been a little more solid, and the death screen could go by faster, but I'm loving the concept.
I just couldn't figure out this game, and I died like 20 times. I got as far as sticking a boulder in the cannon, but it just seemed to disappear and not show up again. Maybe the game should clue you in if it notices you've died a lot or something. :)
I love tower climbing games. So addicting. They are probably my favorite genre. This one was good too - my biggest complaint was that the jump felt a little float-y and that sometimes you just couldn't escape because there were no platforms to jump to, but those are mostly me nit-picking.
Heh, + humor points for "The boulder will kill you!" Aww, really? I thought we could be friends. :)
You should definitely develop this game. Grappling hook seemed inconsistent - was that because it could only go out to a certain length, or what?
So intense. I have never felt so much agony as I have when I was watching my prisoners crawl slowly to the exit, one sacrificing himself for the other.
Nice little game. Took me two tries to win, mainly because the first time around I didn't realize my health came back. The game could benefit a lot from some variation in graphics (instead of the uniform white and brown) but on the other hand I liked the filtered effects and falling snow. The soundtrack, while pretty simplistic, was nice.
Cute, if short, puzzle platformer, and that mechanic has a lot of potential. Nice job with the fuzzy filter over the graphics; it gave the game a neat feel.
Thanks for the comments, everyone! :)
@Almost: I've tossed in a feature just for you. Press 's' in game to make the game Smaller - 400x400. (I feel like this revision is valid since I feel that not fitting inside a computer's resolution is a game killing bug. Let me know if you disagree.) If you're on a mac, unfortunately I won't have the feature out for you until tomorrow, but it's up on the windows version. Let me know how this works for you :)
@nuria: The trick to get past the enemies is to wait until they start to turn before you jump over them, because their line of sight is diminished for a little bit. If you think it would be better, I can make the screen size 1.5x - just let me know. It's really important to get to the dead body dropping, since that's the best part! :D
Hey @Dogbomb: the gold thing is actually not a glitch - it's a visual indicator of how much gold you have on the heads up display (like health). I only realized that this wasn't super obvious after the compo - oops. (And depending on which screen it is, there's almost always a point, and it always involves gold...) Thanks for covering me in your video :)
Nice work. The graphics are well done and you have the distinction of being the first entry I've played to have decent sound. The game itself is good, and I like that the mechanics are somewhat forgiving - I don't die without at least a 1 second exposure to the frickin' beams. That was well thought out.
Lovely game. Well done. Arguably the best point and click adventure I have played.
Awesome! My play style is just to hold W all the time cause it's more fun that way. :D I'd like some more variation later on in the game, but the game does well.
Also waiting on a windows port :)
The download link leads me to a google docs zip, and I don't want to download every file individually. Is there a better way? Could you upload to mediafire maybe?
Nice little game with nice little polished graphics. Nice overall :) My only problem was that it seemed like I would occasionally run into situations that were simply inescapable, for no problem of my own. Maybe be a little more generous? I mean, I'm going to die anyways... :-)
It seems to be just a tech demo right now, but definitely keep working on it!
Sooooooo pretty. I'm so impressed by your graphical abilities, especially in 48 hours.
Cute little game. Would be nice to visibly show what colors 1, 2, 3 and 4 map to, but otherwise I feel it does what it set out to do.
Although you seem dissatisfied with it, I kinda enjoyed it. nice job with the randomly generated levels; I never encountered one that I couldn't beat. I was hoping for more of a resolution, though, but it's understandable that you didn't quite get there.
Man, I tried really hard, but I got stuck at the guy who rolled back and forth. One hit from him took like 90% of my health, and he seemed to have an endless amount of HP. :( I died a lot.
Whoa, one of the best entries I've seen so far. Simple mechanics, but oh so addicting. Well done.
Nice little game with a clever mechanic. I admit, my favorite part of this game is that you can cling onto the side of blocks. It's a great mechanic that makes the game feel a lot more solid, and more platformers need to have it :)
Definitely move over to mediafire or something. This file host is really bad.
The game is a good start but just not fair! Why are spiders so much faster than me? And how come I can't do anything except be killed by them? I need to be able to get revenge somehow, or else it's just totally unsatisfying.
Haha, nice game. Love the big black chompy thing and your (small) humor style. Showing health by bullet color was also clever. I liked that almost everything was destructible too. Solid LD game!
Can't test this as it's only on OSX. Any plans of a port?
Alright - I found a mac. Very solid game. If only it was longer!
Cute game! Pretty much the last thing I expected to be doing when playing Ludum Dare games. :)
What an interesting game. I hate the rat-race part, but that's clearly the point. And the indie section is so much more enjoyable because the rat race is so painful. Really interesting idea and well executed.
Neat little game, with a clever concept. As for criticisms, I can do little but voice the problems that everyone else has already mentioned - very frustrating to get reset, and I had problems going in certain directions and I had no idea why. Still, this game is cool, and worth further exploration and development.
Tough game but fun. Feels very old school. Also, it's REALLY hard.
Nice first LD entry - congrats! You should definitely think on extending this, adding more features, stuff like that :)
The archive seems to be corrupt for me.
Cool, you fixed it! Nice little game. My primary complaint is that I didn't feel like much skill was involved. I just ran through and shot everything and won. It seemed like it was almost impossible to dodge the enemy bullets, and I only rarely succeeded even though I was constantly strafing. On the other hand, you balanced the game well, and I was very close to dying when I won - so good work there.
Very ambitious - something I like to see! Would like to see this game developed further also.
Crashes instantly on Win 7. I noticed you said there were some requirements - would it be possible for you to package them along with the files so that I can just install them and go? I think that could help a lot of people.
Nice little game. Good solid coding work for 48 hours; there are a lot of details here.
I must say though, the mechanics feel a little backward. I get money from my own robot's deaths? Why? Doesn't it cost me money to make them in the first place?
Cool concept though.
Good concept. Would like to see it expanded.
I missed the first jump like 20 times in a row, then got 50 seconds. Hehe. The "see all past players" was cool, but since they weren't distinct from me, they started to really confuse me and I had to restart.
Really hard, but shows a ton of potential that I hope is developed. My favorite part: audio goes slower when you slow down time. Awesome touch!
Such sadistic gameplay. Awesome.
Very beautiful entry.
First: This is a really nice first game. Great job. Cute graphics, good level design.
One of my favorite decisions was how you introduced the cannon before the powerup. That's a clever way to go about things.
Don't explain too much - I think the first few levels were a little too walkthrough-y, since the player can probably figure things out on his own.
I eventually got stuck in a wall and couldn't progress further or die, somewhere around level 14 I think? Still, I won't mark you down for that little hiccup. Good stuff.
Nice little game. Funny to see traditional platformer roles reversed.
Haha, that was awesome. I laughed, I cried (at level 5... but not really). Awesome.
Really interesting concept. Would like to see this developed further.
I really really liked this game, and if it was longer, I may have loved it. I could have stayed in that escape room forever...
Congrats on your first game. I was having trouble figuring out what was going on - was I invincible? I couldn't see a health bar - and eventually I fell off the side of the world and got stuck :( Still - good job finishing.
Lovely game! I'm a big fan of audio components, so well done! And the concept is hilarious.
Hilarious concept. Decent execution, but I wanted lots more :)
Nice game, but really unforgiving! Noobs like me need checkpoints every 2 seconds.
