The Equalizer Fandango by Diet Chugg 2014-12-13T04:43:00
Gamejolt gave me a page not found error
Foon → Ludum Dare Explorer → Users → johnnwfs
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Wall Press | compo | 663 | 2.72 | 2.72 | 3.20 | 3.56 | 2.11 | 2.34 | ||||
| 2017 | 40 | The more you have, the worse it is | Money Grab - a Ludum Dare #40 Entry | compo | 4.00 | 2.50 | 3.50 | 3.50 | 3.50 | 3.00 | 3.00 | ||||
| 2017 | 39 | Running out of Power | LD39:Running out of energy | compo | 601 | 2.69 | 2.69 | 2.47 | 3.38 | 2.25 | 2.42 | 1.71 | 2.38 | ||
| 2015 | 34 | Two Button Controls / Growing | Grow and Match | compo | 552 | 3.15 | 2.62 | 3.73 | 4.35 | 2.63 | 2.16 | 2.71 | 2.87 | 52 | |
| 2015 | 33 | You are the Monster | Dungeon Boss Monster | jam | 10 | ||||||||||
| 2015 | 32 | An Unconventional Weapon | Android Runner by @JohnNWFS | jam | 1047 | 2.35 | 2.40 | 2.29 | 2.29 | 2.17 | 2.79 | 2.22 | 2.41 | 65 | |
| 2014 | 31 | Entire Game on One Screen | Pagoda Strike with Snowman | jam | 961 | 2.50 | 2.33 | 2.09 | 3.29 | 2.38 | 2.91 | 2.05 | 2.52 | 37 |
Gamejolt gave me a page not found error
Really reminded me of old school games. Good job.
Interesting concept. Had all but one sheep left and killed the kid. Dang!
No link still
Good entry - felt a little long getting blocks colored but I like the concept
I found it pretty hard. interesting frogger-esq twist - maybe with smoother scrolling it'd be more playable.
I like the concept
Pretty neat. Interesting drag n drop idea for a space shooter. I liked the enemy spawning and timing and the retro audio boops and beeps was cool. Was hard to deal with 3 ships but I had fun slamming shields into ships as well.
Cripes - thanks for the heads up. I increased the frame size. I couldn't get the all the spots fixed where he sticks before time ran out. Thanks for the feedback!
Game over condition fixed - game no longer keeps running. Thanks for the feedback!
You have to pick up some shurikens before you can shoot. Shots go towards mouse location.
I though this one was interesting. I wish I'd had more time to play before rating - pretty good! I found the concept very humorous.
I somewhat like the concept and for a simple physics game I liked the pixel art and sounds. Just too hard to make it fun for long for me.
Decent game. I wasn't getting sound- would be cool with some creepy music in the background. I always like the fog of war type effect. Some refinement to the graphics would have raised my rating there a bit.
Animation, sound effects great. Fun music. Great!
Nice for a basic first game. Little guy reminds me of a green Smurf.
Good concept with decent graphics - same issue as others with last couple of jumps - some form of recovery or boost would be good for when you are on the far right and can't make a jump - you just sit and watch your dude fall off the earth!
Being able to run through text faster if desired would be great. Otherwise a great job with the graphics and I like the mini-story going on.
Great Game. I echo the text behind the trees was a bit annoying. That one thing was nothing though when compared to the art. Awesome lighting, little wind effects. The mechanic did frustrate me as it felt random for the flying dudes when I could take them out. Still an outstanding entry and I rated it pretty high in most categories!
Hopefully not a duplicate. Tried to save this earlier and it didn't show up. Anyway, installed Simbuino to check this out. Neat little rhythm game even though it doesn't fit the unconventional weapon theme IMHO. Could be a good time waster on an actual Gambuino.
I liked the color scheme and the little models for the alien and cats were cute. I wasn't able to last very long and at first thought I should be able to go higher and higher but I think you have the one room to play in? Interesting product and might be a good one to expand on... maybe a volcano escape?
Nice graphics and interesting concept.
I liked this one - it is crazy hard and I do think the bullets were relatively too loud vs. the music. Wasn't annoyed by the music but then I gave up after not getting past level 3 in 5 tries :-D Good overall job. If anything moving the pylons between levels might have been a good changeup.