I wish it was faster! Got the crashing bug, but after restarting it a few times I managed to get it to run. The water physics were neat :) Also, it'd be great to have better control over your shooting - seems like you can't shoot to the left while retreating to the right, for instance.
This is absurdly fun for such a simple concept. Downright addictive. Really hard though. Even with 20 minutes of playing I didn't manage to win. It's really really easy to die at pretty much any point. But it hardly matters! This is awesome.
Nice start here. I got stuck in one of the rooms and couldn't interact with anything for some reason. Not sure if I made a mistake or not. Perhaps you should have some indicator on top of interactable items.
Despite what everyone else was saying, I was feeling more metroid-vibes from this one. The thing about a problem in sector 2 was giving me flashbacks :-)
This game is insanely hard. The graphics are beautiful, but wow is it punishing. You practically have to be pixel perfect with some jumps. I would really really like an 'easy mode' that gives you a bit higher jump height (or maybe slows down the game).
It's a good game, I just suck at it ;-)
Cute game :-) Really liked the idea.
One thought: boost that movement speed! I ended up spending a lot of time just walking around...
Cute. The controls could be a little better, but I understand that there's some attempt at physical reality going on here :) Too bad it's so short, because the concept of the planet giving you resources is super clever.
derrickdool: 1589! :D
I'm a big fan of helicopter-style games, so of course I'm drawn to things like this. Nice charming graphics, too.
This is a really clever game with a neat mechanic. Nice work :)
I sense a lot of potential and a lot of ideas, but like everyone else I had trouble figuring out what was going on! It would be nice to have some sort of text explanation which nanobots are which types. Some introductory sort of tutorial would be nice too :)
Nice concept. I was always a fan of sim games :-) One suggestion - the ability for the player to place items, rather than having it done randomly, would add a bit to the game. It's always good to make the player feel like he has control ;-)
Nice game, with a clever gameplay twist. Took me a bit to figure out that being less anxious made you a better jumper, but that's a cool idea! The art was really nice, too. If I could be picky, I'd like a bit more variation in level design, but that's really my only complaint.
Hahaha, great concept! One suggestion: better controls would be nice. I like the idea here :)
This is a fun game :-) My only suggestion would be to work on those graphics! The gameplay and everything else was simple, fun, and polished. Good work.
Huh, interesting start here. It'd be cool to have some more stuff happen in later levels - maybe enemies :)
I couldn't seem to download from the website. You should probably host it somewhere else. My suggestion is Dropbox :-)
Nice game! Really needs some audio though - some laser beam shooting noises would really help out here. The graphics are gorgeous! My first strategy was to stay as far to the right as possible, but I kept on being ganked by those little green guys. The better strategy seems to be staying as far to the left as possible without dying, so that you can get more shots in.
Heheheh. Great sound effects :D Really smooth gameplay too. My only wish was that the magnifying glass was a bit bigger, so I could see incoming enemies.
dot dot dot dot dot :)
Whoa, very nice graphics and a funny concept. I can feel my typing skills declining already!
Hilarious game. Good work. "Who's firing the cannons anyway?"
Nice game. Really nice graphics and creepy music! I'd like to see a little more variation in the gameplay, but it's great for a jam game!
Nice music and style. One bug: I went off the side of the screen with a lot of acceleration, and disappeared forever. I didn't die though, and my score kept slowly ticking up.
Interesting idea. The controls drive me totally mad though, although maybe it's personal preference. I'll echo what others were saying - some chance of death may increase interest, also.
Heh, I really liked the concept of morale. This is a nice start to a game. Make it a little less open world and I think people will like it more (it's a psychological thing).
Huh, interesting concept! Reminded me quite a bit of zelda, actually, which is good :). I wish you would walk a little faster, since you end up spending almost all of your time walking.
Hmm, nice game. Pretty much a traditional point and click puzzler :-) Nice work on the graphics.
This one goes above and beyond. The last bossfight was tough but rewarding.
Plutos not a planet :(
This is a good idea, but could do with a few tweaks. I'd like to see all the planets in one view - it would make managing stuff easier. I'd also like some sort of global indication of how much time I have left before the end of the world - maybe a huge bar that stays glued to the bottom of the screen, to incite panic. :-)
Cool idea!
Wow, very nice and polished. Beautiful graphics. I love the concept too - reminds me of Minish Cap - I even entertained the notion of doing something similar to this for a bit :-) My one nit to pick would be to ask for more things to do other than collect stars and keys - it begins to feel very straightforward after a point. Still, that doesn't degrade much from the game, which is great!
6 stars for the music. That intro music. oh my GOD. Fantastic take on the theme too. This is a really impressive game for all sorts of bizarre reasons that I happen to love. Amazing!
This game was fantastic. I think you've even outdone your past LD entries. Your work is inspirational.
uberneen: can you try again? The zip seems to be working fine for me.
de10ter: sorry, this game is pretty processor-intensive, as it does a lot of light calculations.
Milo - aww, that's too bad, I worked pretty hard on sound.
About the respawning stuff - it's actually very hard to choose a good respawn point, because lots of places that were previously safe might not be safe any more if you move light around. So yeah it gets a bit odd. If I had more time, I'd make a checkpoint system.
Thanks for the comments!
Darn; I worked only on OSX so I didn't realize that the Windows version was so speedy. I slowed it down a tad - I hope that's okay.
dansludumdare: Putting the light there is correct! It's a puzzle! :-)
racarate: That's too bad about the movement. It's possible that your computer is one of the ones that can play this game freakishly fast. I really should have made a compensation for faster FPS, but didn't really have time :(
tfendall: about boxes and switches. They actually do remember their positions on top of switches, except in one special room where it's possible to be unable to continue if the box didn't reset.
It's too bad that you couldn't finish, although I do understand that the game is a bit finicky. I'd encourage everyone to try to see the final puzzles (when aiming beams at the world maker), as I think they're the best puzzles in the game.
This was certainly the most original game I've played so far.
That was delightful. Great ending.
Heh, nice game. Felt like I was on the moon, I could jump so high :)
Great game, beautiful graphics.
The counter clockwise thing is a pretty unfortunate bug. This is a good start though. Needs powerups and crazy music. :)
Really cute graphics. You should introduce more tricky gameplay concepts towards the beginning, so that people are instantly interested :)
Jesus. The amount of content here is absurd. Humbling! My only criticism is that I felt the control of the ball was kinda sloppy. But that is a pretty minor thing. Fantastic work.
Nice game - super, super fun. Just kill that overheat meter and give me something to do (other than die) when I get boxed in by meteors and I'd pretty much never stop playing this game.
Neat! I'm a big fan of sim games :-) Add a few more actions for me to take, and make the population grow faster, and this could be really cool.
Very nice, very pretty game! I'd like a more ramping difficulty curve, but it was pretty fun as is! Nice work on the graphics.
Very nice! Nice graphics and an interesting gameplay concept. Having all those stabbers everywhere might not have been the best idea, since sometimes I would die like 50 times before finally getting to where I wanted to go, but that's a pretty minor criticism. Nice game!
Wow. Brilliant mechanic but absurdly hard. I have no idea why it's so hard. It's just like my mind doesn't work that way.
Cute game with a cute concept. Fantastic work for 48 hours. My only suggestion would be to make the camera view from higher up so that it clips less.
I'd really like to just be able to hold down the space bar and fire! And the enemies should have different movement patterns too, so that just standing in the same place the whole time isn't a viable strategy. But this is a nice start! Keep working at it.
Nice game with an assured graphical style. Would really like to see where you take this, too. Very minor thing: Took me a minute or two to realize rmb meant right mouse button! You may want to clarify.
My error seems to be that lwjgl isn't in my classpath. Perhaps you should include that jar or give some way to set up lwjgl? I downloaded the lwjgl.jar file and placed it in the same directory as your jar, but it still didn't work for some reason.
Heh, nice game. I gave you some humor points because I accidentally murdered like half my population on the first day without really thinking about it. In the end, I managed to kill the boss, but no little civilians were left. :(
Nice space shooter! The sound effects were a little abrasive, and it could do with some background music, but otherwise I liked it. Pretty sweet for 48h. :)
This game is fantastic. Would it be asking too much to ask you to upload your fruity loop project files? Your music is really impressive and I'd love to see how you did some of the things you did. If not, that's fine - just thought I'd ask.
Whoa! So much cool stuff! The presets look great - I should learn a lot from these. And the one hour compo thing is pretty much exactly what I never knew I needed. I'll totally be doing it :) I can't thank you enough!
Nice asteroids clone. That sound effect drives me nuts though :) My suggestion would be to make the main character smaller so that you don't get insta-ganked when shooting at a nearby asteroid.
Haha. Nice game! By the end, every time you see 'I wonder where X got off to', you just know they're a goner ;-) I gave you some humor points for the silly sword swinging animation and the ridiculous sword sizes.
This is an impressive amount of content for 48 hours, also!
Cool idea. Just buff up those graphics a bit and add some sound and animations and this will be really sweet!
I just wanted to say a word or two about the 'web games only please' thing. Ludum Dare is one of the only times where I can get feedback on a non-web game that I've made. I really enjoy the chance to escape from my comfort zone of Flash and make games in languages I might not have had the choice to make games otherwise.
I agree that web games are typically easier to download and play. I am perfectly fine with getting fewer votes because I decided to program my game in Python. I'm also perfectly fine with you passing over my game because I made that choice - I understand it's more work. I knew coming in that people would pass over it as soon as I chose Python.
So, in sum: it's fine for you to skip games that aren't web games, but please don't leave messages encouraging everybody to make a web game. The fact is that the decision I make of which language I want to make my game in is a complex one, and doesn't boil down to a simple 'I'll make a web game because it's easier for others to play'. When you make posts like that, it feels like you are encroaching on my freedom as a developer.
I'd also encourage you to stop because your posts seem to be causing dissent and anger. Let's keep Ludum Dare a happy event. :-)
As a neutral third party, I think this is a non-issue.
The game idea is unique to neither PapyGargos nor favardin; I've seen it many times before. The artistic style is the same up to the fact that there are colored grids, which is really not the same at all.
Really though, this is Ludum Dare. I'm unsure if you're familiar with Ludum Dare, but this is a casual community. It's a competition with no prizes. You could clone a game perfectly and it'd still be a non-issue because no one here is getting rich or famous.
Nice game - although I think it would be better with a shorter timespan and fewer ants (so I could have more control). As it was, I kinda felt like just spamming the world with green the whole time was an effective strategy, which didn't feel very strategic.
The music was really good though. I just want to ensure - you did compose it all yourself, right?
Darn, I instantly got stuck in a wall of sand somehow. The laser doesn't destroy anything right in front of you, so I was hopelessly spinning in circles. That happened twice. The third time, I got all the way to the rock melter! Then it happened again :(
This game is really fun though - it's a great idea. It's like minecraft... in SPACE!!! :-) It's really quite addictive. Other than that thing about getting stuck in sand, I'd like to see better controls - it was really hard to navigate to 300, 50 because my velocity was so high that I vastly overshot and flew to 400 instead heh, whoops.
Nice sokoban clone with a little bit of additional features too. Props for the guitar music :-)
Terrifying. Very clever way to show 'getting hurt'. Loved the stylistic choice of having separate images when you inspected things. I was playing this at night in the dark and ended up having to turn down the music because I was getting creeped out :-)
Nice game! Played all the way through. Some of the middle levels were pretty frustrating (where you just had to drag blocks around), but you made up for it in the end with some more clever puzzles. Nice work here :-)
Whoa, making a text-based TD is massively impressive! The fact that the asteroid expands is a neat twist too.
My nit-picks: The two separate bases to defend makes me feel constantly off balance - I improve one, then another, etc. Also, I'd like some maps more conducive to making mazes, as that was always my favorite part of TDs.
But those are nits. This is too cool.
I really liked the dialog, but I couldn't figure out what to do. Maybe some more direct hints are needed?
Chrome reports this as 'malicious' - not sure why. Maybe you want to zip it up (perhaps chrome thinks that exes by themselves are dangerous?)
Nice game so far! All you really need are some sweet graphics and tunes. I'd like to see a few more gameplay ideas, cause buttons are only so interesting :-)
First things first - I'm pretty sure you need to compose your own music rather than using someone else's, so you might want to get rid of the music here. (Not 100% sure for the Jam - someone want to correct me?)
Nice game though! Simple and straightforward and pretty fun. Good work. My highest score was 12k. Stuff starts getting pretty tricky towards the end!
I would really encourage you to package up your game with p2exe: http://www.py2exe.org/. Most Ludum Darers are allergic to figuring out how to get python and pygame working, and py2exe alleviates this worry ;-) I in fact did this for my game, so if you have any questions or bugs, let me know.
Whenever I hit tab in your original version, the game screen would go completely blue. That made it quite difficult to rate. :P I did manage to get it to work once though (somehow). The game is a good start, but it could be improved if you moved faster! I felt like a turtle... and when I picked up a turtle I felt like a super turtle.
It is a cool idea and the graphics are not at all bad. Good start.
That was... interesting. The sound effects could probably be removed, they were kind of loud and frustrating. My strategy was just to hold left and fire, and it pretty much worked without modification. The upgrade system seemed cool, but I didn't get much use out of it because of the strategy I used :P Eventually I holed myself on the left corner and nothing could get through my insane rain of bullets.
Also, the bullets seemed to lag the game - when I held down the key, time went like 5x slower hehe. Might want to look into that.
LOL at your response to wibblymat, excellent. This game too was pretty funny. I lost at the end, I guess because I didn't save enough green guys, but it wasn't very clear. The tie-in to the theme was a bit questionable, but oh well, the game was fun :)
I didn't understand what was happening. As soon as I found an inhabitable planet and started building some stuff, the planet instantly became inhabitable and all my buildings were destroyed. This happened 3 times before I gave up. :(
And having the money tick down was not a great idea, since it took me a long time to figure out what to do, so I went bankrupt the first time out of confusion.
Still, I think the idea is interesting. More development would be good.
Yeah, random generation may not have been the best idea, and the game needs more work (permadeath? :( ) but it's a good start!
Great concept. But may have worked better as a top down rather than a platformer because if no one else has edited the world then you're just going to fall forever. :P Good work, nice graphics, very ambitious for LD.
The award: I noticed you doing good stuff here http://www.ludumdare.com/compo/2012/08/29/something-tells-me-i-need-someone-older-than-i-to-help-this-kid/ and on the guy's game page also. I thought that was really nice of you, so I decided to draw you a poorly pixelated trophy. :)
I like the concept of your game - one of the first I've seen where the game itself evolves. Cool. I wish you wouldn't have to press the arrow keys constantly in the mode where you go kill all the things though. I get that's part of the evolution I suppose, but it kinda hurts my fingers. The platformer was cool - one of the times when the slow gameplay almost works in your favor since you can time the jumps really well and be pixels away from death. :D The shooter seemed to need a little work though, the bullets the ships were shooting went backwards ;) Couldn't find the mouse level though. Any tips?