Very cool. QIX meets Tetris in a way. Ominous music, frantic dashing across light paths. thrill of victory at burning the happinesses... great job. With some updated graphics and clever object placement in logical order of difficulty across levels I could see this being a great time waster.
Love the CYOA - unexpected and daring :-) Would definitely like to see it with more pictures, although at my age I got really used to text only games in the early days :-) Zork anyone?
Great game and love that you used GM: Studio to do a non-pixel art game (don't get me wrong, love pixel art based games). The use of the cartoony and surreal was awesome and the had bash was definitely unconventional. I felt like I was watching some kids dream turned nightmare, especially when the head popped off and the body kept walking. Great job.
Good game. Enjoyed the mechanic of push/pull and in some cases make the pacman ninjas kill themselves :-). Also happy to have what feels like a fully realized multi level game that I could complete. I could see this being expanded to one of those multiple level sets of games (where you do 10 or 12 to get through a main part before moving to another 10 or 12)... if more baddies and options get added.
Good job.
Not bad. Enjoyed an example of GM:Studio work. Found it pretty funny. The cane gun or whatever it was seemed unconventional to me. Should the dog be able to eat pigeons?
Must be popular, error on dropbox link for source is Error (429)
This account's public links are generating too much traffic and have been temporarily disabled!
Great game. Love the movement and monster dynamics. Very complete. Fun figuring out the boss.
I liked the basic concept of "fight the darkness" as an unconventional weapon. My system handled to display fine. I'd call the flare chasing the darkness away something I want to learn and will check out the code. I did give up after a while as I kept dying ... I guess of fright?
This was fun but man those rats got annoying. Found it hard to beat the gorgon but did after about 12 deaths. Nice game, great job!
Thanks Lynx and benjamck. If interested I've been tweaking the final version and have it here http://johnnwfs.net...
if you get a black flickering screen can you let me know your OS and browser? Thanks! I'll reduce the background "stars" by a lot... and good job getting onto the "satellite"! I'll be adding variety as well. Thanks for the feedback
Great idea with the nanobots but was confused about when a mode was actually active as the 'bots didn't seem to react at first. Took a while to figure out solid mode (actually thought it clever and frustrating at same time that you could fall through the solid mass)... a subtle change in 'bot color might help with showing player the mode they're in. nice graphics.
Got to the other side of the valley after a few tries. nice music - it has a good beat. took a bit to figure out the double jump. Didn't really like taking damage for landing on a spark even as it died. However, nice little game. I like the color palette.
What an odd little game. fun graphics. I agree with the jump. failed a lot. Adding instructions in game would be good.
I like that this is doing something my kids seem to enjoy - playing games where all they do is swipe a screen to "make money" - only converting to a click method, then actually making a point of why you're clicking. Clever and great for unconventional weapon theme.
Good game. Interesting dark/light handling.
Other than getting stuck as others have said, good game. Nice mechanic - a slight twist on a couple of other "use the clone of me" games I've seen. Agree that with some collision detection/sticking issues fixed this'd make for a good multi-level puzzler.
A little confused about the other class member's mechanic - I don't think they start acting up until your character does. The second level took a long time because the coach never went to bottom right. Maybe a set path would be better than what appears to be random movements. Stopped in the cafeteria but will go back later to see other levels. Good job for time given!
Nice game, thanks for the source - my gamepad wasn't working so I changed the code to use keyboard and had a lot of fun getting the aliens bonked with balls. Cool thematic, nice graphics. Only complaint was the looping sounds. Some more variety may have had me trying to play longer.
Nice game. A bit slow going for me - like the simple lines and the audio effects were cool.
Great take on unconventional weapon. I thought the floor polisher controls worked well. I do think situations where the dog was hanging out on the ledge close to you and you had to jump over it lent itself to almost always getting hit as long as the floor had no polish on that edge. But if you addressed that at all I'm talking a minor help. Adding some office furniture in the background might break up the flat background. Great game. For its theme concept and dog animation it's a standout.