I wish that you would have speed up movement speed a lot, like it's already been mentioned. That could make your game a lot better. Better graphics may also help, hehe.
All the ships keep doing it. I'm on OSX, maybe that makes a difference?
(Got the mouse level. Cool!)
Sorry, I should have been clearer. Not the player's ship, just the enemy ships.
The game seemed great but the controls plus the really tricky levels finally made me rage quit. It took a long time though, I died to lasers like 500 times before I finally tossed in the towel. The game is great, just make the character a little less slidey!
Okay, your hitbox was way too big, so it was pretty much impossible to dodge in the later levels :( My strategy was just to go back and forth on the left side, because the dialog boxes kept popping up and obscuring the game on the right - maybe not the best decision. But aside from those criticisms this is a pretty nice game. The profile pics of the different guys look great! I got to the boss, but failed to beat him.
To me it seems like the last level was the real meat of this game since the rest of the games were rather familiar. My biggest problem was that you were shooting towards the mouse, but the mouse was invisible, so I generally had no idea where I was shooting. Also, those little ships were faster than me!! Ships should never be faster than me. :D
Some variation on the levels would also help - something to make them unique from the oldschool games you based them off of. Also, yeh, that Breakout level was kinda long and more tedious. An "X points until level up" label could help.
I think I scored a bit over 1000 before I died for the last time.
BTW, to implement a space invaders bunker, consider making a giant 2D array, where each value is either 1 for 'pixel' or 0 for 'no pixel' (or 'destroyed pixel') for each pixel in the bunker. Then if a shot hits the bunker, you can check the array to see if it flew through the bunker or hit it, and if it hit it, clear out a blast radius of pixels in the array and re-render the bunker from the new pixel array.
Oh, very very VERY nice game! The story was A++ for Ludum Dare. Like SteelRaven said, corralling the morbles was kind of tedious and the mechanics there could be worked on, but I like the concept a lot.
Also. The thing that happens at the end. I mean, RIGHT at the end. I don't want to spoil, but: PERFECT.
lol. me: "oh it's just a sphere! this will be easy! ... yep ... hmm it grew spikes- OOPS I DIED"
The attack thing was mentioned a lot. Also for the final boss I kinda just walked into the middle and spammed the attack button - for some reason that did damage, and I did damage way faster than it did damage to me, so I won. Seemed like spamming A worked on every enemy except the spike.
So it's a good start but you really need collision detection of some sort, so that I don't actually walk into the spike and then drain ALL my HP accidentally, that is kinda frustrating. And definitely you need to checkpoint every time a new level starts, dying is frustrating otherwise. Other than that, nice start!
Heh, very nice game. Really beautiful visuals. Some of the best looking clouds I've ever seen. :D But yeah really nice! I want to be able to throw the skulls at the preacher. haha.
BTW, I managed to get the game to crash! I didn't collect skulls for a while and then boom stack overflow at:
at SkullSpawner/addSkull()[/Users/travischen/Flash/Evolution/src/SkullSpawner.as:44]
(lol yup, I was using the flash debugger at the time, so now I know the contents of your computer! haha! ha! ha!)
Anyway, I checked your source code and it looks like you're using recursion to choose the location of the new skull, but you don't take into account what would happen if there was no good place to put the skull. You may want to fix that ;-)
Beautiful graphics. I guess that there isn't too much gameplay though? Keep working at it.
Very nice pixelling - the game looks great. I really like the gun smoke! But the gameplay needs a little work - it seems up to luck more than anything else whether you actually find slimes or not. I like how you can listen for them bouncing though.
Also, one time I went off the right side of the world and everything went gray! You may want to look into that.
The concept of the game is a little out of left field, haha. And I'm not sure what swords and bullets have to do with typing and evolution... :P Having the letters overlap makes it pretty hard. I didn't get past level 4. Anyway, not bad.
Beautiful graphics! However the gameplay needed some work. Movement felt very slippery, and jumping was kinda floaty. Fix up those issues and the game will be much better! Lots of points on humor for the concept.
Too bad about the lack of gameplay, but your graphical abilities show promise! Things have a very nice bitty feel.
Man, I just played a game with good gameplay but no graphics, maybe you should team up with them in the jam or something lol.
Looking forward to a more, ahem, *evolved* version (hehehhe).
Those graphics were really cute, and I was definitely feeling the mood too (some music would have helped, I think). The movement speed is a bit slow, but maybe that's part of the game.
Hehehe. Fun. Great graphical style. My only issue with it is that I was REALLY bad at throwing stuff. I tossed stuff over the pit like 10 times. The pit could really use some sort of gravitational effect that sucks stuff into it.
That was fun! But I kept on dying because the red cells were too powerful. In the first few seconds it kinda lagged and during that time it was like they got ALL of the white balls. Arg! Anyway, it was fun enough to get me to play it many times over - good work.
There's a great idea in here, but the execution needs work! You should be able to select individual screens to send keystrokes to, rather than the whole thing, because otherwise there are points where you're going to die no matter what. Also, on the first game I mashed the 'split screen' button and the amount of processing power required nearly crashed my computer. Probably my own fault, I admit ;-)
Keep it up.
lolol call of duty. :D :D :D i almost didn't read the text because it's almost illegible, but i'm glad i did.
The game should go faster, it's kinda slow... Also I pressed 'give up' in the middle of one of the levels expecting it to restart the level, but it restarted the game instead? :( the concept is cool and reminiscent of light bot, but it is programmed well.
good job getting this game working. next though you guys gotta work on production hehehe (im sure you're aware of this!) Also toss out that music, it's better to have no music than to have really bad sounds :P
I think dalbinblue pretty much found all the problems that I did. I spammed spawn rate for a while, then damage. After a bit of that, I had like 50 robots on the screen that were defending against the meteors, no sweat. Fun; would like to see it developed more!
That was something else. Very good storytelling. Very nice feel to the whole thing. I liked how sometimes a page would only have half of the words, and the it'd expand to show the rest when you clicked on a word. That was a nice touch.
A roguelike! Awesome! Mashing the arrowkeys was a little tedious (would be nice to keep moving until you saw something), but this is pretty cool. Lots of content.
Hmm; I couldn't seem to get too far because it started lagging :( There were so many guys and my cooldown rate was way too slow, I think. Also the ZX controls got a bit confusing with rotation, since sometimes they'd be reversed. With smoother, faster gameplay and more, this could be improved.
I was unable to play this game, sorry. After clicking, I just see a white screen, like everyone else is reporting.
That was fun! I nearly stopped at the first boss because it seemed quite buggy (he wandered into the water and disappeared, plus his attack is way over powered lol). But I persevered and the rest of the fights were a lot more fun and reasonable. Balance the first boss and this will be great.
Like everyone else is saying: Great idea, but needs more work on the execution side. As a starter, I think it would be great to start you off with 1 or 2 little guys, not 30. Programming all 30 is kind of insane. 1 or 2 is more reasonable.
I also liked your graphic aesthetic. Felt like a terminal app, but nicer ;)
Ah, a pure HTML5 game! Nice effort! Your CSS and web design look really nice. The game itself needed a little more spice I think. I found it difficult to visualize what it would look like a few turns in the future. I like the concept too, and a few tweaks would make it pretty cool.
The gameplay does need work. I played around 5 times. The first 4 times I had pretty much instantly lost because in the first 5 seconds of gameplay one of the things had eaten a ton of the other ones and was way larger than me. In my final game I managed to win by taking some risks and eating some guys that I thought were larger than me. So at least the game isn't totally unwinnable ;)
Still good concept, and nice audio work.
Worked for me, you just have to click first. Seems like some crazy shmup game where all you can do is dodge and it follows the mouse and teleports??? And it shot the words LUDUM and DARE at me lol. But it seems like it's not really finished... :/
OH MY GOD. That was incredible. The quality of your writing is outstanding, even more so that you're only 14! It's incredibly smart and funny. The ending is beautiful. I got ending 1. I looked over your source to make sure (I'm a horrible person!) and it seemed like I didn't really miss out on anything in the game.
Great work. I hope to see a lot more from you!
heheh, i looked at your source too. yeah, if you're writing 8 interface files during LD you may want to reconsider ;-) this is a good start to a game though. I'd like to see more of your humor :)
640 is WAY TOO MANY THINGS. Other than that, it's a good start! Congrats on finishing a game!
I didn't understand the idea of selling your bottles at the shop until the second playthrough (I was wondering why everything had faded to black...). It needs some work to be more engaging and be a proper full game, but it's a good start. Nice art, too.
oh oh oh, what a clever concept. the graphics need work, but the idea is cool and ties in with the theme really well!
That was oddly fun. Choosing different paths didn't seem to make any difference, and getting items didn't seem to do much either... but I still found this game strangely fun. With some more gameplay work this could be pretty good. Your dev art was pretty cute for being dev art ;)
Cool idea - follow Kumquat's suggestions and this could be pretty good. And increase the number of lives :) Good work on the graphics.
THAT WAS FUN! Your assets must be huge because that took FOREVER to download. The idea is great and at the initial stages it feels like there's a lot of strategy. But once I got a little bit better than the other guy, I bought like 5 markets to exponentially get money and then pretty much went straight to the top instantly. So the balance needs a bit of work but I love the idea!
(No idea about the link to the theme...)
Graphics are great, by the way!
Good start to the game. Reminds me of some of the puzzle mechanics from the last LD, actually ;) Would like to see it developed more. Nice particle effects!
This is a cool idea, but it still needs work because I have no idea what I can and cannot eat. The chart helps, but that should be visible inside the game somehow. Also, all those other guys are way faster than me and beat me to the eggs, :(
Once I figured out what to do it became more fun, although dying is rather easy. After a certain point I realized that listening for the sounds was much easier than translating the colors to buttons, but it may be because I'm a musical sort of guy. Nice game.
Man, once I figured out your idea I was really excited for this game. Breeding stuff together is like my favorite game mechanic, ever. But the game is too short! :( :( Expand it? :D
Fun game! Nice graphics too, I enjoy your pixelling. Needs to be a bit more challenging, though - it's pretty easy right now. Maybe some other enemy types, or more big bubbles. In any case, it was enjoyable.
Fun! Make the movement less slidey, make the HP right on top of the player so I don't have to look up and we could have a good game here.
Whoh great game! Love it! Seems like there was a bug though. I'd buy the triple shooter, then buy another gun upgrade, and then I'd only have one stream of bullets instead of three! I bought a downgrade or something :( That was disappointing. Other than that, it's great and well put together. Having enemies evolve is very clever!
Hilarious game, but so difficult, especially without any checkpoints. Still astonishing work, and flawless graphics as always.
I maintain that walking on blocks to push them is a feature, not a bug. After all, how else are you going to get them out of a corner? ;-)
Really though I agree with all of your criticisms. I definitely messed up the evolution selection screen. Most of the other stuff you guys are mentioning are things I wanted to fix but simply ran out of time. Such is Ludum Dare. :)
Hey guys, 1 thing - if you stop before the ending, that's fine, but check out this image (SPOILERS) http://i.imgur.com/gjs5H.png and see if it changes your mind ;-)
Also @deepnight, that was something I did not consider. I will definitely keep that in mind in the future. Thanks.
Suddenly I'm getting a lot of comments about bad controls. Um. That's odd, because I didn't change the game. Maybe it's because you guys read my postmortem and knew all of the common pain points now? :P Anyway, that is helpful, thank you for letting me know.
I'm also exceedingly happy that some of you guys got to the easter egg. I wasn't sure if anyone would get it!
Thanks for the comments, everyone.
The graphics are great! The gameplay though needs a little bit of work. It took me a while to figure out what was going on, and the sound effects sounded a little messed up. And bullets pass through enemies, which makes shooting enemies unsatisfying. If you fix those issues, this game would be great!
I only got to the second level. :( I read the instructions on the level like you said, but they were apparently in another language, so that didn't help me. Maybe you should write a walkthrough, heheh. Also, I agree with chumez that the blocky movement needs to be fixed. Good start though.
Cute. Add a minimap and a run option so that backtracking isn't so tedious and this would be perfect. Really nice job on the graphics, by the way. I don't think I've ever seen so much 3D content in a LD game before.
Also: I was so pumped up to get the jump and jump like 20 feet in the air. Then I finally get it and I jump like 2cm. what a disappointment :D
That you churn out so much content in 48 hours is both humbling and inspiring. Fantastic work!
Wow, this game is beautiful, and it has really nice music also. The gameplay itself is a little simplistic though, which is too bad.
That was interesting. There seemed to be some verbal glitches in the game, but it was otherwise okay. I stole Christmas presents and picked up Sweden, what more could I ask for?
OK, I very nearly gave up before I even got a second ship. Then I finally managed it and upgraded all the way to the last ship... and then I won on my first run with the final ship, haha. I felt like a beast after struggling with those crappy previous ships. Having ALL FOUR ARROW KEYS (and having them do what I wanted) was the best thing ever.
I was getting REALLY annoyed with the first ship before I realized the goal of ships was just to use them until you have enough money to get the next one...
Anyway, really good little game. My one complaint is that when a ship explodes, the red of the explosion looks a lot like the red of a bullet, so that confuses me a bit.
Other than that, fun! Good work.
The ultimate troll game.
I eventually got to 14 billion years and the level of sophistication and detail is amazing! I zoomed in on Earth and saw myself playing the game!!
Dunno what everyone else is on about, I didn't run into bugs and the game wasn't even that problematic or anything. The control scheme was really weird and definitely messed with me. Better would have been arrow keys to move, up to jump, and X to shoot, so that I wouldn't have to split my hands 3 ways across the keyboard.