Great game overall. With all the high praise I don't need to add more. If anything could be tweaked it'd be that - at least when I played, I could stand in one spot and just keep swinging and mostly kept from getting hit until the boss arrived (with a bit of movement to pick up health). May have been a quirk of my round. (And to sandwich the compliment, excellent job overall)
GREAT JOB. Fits both themes, is challenging, nice graphics. The sound is good with the background beat only starting to get noticeably repetitive after several plays. Agree with the comment that this'd be a good mobile game and I imagine you'd be able to add features/amp difficulty with additional effort.
Great job and fun little game. I like the vine mechanic.
Really neat game with cool graphics. I was doing good until I smashed into a floating rock. Hilarious that the little spacesuited guy pops out with "I'm Okay". A couple of times the truck spun a heck of a lot more than intended, but I was using a VM to play and it may have been a keyboard read delay.
Good job!
Very pretty. Too slow for my tastes but still giving you high marks in several areas. You nailed the dual theme and graphics and music are great.
I ran this on the Arduino emulator by virtronics (http://virtronics.com.au/Simulator-for-Arduino.html) but it had no LED emulator. I could see the pins light up but the emulator didn't have the matrix LED so I won't rate. Cool that you contributed an Arduino project!
Awesome entry. I have to say after pressing those buttons and getting that end result, I had an "oh man!" moment (as in... oh man, that's it?) would have loved to play more. Good job!
Stopped at 100. Nice game - if more creatures and different cards probably would be fun longer. Excellent graphics and sound, good gameplay... very smooth. Great job!
Good job - the graphics were nice and the gameplay was difficult but learnable. Probably would be more fun in a future version to have more than 2 buttons :-) Awesome work for the theme, though.
Nice little game. Seems to take a page from the early stages of Spore.
Good job. felt very retro and I liked the little descriptions of items.
I was worried about the grow/shrink sound being a problem with extended play. An updated version would change it up. Also, the HTML version seems much slower than the Windows version. I'd have to look at optimizing the speed for any updated version to make it less frustrating. Thanks for the reviews.
Wow
oops - enter too soon.. Wow. Well, thanks for the honest feedback! *sigh*
Thanks BloodJohn - good point.
Nice artwork/graphics. Cool music.
This was a fun game. I like having to anticipate in advance which way to go to prepare for another path, although I kept getting to points where a decision made had zero outs and I just had to wait for my vine's demise. :-) Nice though. I like the zap sound when you hit the red thing.
Graphics and Aesthetics are cool. Good music. I did spawn a few times where an up arrow to start killed me immediately and a fall in a pit wasn't immediately fatal if I pressed down - dog formed appeared past pit, then when I tried to grow or shrink I died... anyway, good job w' a two button / grow concept game.
I see this as an awesome example of a prototype gameplay / level design game. The graphic quality belies the clever level design. Splitting the player into two and three mirror images (in terms of actions) was really cool and added a neat level of difficulty to the game. I REALLY applaud you for creating a clever platformer that held strictly to the 2 button concept... I gave up at the bonus level 1 :-D
While I couldn't figure out exactly what to do, playing the windows version worked where the web version was hit and miss about switching tiles (worked perfectly in the executable). I spent about 10 minutes fooling around with different tiles ... was fun watching results but would love a better explanation of what tile should do what
Kudos for presenting a different kind of game. Was too slow for my tastes, but a good start for something that could be neat if expanded upon.
I thought this was a good concept.
Good work, this was fun.
I liked this one. The graphics were cool. I am not sure I ever really picked up on *exactly* what I needed to do, but I did manage to get to the general concept. Sound was repetitive while not being annoying
I liked it. Clever twist on this kind of puzzle game.
Interesting concept but gameplay way too hard for my tastes. Art style was nice and smooth animations on the dude. Agree with @almax that it'd be a bit easier if touching bottom of pillars didn't kill you. Go with some of the feedback from all the comments from folks above and keep making it better!
Really great game. Love the line art and slight change as you are walking which seems to make the character more alive, if you will. Several games have used a black and white aesthetic, but the organic nature of yours put you at high marks for me. Piano did get aggravating after every death (and I died a lot). Still, I loved the musical clue that a spider was coming for you - made it so I was memorizing the steps and just moving blindly once I knew what to listen for :-D Great mood/atmosphere and top notch for the graphics fitting what I see as a specific feel you were going for!
I'm fine with asdf -> makes sense with the row of colors. Like the mechanic but would like to have seen and end game (I stopped at 200 something points and wasn't sure if it was going somewhere). Pretty glowy colors.
Top marks. Best game yet. I hope you are in the running for the top spot. I really like that running out of power wasn't necessarily the end of the level since your opponent might knock a power cube down your chute. The little cubes were really well drawn. The *only* nitpick I have was that once when a cube was flying from falling into the chute into the appropriate place on my collection board, it knocked into a regular block and moved things around. This didn't affect the game... and for all I know it was a coincidence since I had an opponent, but it did appear to knock a cube a bit. Zero marks down for that. Lots and lots of fun.
Nice game (fun watching on [Elysia Griffin's Twitch Stream] (https://www.twitch.tv/elysiagriffin). Good music, nice graphics - I'm surprised seeing Unity's flexibility and and first thought this was a GameMaker Studio 1 game! I think it has potential for expansion and updates!
This game is a lot of fun and I played it for quite awhile. Will go back to it after getting some more ratings in. Loved the music although around the 15th time through was wishing for another song. Enjoyed the level and seeing some baddies show up. Great job.
Short but agree with others the keys were a bit hard to get used to. Managed to get to the end. I can see this concept being a good puzzler with more time and refinement (and more rooms)
Note: I had to tweak some items in GameMaker Studio 1.0 to make sound and text work, making the html5 files slightly different (I will post the source for the tweaks to JohnNWFS.net). I had not set a font and I didn't realize the newest sound system was incompatable with HTML5. I switched to the legacy sound system and added a simple font for the HTML5 version. There were no other changes to the game and it still plays the same (albeit a little laggy) in HTML5 as with the gamemaker raw or windows executable version. Leave comments here and I'd love a DM on Twitter @JohnNWFS if you have time. -John
Thank you. The audio is a bug I ran out of time to fix. I'm not sure if Compo rules would allow me to tweak, so when I realized there was an issue I decided to leave it and take my lumps. The diagonal increased speed was unintentional but I did see it had the effect of giving you a better chance at the stealer so intentionally left it in. I'd also wanted to add a backstory about being above ap planet that was puling you down and you have a broken down thruster, but I again just ran out of time :-( thanks for the comments!
Hi all. If you are experiencing poor control responsiveness in the HTML5 version, would you please include browser and OS for troubleshooting prepared? Much appreciated!
@antti-haavikko Thank you. Great ideas for improvements. I really appreciate the feedback! Good score, BTW.
@elmismopancho, @ryte2byte, @cornelia-xaos, thank you so much for the feedback and advice. Yours and the previous comments make me want to expand the game now. Fix the background movement, add a 'power comming in the general area' concept (maybe two or three little clouds kinda slowly forming with one popping up before the others?)... I really had wanted to do death animation on the stealer and make you able to bump it out of the way or otherwise slow it down... While perhaps not the best decision, the lack of ability to downthrust was a conscious one. I hadn't thought about giving option to become the stealer -cool idea. I'll stop there - all comments are VERY much appreciated. Thanks also for the specific browser/OS info. I need to t-shoot since GameMaker Studio 1.0 HTML5 output (I'm assuming now) simply doesn't respond the same in different configs - but probably code can be tweaked if I can figure out what is triggering the inconsistencies. I'm Win 10 and on Chrome, FF and IE 11 I'm not experiencing the issue. May be time to break out some VirtualBoxes or VM's.
Thanks @badly-drawn-rod and @le-slo. @le-slo, you hit the same strategy I did when I was playtesting to try and maximize points. Thank you both so much for the feedback!
Thank you for commenting @mestrerothld and @thecodefactory! I appreciate the advice and kudos for enthusiasm :grin:
@will-walters, @silkworm-sweatshop and @zgragselus, thank you so much. The feedback is awesome!