The game was good but hard. Really nice particle effects. I skipped all the battles with slimes that I didn't have to fight ;-) I think I got to the final room - it had 6 slimes in it? After dying in there 5 times I just gave up. That was too hard for me :(
There's an error when I try to play this game:
java.lang.UnsupportedClassVersionError: ld/evolution/main/MainApplet : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:217)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at sun.plugin2.applet.Plugin2ClassLoader.defineClassHelper(Plugin2ClassLoader.java:1017)
at sun.plugin2.applet.Plugin2ClassLoader.access$100(Plugin2ClassLoader.java:68)
at sun.plugin2.applet.Plugin2ClassLoader$2.run(Plugin2ClassLoader.java:994)
at java.security.AccessController.doPrivileged(Native Method)
at sun.plugin2.applet.Plugin2ClassLoader.findClassHelper(Plugin2ClassLoader.java:958)
at sun.plugin2.applet.Applet2ClassLoader.findClass(Applet2ClassLoader.java:134)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass0(Plugin2ClassLoader.java:249)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Plugin2ClassLoader.java:179)
at sun.plugin2.applet.Plugin2ClassLoader.loadClass(Plugin2ClassLoader.java:160)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at sun.plugin2.applet.Plugin2ClassLoader.loadCode(Plugin2ClassLoader.java:678)
at sun.plugin2.applet.Plugin2Manager.createApplet(Plugin2Manager.java:3045)
at sun.plugin2.applet.Plugin2Manager$AppletExecutionRunnable.run(Plugin2Manager.java:1497)
at java.lang.Thread.run(Thread.java:680)
IQpierce, if you want to get more reviews, than review more games. It's that simple! :)
The game is interesting conceptually, but the best strategy after a certain point is to just hold down the jump key, so it does lack some depth. I couldn't really see a tie to the theme, and you probably should have made it a jam game since you used public domain audio, but I don't think it makes a huge difference (I just marked you as N/A on audio). I really like Mclogenog's suggestions, you should look into those :)
The only link is a link to google.
Agreed with the previous contents. Also, movement speed could be increased a bit I think, to make everything more interesting. Nice work on the graphics.
Hahha, great entry. The animations felt so dynamic, and I really enjoyed the audio clip at the end. The first one was my favorite.
If you made the process to collect DNA a bit faster this could be very fun. Also, seemed like enemies were always upgrading faster than me. Can't there be some wimpy enemies so I can feel better about myself? :D Anyway, I enjoyed this. I especially liked how your upgrades were very visible because you added the cells to yourself. With some tweaks it'll be great!
I died to the pistons like 10 times. Getting reset back to the beginning was too much for me :( I watched the walkthrough video to see what I was missing out on. The game is nice, but checkpoints would really really help. The audio was an interesting choice. Moonlight Sonata and a platformer game. Hm.
This was a really good game, very well polished and developed in all aspects. It's really an incredible amount of work for 72 hours.
My only criticism is that the level design seemed to lack a bit of creativity. Go here, get this ability, go there, get that ability, etc. Some more variation would be nice.
Also lol. One time I went to go get the bomb and the shield saved me from it. That was pretty funny :D
This seems really cool, but after we arrange where to go next there seems to be nothing else to do except repeat the scenario. Did I miss anything?
Alright. It's a great idea, and I'd be excited to see it developed more!
This is a good start. The game felt solid and it's a nice step towards the TD/RTS genre (it's a little of both, I guess?).
Some stuff for improvement: I need more feedback when placing towers, like maybe transparent visuals? Also, can we speed up that timer somehow? Or just get rid of it and count down the number of monsters left?
Other than that, I like it!
Very good audio and graphics. VERY frustrating controls though. There was this pill where you had to make 3 jumps onto 1x1 boxes and I swear it took me like 5 minutes to get the little guy to not slide off of one of the boxes and get the pill. Then I died somewhere else :P I'd like to see this game continued, with better controls and more levels :D
Really nice visuals. Really good audio. There are a few glitches, but nothing major. Great work.
Lol, this is so sadistic... but also awesome...
There is a problem here, and it's a rather important one: the game feels rather slow and unresponsive. Often when I clicked, the game wouldn't respond, and when it did it felt slow to do so. It could just be my machine, but you may want to look into this.
Now that I've gotten that out of the way, I want to compliment you on the excellent pixel art and game concept. I basically love every aspect of the game - just make it more responsive and it'll be great.
Protip if you're trying to win the first battle: pick a fight with a kitten with 6 str, and then mash attack and swipe as fast as possible. You might get lucky.
I uploaded the COMPLETE wrong version. I have no idea how that happened and I didn't notice. It's fixed now.
This game is way too hard for my puny mind, but it's pretty fun nonetheless and it nails the theme so well.
OHC REPRESENT! :D
Thanks to Arcana for porting to OSX. Pro music. I really liked the arps. It has that blurry Misael.K style we all know.
I really like this take on the theme. Also it's so mean that you can click on things that SHOULD be there. It took me a long time to realize that.
Also your feedback on my game was so good and insightful! Next time I am seeking you out to test my game ahead of time.
Congrats on finishing!
Oh and by the way, you should definitely switch this over to a Jam entry instead of Compo because you're using premade assets.
That was fun! That last level was stressful haha. The first time I was like 1 second too slow. Circle circle collisions are messy! I liked it though.
Surprisingly addictive. Clean graphics. Nice work!
What a cute game. I beat all the games before realizing that didn't really help me achieve my end goal, heh.
The ending was very minimalistic ;-)
Fun! Seemed like I couldn't buy the first upgrade though. Eventually I just spammed the 2nd upgrade and pretty much decimated everything. haha. Wish there were more types of monsters though.
OHC REPRESENT!
Ha, I really like it! Love the way the music and the art go together, it makes for a very calming and coherent experience. The controls were pretty cool but a little hard to keep track of. I have two suggestions. First, you get ganked by the squares pretty easily, so a warning system would really help. Also I feel like you should have a limited amount of black lines, because eventually you can just fill the whole screen with lines and then any squares that come into existence get insta-ganked.
Anyway it was cool :D
Pretty fun! You fish by swimming down to the bottom of the ocean and beating up fishes, which is pretty awesome. My one problem was that I felt like it took a little too long to get upgrades. And sometimes it seemed like there weren't any air bubbles after the initial few. But still it was fun!
Fun but of course too short. The controls were a little wacky as well, but I enjoyed it anyways.
Thanks for the comments guys. I updated it so that you couldn't get stuck in walls. I also slowed it down a little because it sounds like it might run a little faster on other computers? Sorry bout the little bugs here and there, I was probably too ambitious with some things.
Um. Are people thinking it's too hard because you're going RIGHT instead of LEFT at the beginning? That would seriously crack me up. And then make me feel like an idiot for terrible level design. :D
@theomnis: hah... hahahahhaha... if/when i expand this, the "no gun" section is getting tripled. :D:D:D
Also, for everyone mentioning how holding jump makes you zoom up ladders - those aren't ladders, they're train tracks! and you're a train! ZOOM ZOOM!
alright, that may have been a lie.
@matthias_zarzecki - I guess you didn't play very far? You can shoot eventually... :/
Maybe I should have made that more obvious.
Graphics are pro. 1 hit death is a little much. Didn't realize you had to jump onto the top of the lamps and mash space to get it to turn off. I died like 10 times before I figured that out. However once I did that I thought it was cool. And stressful, which is good.
I'm going to go ahead and agree with the last commenter. Music would have made this game so much better. Like omg.
Haha that was a really weird experience, in a good way. The haskell line was delightful. Graphics were minimalistic and nice.
I really like this. Bonus humor points for MS Paint. Loved how the music would gradually turn off as you destroyed the jukeboxes. It was really fun too!
Wow... I admit, this is one of the theme approaches I considered strongly, so I'm really glad that someone else decided to do it! And yeah, 10 seconds is way too fast to pull off this sort of thing (something like 30 would have been better I think), but I played the easy version and (with some help from the walkthrough) won! The amount of content and cleverness that you jammed into this game is really impressive. Very very well done.
Awesome. That art style is so tasty... I'm jealous. The game plays wonderfully and is a lot of fun. :)
Oh my goodness. It's so cute. The concept behind it is brilliant, it nails the theme, it is somehow soothing (even though your imminent death is coming in 10 seconds or less), and the artistic style is wonderful. This is basically all you can ask for from LD48 - great job. Well done across the board.
There was a LOT of text up there - and in game - and that was kinda scary, but once I started playing it was very easy to understand! This was definitely the sort of game I expected to be coming out of the 10 seconds theme, and I feel like you executed it pretty well. The game was quite fun!
Nice work, though it would be better with some other features to mix up the gameplay. You improved on some of the crucial problems in the post compo version, so nice job with that. Keep at it!
Duuude. The concept behind this game with the cumulative timer is genius. But the controls are so bad D: D: I spent all my time bouncing off walls like an idiot while the time ticked down. With simple, non accelerating controls, this game would be REALLY GOOD. I tried to score you fairly generously, because even still I enjoyed the concept a lot, but yeah. Well, keep at it!
Wow, beautiful visuals and audio. Great mood, and fun platforming with a clever twist. Great scores across the board! My main complaint is actually not your fault at all: my Macbook can't handle more than 2 keyboard-keys being pressed at the same time, which makes this game really hard and awkward to play. I would suggest changing the special key to shift, which doesn't count towards the limit (and I can't imagine anyone complaining about doing so).
Still, tried to score you as if that wasn't the case.
Suuuuper moody and tasty. Graphics were wonderful too. I really loved the glitching audio and how it synced up with the glitching visuals. My only problem was that it was sometimes difficult to see which door I was selecting to go through (and which one I eventually did go through). Maybe highlighting the door would help?
Good stuff!
This is a pretty neat game, though I felt like the theme was working against you - I wish I had more time to figure things out. I liked the abstract nature of the game, but felt like it was a double edged sword because it could become frustrating at times. Still, not bad work!
Heheh, nice application of the theme and cool idea. However it felt profoundly unfair when I was chasing down some food, only to have a fly spawn out of nowhere and steal it from me!! >:P Still though, very cool, and fun to play.
Alright, so there were a few collision glitches here and there, and it would have been great if there were more features, but it plays very nicely already and I played all the way through with no problems. Plus the concept is pretty funny. Nice stuff - and doing this with 100% pure java is impressive ;-)
Mediafire is asking me to watch videos and solve captchas. You should upload the file somewhere else, like a public Dropbox link.
This is a really clever idea and I know it had to fit the theme and all, but honestly 10 seconds is far too long to wait for a level switch. A single death can undo minutes of work! Still though, if the theme had been like "3 seconds" instead, this game would be really enjoyable, and it's still a neat idea.
Judging this game as just a single player is pretty hard to do. The concept is pretty great and the graphics look tasty. The ease of death and really long respawn times detracted a little from it, but I imagine that those problems would go away when you played with more people.
Good stuff!
I have no idea what's going on (is there anything going on?). I dropped a ton of missiles (I think) and nothing really changed. However the music is great and the art is beautiful! It's too bad to hear that you had programming issues, because the assets are really promising and the concept seems hilarious.
Verrry nice. Nice concept, beautiful execution. Though once I figured out what to do, I won rather quickly...
Still seeing the error hours later. You should just upload it on Dropbox or something.
The audio is kind of abrasive, and I didn't enjoy how you could be almost off the screen but the game kept going, but for some reason I found this one to be quite enjoyable. Like, it was very easy to just almost-mindlessly keep retrying a level when you died, and it had just the right amount of tension. So you nailed the fun aspect, which is the most important part!
Nice game! Good looking visuals (except the sky...) and a nice take on the theme. I also liked the 100 day timelimit. However the clunky choice of control keys (j and k?) and 1 hit death made the game less enjoyable. It seemed pretty unfair when I would die from a zombie I couldn't even see until half a second ago. Still, cool concept and nice work!
Congrats on your first game! May you have many more ahead of you! :) You could think about how to fix the fact that you can run off the screen.
The truth is that I really wanted to be like "10 seconds up! YOU LOSE!" ... But then I started thinking about Ludum Dare players who would hate me forever if I did that. So I sacrificed a perfect theme connection for you guys ;-P
Thanks for the comments though :-)
Hahaha @Arcana I'm impressed you found that! Seems like you're the first, unless someone found it and didn't mention it.
In retrospect the way I would handle the time limit thing would be to have you be able to return to "checkpoints" in the game with the most amount of ms that you ever entered that checkpoint at. I saw a similar mechanic in another game and instantly realized that it was infinitely better than my cheap hack because it adds so much depth to the game! Oh well... Next time! :P
Dang... it's pretty enjoyable and I really like the up/down powerup, but I can't get past level 8 for the life of me. I'm usually about a second too slow. There must be some trick I'm missing!
Ahaha. I wasn't expecting much from the pictures, but you wildly exceeded my expectations! Funny and tense and very enjoyable! My only suggestion is that the air pockets kinda took away some of the tension, and you really want a lot of tension out of the game, so maybe airpockets should just slow down the rate at which you run out of time instead of giving you all your time back? Just a suggestion. Anyways, it was really good, and a lot of fun! Nice job!
Lovely art and storytelling. I really liked the concept of platforming with doves, even if the execution was not 100% perfect. Great entry!
Hahaha... Lots of fun, super cute graphics, great music. Though I kind of wanted some more variation out of the gameplay later on, this didn't really detract too much from how much fun it was. Hyper furball mode was appropriately insane. :D
The graphics are amazing - some of the best LD graphics I've ever seen. The game is pretty fun too. I understand the thing about the theme and all, but I kinda felt like the 10 second limit worked against you because I wanted to spend more time in the cool and immersive world.
Still, awesome work!
Haha, I like how we took the theme in completely opposite directions. The game over screen is hilarious.
Great use of the theme and great concept. Really enjoyable... but really hard D: (is it just me?)
Ah, very nicely done. Really hard! The gameplay is really solid though. Only complaint is that points look too much like bullets :P
Hilarious but unforgiving. That warrior potato guy holding what looked like pizza got me to crack up. With some checkpoints this could be amazing. But the take on the theme is really neat.
I was going to give 5* for theme... but then I saw a 2! How can this possibly be a "you only get one" game if you get a two?!?
Anyway, I dunno what to say about it, but I definitely played it longer than I should have, so there's that. I couldn't figure out how to win though :(
Ahahahha genius! GENIUS!
Oh wow... dat gameplay mechanic is really intriguing.
My main complaint is that the section with the cars seems to go on too long, and the music is kinda weirdly harsh - too many high frequencies. (The rest of the music is fine though!) Other than that, this game is lovely. I liked the take on the theme, especially because our takes were similar ;-) Really good job with the storytelling, and the graphics are beautiful.
Wow... this is REALLY hard, it'd be nice to start off with more interesting puzzles. The idea is really interesting though! Nice work overall. :)
Very clever idea with a lot of tension! The only problem is that you have to restart the whole game every time you lose a single level :(
At first I was confused with the controls, but I got over it and enjoyed the game a lot. The graphical work you did here is really awesome, makes me want to switch to Unity ;-) Very solid work overall.
Cute graphics :)
Nice job overall. The only thing I had trouble with was getting started and understanding exactly what I could do. It was pretty fun, though eventually I killed everyone and went into horrible debt :P
Yeah, your use of the theme is working against you because it'd be more interesting to have more spells and the gameplay is very linear. But the graphics are really mindboggling for a Ludum Dare game. Blows my mind that people are actually getting upset about them.