@celia14, @wh05herlock and @angela-he, thank you! I made some adjustments based on feedback, and updated the HTML5 version [here](http://johnnwfs.net/LudumDare39-RunningOutofPower_postdare/index.html). Fixes in the newest version: Audio - 1) everything less loud (sorry @angela-he, I got your point about being loud - I may bump the volume back up again). 2) Music! I composed a simple song tonight and added it as background. It's a little less than a minute and you can last for at least 2 and probably more, so I'll look at adding another so things aren't as repetitive. Background: The odd movement was a stray x+ instead of x-, background doing what I wanted now Visual: I made both thrusters appear to aid / help explain the faster diagonal movement Stealer: 1) It now drops out of the sky when out of energy (personally made me laugh 1st time it happened) 2) stealer respawns in between 2 and 4 seconds, not just 2 as was set before 3) there's a quarter second pause when new energy appears before the stealer goes for the energy. Too much longer and you'll always beat it to the energy Aside: At some point I'll make energy appear differently (not just random)
@pandakipu, @phlip45,@morphine, @baby-dino-herd and @mhaton. Thank you for playing and for the feedback!
Nice graphics. My 10 year old daughter saw me playing and say "ooooh, what's that?" She really like the horse and that it wasn't just one scene... the grass, bridges, etc. were all cool for her. Nice job.
Thank you for making a choose your own adventure. It was a lot of fun dying and trying again :-) I also liked the icons and progress tracker. Were you inspired by the recent posts about CYOA books and those cool paper trackers the authors used back the these kinds of books first became popular? Good job in any case.
Agree with @tifu, atmosphere is great. Sound/music is great. The dialogue interface seems to match the space theme. I got a bit bored wandering around the map... which may be part of the intention to emphasize the loneliness on the planet? I'd have liked a mini-map, a scrap of map, or something to get started - just wandering around finding things until I died a few times and started knowing where things were isn't really my personal preference :-) Good job. Oh one other thought - when the space person is moving I'd suggest having the background pic move at a the pace the animation on the person appears to be walking at.
Super fun and I tried quite a few times, never quite getting past level 3 - even knowing i can't hit the edge I kept doing that, or got drained dry by those big red eyed cubes. Really like the level change and while not what I expected, keeping my position when the field change had me scrambling to the base spot to deal with the level once I knew what was going on. Nice sounds and pretty colors.
Felt like an (original) Doom lite. Nice job. Not to pile on but didn't fit the theme unless you consider health points energy :-).
I get the concept but couldn't get far trying to get resources out in an order which wouldn't just stop progress to be. The Research page didn't seem to do anything even when I had enough RP to start the research. A little more direction in game would be great.
I can't add much to what others have said @dob probably matches my personal critiques. I like the music and the innovative gameplay but found the game too hard. Looks like that's not universal issue!
Hi , @tjakka5 said everything I'd say about the game with and added bump to the music and mood from me. It was a great mood entry. I went into GM and took out the darkness and still couldn't complete (the darkness kept killing me) so I put the dot/player right next to the exit so I could see your end game. Nice to find the light, even if by cheating :-D
Fun art. Nice colors. On the one hand I like that the boss level puts you back at the boss when 4 hearts left, but it respawning full health when so hard to kill. I saw on [Elisha's Twitch Stream] (https://www.twitch.tv/elysiagriffin) that your new version fixes the boss strength, which is great. Good job and wish you well with your updates!
Really good for a quick creation. I like the "shoot the start block to get going". Multiple maps/rooms would have made it a little more interesting. I liked the sound and enjoyed the 2 color original game boy vibe.
I like this concept - agree on the really really hard. Once I started getting down the sector switches and solar panel activations I felt like I was making progress but never lasted long. I actually couldn't figure out what the robot was at first - maybe I'm not as observant as others. Maybe adding a flashy "hey, I'm right here" would have gotten me past that short initial curve. I will have to try the updated version, but the comments and ratings are, of course, for the LD39 release. Really nice job @le-slo, @kl0z and @canijo
Awesome job. Loved it. Could get past one area but will be trying again. Love the black/white. Mechanic is crazy cool. Thanks for a great game!
I cannot for the life of me figure out if there's a specific thing to do. I figured out I can go to the individual lettered titles if I am next to that tile, but why the witch spells spawn on certain rows and columns i cannot figure. I assume I'm trying to get the witches to waste all their energy (each has a countdown when their row/column triggers) but how I avoid the right rows/columns? Could you provide some additional instruction, please? I actually like the play field and the clever use of the lives on the side of the play field. The witches are actually kinds of funny with that smoke or whatever hanging over their heads.
Very nice game, great concept and mood.
I'm going to say that at first I was really underwhelmed. I didn't get the point (not familiar with Wario, etc) but after clicking through the mini games and really getting the point I was hooked. I had fun for a while keeping some nations alive before finally giving in and letting the last one fall. Lots of fun and like others I'd agree it's great for a short development span. Loved your voiceover, sounded like You don't know Jack guy a bit (or maybe the original Bop it voice). Great entry!
38%! Would have done better had I realized I could carry that second pot with me. Most people stayed asleep. Nice job, I like the pixel art. Some help in getting more coffee available with some creative powerup would be nice.
Nice first entry. Innovative mechanic or at least implementation with the gas suction. The music did get repetitive. I liked the street texture and the yellow headlights was nice. I was thinking perhaps you could add some damage so that one hit doesn't just end everything. Had fun watching [Elysia Griffin](https://www.twitch.tv/elysiagriffin) play your game on Twitch!
Cool - looks like you got a lot of well deserved attention. Great concept and I like the puzzle aspect. The varied responses to each days question and tying them all together must have been a challenge. I didn't have any problems other than that for some reason the first clicks on just about anything paused a bit before reacting, after which it was never a problem. Thanks for submitting!
Unless I'm missing something this is more an interactive video than a game. It's pretty though. Song was well done and the controls were all smooth. One thing - it seems I had the ability to do a 360 view, but if I rotated far enough to the right to get off the page (full screen) and tried to go the other way, I didn't have a way to "lock the view" so I could move the mouse to the opposite side of the page (or something similar) so I could continue my rotation in that direction. Hopefully you can work out for next time getting the HTML5 version hosted so it's a little easier to just jump in and try. Thanks for entering!
Neat little musical score. Kudos on a different approach to many of the creations this time around (that I've seen). Nice and clear layout, fun sounds. You had tons of options in the pop-up events and I'm sure for replay-ability you'd want to add tons more.
Pretty cool old school feel. My 17 yr old son thought the light was too small. I was a bit creeped out by the red eyes running at me :grin: Good sound and the frantic feel was fun (although my son also said 'these kinds of games are too fast paced for me'... then added, unless you wanted it to be, in which case "Good job". I got overwhelmed REALLY quickly but I'm guessing that's part of the gameplay plan! Thanks for creating it!
Making the map must have been a big chore - this is big! The mechanic of 'follow the path to pick up batteries' is fine but I'd have liked to see some more interactive bits here and there beyond the levers, buttons and trip panels. I recommend providing a "click space" to interact for keyboard users so that one doesn't have to pause, aim the mouse and click for the interactions (if using your code also for tablet, I'd also keep the mouse click code in as is). Also suggest adding a little animation to the robot - bobbing head, shaking wheels and the like. Thanks for submitting, this is good for a first time entry. Build on recommendations for future jams and you'll have better and better games over time!
Same - please update link, even if in comments.
This was a great puzzler. I got stuck on level 18 I think (and 5 took forever). One thing I found - when you zoom out you can put a LOT more power in your jumps - might be worth checking for, if possible, to prevent bypassing your planned puzzle solutions (I jumped over most obstacles in at least one level that way). Great game, good job!
Nice graphics, but that big blue element blocking my view was irritating. The game play was fine and could do with a few tweaks, particularly on jumping with those dropping platforms... It may be by design but it appeared I had to move at least a bit before a second platform could be used in quick succession (I guess I'm used to doodle jump style jumping). Nice colors and music.
Nice game. If expanding, I agree with rigdonware that at a certain point you can span the solar panels. Some balancing out of costs, maybe increasing over time, might make game play a bit longer. I did get irritated at the aliens blasting my panels until I realized if I kept two at a spot I wouldn't have panels destroyed. Cool mechanic in the planet rotation.