Very nice job. Just needs a little bit of polish (animations, more sound effects, stuff like that). I like the concept a lot though :)
It took me a LONG time to realize that clicking on the bottom right was the "go back" command, you should write that somewhere.
But the art is really beautiful and the storytelling is really well done, with a few clever twists that rely on multiple playthroughs. Good work here.
Pretty cool! Really nice mood thanks to the atmospheric music and creepy plot progression. I was kinda disappointed that I seemed to die in a park for no good reason though :P
Sound doesn't seem to work on OSX :(
Nice and simple concept but fun. Pretty tough though, once there were a certain number of zombies, it becomes really hard to avoid them!
This is a really enjoyable game. Solid concept and solid implementation.
Nice job! That puzzle mechanic was realllllly clever. Though the progression of levels was a tad slow. Still I would love to see that mechanic be developed more.
Yeah, the OSX version is only 102 bytes. I doubt there's a whole game in there :) You might want to look into that.
VERY hard, and it wasn't very apparent to me that I could move the helicopter! Also I was surprised that walls that I couldn't break into at certain speeds could be broken at faster speeds.
Still though I'm just being hard on you. The idea is great, fits the theme well and is fun too! Good job overall :)
Oh my gosh I read the description and just started cracking up, I HAD to play it. Too bad it's so short, but a definite 5* humor and the BEST theme interpretation EVER HANDS DOWN.
This is a really fun entry with a nice take on the theme. You know what it needs though? COMBO COUNTERS. My god, if this game had combo counters I would probably play it for the rest of my life. It's still good though :)
Nice job with the procedural generation, I thought it worked very well. One thing I noticed is that guards could occasionally take you completely by surprise. Some sort of advance warning system could really ramp up the tension nicely.
Good work :)
So simple and yet so beautiful.
By the way, you are a fantastic composer.
Hey guys - I just uploaded a small bugfix to fix a problem where the girl would disappear and never be found, which made the game impossible to complete, not to mention incredibly depressing. Thanks for the comments.
@X-0r Yeahh. Due to a sickness I was moving slowly during the compo and had to bump it back to the Jam. I really feel like I *could* have done it in 48h - but, you know, forces outside of my control.
The secret about the music in the game is that it was improvisational! I just hooked the computer up to my keyboard and played. If you want to make music as fast as possible for Ludum Dare, improv is the way to go, let me tell you ;-)
Aha! I almost gave up on the last level because it was so big, but I powered through in the end!
Nicely done! I especially like the take on the theme and how it leads to multiple playthroughs. It's been said before but I felt like the controls were a tad too slow and floaty. I really like the whiteboard approach to graphics. It'd be neat if you could get everything in that style (I'm thinking of the level and star count).
Really good but REALLY REALLY hard. Congratulations on nailing the theme- I've noticed that before your games rarely hit the theme, but this time you got it perfectly. My only complaint is the music. As a music guy the music is not very enjoyable to listen to. If you want to delve to the minimum amount of deepness and still have good music, you should just download some VST like Alchemy that can make simple pad sounds and play around with that.
Anywho... great job.
Oh wow, A+ job on graphics and music. This game makes me nostalgic :) The only problem I had is that when you die the whole game restarts.
Lovely job. The art is as solid as the music. It gets REALLY hard towards the end, but it's quite fun throughout.
I'm sorry, I couldn't figure out what was going on at all! I pressed space a lot but couldn't see anything happen (except that the numbers up in the top left would change). Still, the graphical effects were pretty neat and the idea is hilarious/cycnical/bizarre.
Alright... that had nothing to do with the theme, but it was a really solid minigolf game. Nice work :)
5/5 community
Perf seemed fine to me, and my computer is 5 years old at this point!
I liked the game, it seemed a bit like minecraft (a good thing! i love resource collection...). I didn't understand the purpose of building buildings, though! They didn't seem to help me defend or anything. Nice music too RSK ;-) I definitely liked how you had two different themes for night and day. Props.
Sorry about that, play link added!
Wow @random-storykeeper, that's some amazing feedback. It's much appreciated! :heart: I actually feel bad giving such a short comment on your game now.
Yeah... I mean, that's the "first puzzle" of the game. I'm not sure what I should take out of people giving up before they even solved the first puzzle? Is it really that hard? Or is the experience just not that compelling so you aren't really interested in going on? :/
I mean.. I'm glad you liked it, I guess, but it feels like you missed almost the entire game.
And yeah the music is original.
This game is really fun, but the difficulty curve is so brutal! This is already pretty addictive once you get the hang of it, but if I had a little bit longer to chill without being seconds away from death at any point I think it would be a lot more fun!
Wow, this is a pretty nuts amount of content! Really nice looking graphics, solid gameplay. Great stuff overall.
This is a really clever mechanic. Also, the dedication to the handdrawn feel on the graphics side of things is really something else. Great stuff here.
The LD website is being a little flakey with displaying the URL. Here it is: http://138.197.213.214/
Thanks for the comments :)
Sorry about the performance issues, guys! We should have just made some improvements that make the game playable on more computers. :)
OMG, that was hilarious.
OMG, that was hilarious.
Nice job! Cool twist on a TD to give me a set amount of towers I can build, and nice job on the pathfinding to make sure I can't just box off the bomb with walls ;-) Second level seems really hard - I can't work out how I might beat it...
Nice game! Fun simple controls, and a lot of polish in the effects of the game. My only comment about the gameplay is that it's somewhat counterintuitive for me to run TOWARDS the bullets, when I've been trained in pretty much every other game that you should run AWAY from them. Not sure how you'd fix that, though, unless you made the character look more like a big shield or something.
Wow - the amount of content in this game is really impressive, especially all the art that went into it. Great stuff - loved the ending sequence especially.
Nice game! I was having fun, but then it seemed like some of my clicks stopped going through, and since the difficulty ramps up really quickly it means that I die really soon ;-) Would have loved to have a laser gun upgrade or something like that. :D
This game was great! I really enjoyed the old-school RPG vibes - really reminded me of a lot of the RPGs I played when I was younger, right down to searching through trash cans and locked doors. :-) Loved being able to track down the schedules of the different people and eventually knowing where everyone would be.
NOTE: Minor spoilers! Don't read until you play!
Really really enjoyed this - felt like it had a bunch of aspects of games that I really enjoy, possibly for nostalgic reasons (blocked areas by NPCs until you unlock something, mirror reflections, NPCs that you see in multiple contexts with their own music, dialog that changes when you talk again). I also really enjoyed the ambiguity in the story, and I *really* liked the unsettling feeling that settled in in the second half of the game but which was hinted at from the start.
Really nice game! I really enjoyed the idea of a timer ticking down in a "make your way to the end" sort of game, giving the game a real sense of urgency, and I liked that one of the powerups you could choose was more time. Of course I eventually realized that if I kept choosing that powerup it was easy to finish the game. The combat is real fun in this game and I absolutely love the ridiculous voiceovers!
What a fantastic game! Super addictive gameplay - I could easily see you making a full game out of this with further upgrades, new resources and new stages.
This is a really fun base game, and the core gameplay loop is already there and pretty strong. I'd love to have a bit more variety with the things I could do - what if enemies could attack me back? Potions? Magic spells? BOSSES? I could totally see myself playing the full version of this for far too long!
Hey guys, it turns out making a C#/MacOS build is annoyingly difficult! Should have a build for you guys soon! (And I'm wondering how 3 people already managed to play the game and vote on it... :thinking:)