A neat and different take on things. I could never get the monster to follow me or head toward the gap even when I got to finish him and got close, near, far etc. But it was interesting to have to match the beat to gain power and it slowly dropped when you didn't click or follow the beat.
This was fun, thanks! Neat concept.
Pretty game and a lot of dialogue for a quick build. I gave up trying to get coins due to impatience with money collecting click games. However, I let the thing run through until the cell phone died. I have to say the ... uh ... monster voice? That was creepy at first, then repetitive and annoying. Either way, you had at least partial attention throughout the whole game :-D
Neat concept!
Bought enough stuff to be able to walk away and let it do everything itself. Got tired of mashing after a short time, so that was a relief :-) I like the graphics and the purchase options, but definitely would look at how to keep from being able to buy up out of interesting play. adding increasingly tall buildings with different challenges could be a good expansion.
@cubicraft-en-gr, please post a link to load your game or share it on scratch.mit.edu. My 10 yr old daughter is a scratch programmer and would love to see and help rate your work!
Very simple mechanic. I could stand in one place and just fire once in a while to "live". Low points that way - not any incentive to move around much, though and standing in one place kept me alive the whole time. Nice graphics which remind me of a handheld game with good display. Agree with the others, adding some risk/reward or other gameplay elements would be great additions.
Beautiful game - love the graphics. Liked the guitar song as well (although if expanded, more songs/longer sections to reduce repetitiveness would be good).
Seems like a solid concept. I can agree with other comments. A staggered floor drop (scattering the tiles that disappear around the floor) would be good. I liked that different enemies popped up. It did feel a little slow, but not bad. This could be an interesting one as it gets fleshed out.
Great little game - loved the old school sound effects and the game-play. Actually got through all the levels and it was nice to have a winner screen for once (can't seem to get through most of these games). Love the concept and appreciate the challenge!
Great job - Wonderful for just the 48 hours!
Enjoyed the runner - system is a little old so it couldn't run at full speed as in the video. Still, I liked the runner and graphics. Good job.
Thanks for the comments and suggestions! No excuses here but I have to admit I didn't notice the score wasn't showing up on the HTML5 version when I did a quick publish. I will have to fix that with my follow up, post competition bersion!
@Balance686 - great point on the player rotating in same direction you move. As I was play testing I think I got stuck on the separate keys for movement and direction and just didn't think about such a simple "fix" to improve gameplay. Thanks for the bug and other comments!
@pennycook I cannot believe I forgot to add that direction. Sorry about that - I'll add it to the notes above and of course add instruction to future versions. 😳
@dimesto52 and @levidsmith Thanks for the feedback - I certainly have some areas to improve!
Loved this and see a lot of potential. Very engaging. I'd like to see this one on a mobile platform when all the bugs are worked out.
Even without really understanding how tiles matched beyond whole lines, I found this fun -loved the mood, the graphics and the smoothness of the game play. Great, Great job and my highest overall rating for a game yet. Feels so close to a full game and I'd pick it up as a casual game on a regular basis, I think.
Awesome game. I had to finally force myself to stop playing - very addictive. I really like the basic mechanic of moving the little color squares around and matching the crates. Thanks for such a great entry.
The first time I played, I didn't notice the streamer indicating who I was so I couldn't figure out why I couldn't move. Started over and figured it out - was able to knock a few opponents off before I fell off myself. The movement was sluggish but I am using a really old laptop, so no points reduced (but thought I'd mention it in case others also see this).
Great game that had me wanting to keep playing, but I had to give up at level 8 due to time - very hard for me at that level and couldn't get past it after about 10 tries. Addictive. The only problem I found was that sometimes the dead knight wouldn't disappear when you stepped on him - extremely minor in the scheme of things.
Neat little game and bonus nostalgia points for programming in Pascal(well, kudos anyway). I'd suggest giving just the smallest pause when the first number of a sequence is hit. I'd also suggest just closing the box quickly when a play hits a die that cannot be followed. I can see this game having pre-set goals (like "only use descending order" "must include a 5" and the like and going on longer. Neat idea that I hope you decide to expand upon.
Fun concept. With a few more npc's with different behaviors (and of course more intersections) it could make a good full game. I was pushed far enough at one point that I thought about the idea that you could add being pushed back an intersection a part of the mechanic to "defeat" certain types of pedestrians. Enjoyed the graphics!
Great game and a good challenge. As same pictures came up on subsequent tries I was able to get further before losing. Really enjoyed it. Every so often a second tile click did not move a tile, but that was a rare instance and was only frustrating when I had only a space or two left.
Took a while to figure it out, but started getting correct combo's to clear lines. I do think the blocks are too abstract - there seems to be enough room, why not throw in a K, A etc.? I started getting confused as the blocks filled up. All that said, this fits the theme spot on and it may be that playing it longer would ease the frustration of the abstract cards. Pretty good job and while the music started getting annoying (after ~ 5 minutes) it was a neat little ditty that fit well with the game - if expanding I'd suggest getting some longer music tracks. Overall a good job in my opinion, even if the mechanic is difficult to pick up!
Can't add much to the previous comments. Mostly fun but became a but repetitive after a while - as a kind of endless runner it might have been interesting to see something a bit different as time increased. I found it interesting that at one point I turned around and went the other way and played going "down" for a while, then could go the other way when I hit someone and spun around. Neat. Good job and I enjoyed the graphics and being a slightly old-time the spy-hunter type feel!
This was a nice entry. I liked the ship movement, the trails as you flew and the smooth shooting and flying. I would have liked to see more challenges beyond the reducing room size, though.
Pretty smooth - fun graphics for the ship and void guys. I am not a fan of the awsd controls with mouse pointing the ship - personal preference is w = thrust, ad rotate and so on. In any case, got used to controls well enough. Got stuck as did others a few times but could get out of it most of the time. True to the theme. Neat little music score.
Once I figured out how to affect things (did I miss the instructions) it was a fun game for a while. Can't disagree with most of the comments already provided, although I was fine with the sounds - maybe if I'd played longer it would get annoying, but I thought the sound gave a bit of a retro vibe.
With a little effort this could be a good platform puzzler. Good luck when expanding on the concept!
I chose not to rate because I couldn't get the rocket to react to a black hole no matter where I placed it or how big I made it after the 1st attempt - Not sure what's going on but given all the ratings I must have something wrong with my setup (Chrome on Windows 10) ... seems like a neat concept - disappointed I couldn't get it to work!
Thanks @jeke, ~~will give it a go~~ I was able to play this and have to say I enjoyed the concept. I also couldn't get past planet 3. I think some folks mentioned changing up the little asteroids flying around - usually found that the random flyers would blow up the map by expanding a black hole far earlier than would make getting to planet 4 possible. Probably too quick and easy as a single room game without the asteroids, but if there were a series of levels/rooms with increasing difficulty - and maybe pre-planned asteroid 'orbits' the playability would increase. Nice concept and good job.
Nice graphics and very smooth animations. After fooling around with it for a while I figured out I could spam the kick and for a couple of minutes just racked up points without moving around or doing anything else. Still, with such a nice graphics set I think this has potential.
I got to the point the game displayed "now you are ready" but missed a jump - when I realized I had to start from the very beginning I got disheartened. It was neat up to that point though, so no point drops! Just wanted to suggest that there be a check point in any future update so I can avoid the "training". Good job - I like building up tons of speed for one jump and flying through the air for a long time - all those arrows helped give a good sense of movement! Good job.
Fun game and very pretty. I enjoyed it. One thing that threw me was the little R icon (usually next to the enter symbol) didn't appear to represent right mouse, but space instead. Agree with comment on slightly faster pace being a potential improvement. Also wasn't all that enamored of the movement - felt like I should press "up" to go in the direction I faced. Minor things though - great job!
Took a few times to finally figure out what you meant but once I figured it out, the mechanic made sense. Good game, nicely polished and enjoyable. I'll pick it up again post dare I'm thinking - and thanks for posting your code - much appreciated! Very Very good job.
Wonderful graphics! Very nice looking game!