Foon → Ludum Dare Explorer → Users → jonnopon3000
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Sharpshifter | compo | 664 | 2.97 | 3.22 | 2.14 | 3.09 | 2.47 | 2.30 | 2.04 | 2.61 | 72 | ||
| 2015 | 34 | Two Button Controls / Growing | Blockman Panic | compo | 884 | 2.65 | 2.76 | 2.24 | 3.35 | 2.18 | 2.00 | 2.33 | 2.13 | 33 | ||
| 2015 | 32 | An Unconventional Weapon | In-flu-ence | jam | ||||||||||||
| 2014 | 31 | Entire Game on One Screen | Shoob | jam | 824 | 2.80 | 2.63 | 3.28 | 2.97 | 2.27 | 2.27 | 2.41 | 2.46 | 49 | ||
| 2014 | 30 | Connected Worlds | Going to Other Planets | jam | ||||||||||||
| 2013 | 28 | You Only Get One | Hyper/Blink | compo | ||||||||||||
| 2013 | 27 | 10 Seconds | Rogue Descent | jam | ||||||||||||
| 2013 | 26 | Minimalism | Unfinite | compo | 17 | |||||||||||
| 2012 | 25 | You are the Villain | In Digito | compo | 10 | |||||||||||
| 2012 | 24 | Evolution | Assimilator | compo | 587 | 2.57 | 2.38 | 2.46 | 3.31 | 2.31 | 30 | |||||
| 2012 | 23 | Tiny World | Calamity | compo | 430 | 2.96 | 2.65 | 2.87 | 2.70 | 2.04 | 2.73 | 2.50 | 2.84 | 39 | ||
| 2011 | 22 | Alone | Alone in the Unknown | jam | 155 | 1.85 | 1.69 | 1.25 | 2.38 | 1.71 | 1.75 | 1.38 | 1.50 | 3.00 | 41 | |
| 2011 | 21 | Escape | Captain Starfire's Great Escape! | compo | 413 | 2.27 | 2.10 | 1.90 | 2.24 | 1.93 | 2.15 | 2.12 | 3.53 | 6 |
I loved this, and the level of quality for 13 hours' work is insane :D
Loving the placeholder (I believe they're placeholder) graphics. The game was enjoyable and I liked the dialogue system. Overall, quite nice :)
This game brought out the psychopath in me. I like it, but at 826 kills there simply weren't any more things to kill :(
Good work, though. I like the graphics :)
Overall, I think it's a nice concept but I didn't like the implementation too much (except the audio - well done sir). I think it'd be a lot more fun if the paparazzi members were either slightly further back or the player was much easier to distinguish - my main problem was the wobbly motion and actually working out where I was.
I absolutely loved this game :D
The gameplay is very different - being able to float and hover is nothing new, but integrating a conditional double jump and "ability bar" was a nice touch. Well done. Probably the best game I've played yet...probably :P
I liked this. The light mechanic was a cool idea and the audio was great; but the difficulty is a little weird. For example, I could not find a donut, and because of that the two rooms I had gotten to were both useless to me (lockers and the hall-like place with two guards). I couldn't get further than those rooms.
Wow, I really liked this game! I had a lot of fun, and the audio is great. The procedural generation makes the game - it's got a lot of replay value.
I like the take on the runner genre you've gone for with this game. Reminds me of Cannabalt, and I love that game :D
It isn't the most challenging game ever, and the menu system could probably use some work, but I did like the meat of the game; past around 15 points it gets pretty fun. There's no way to restart the game after death, though.
It took me a while to really figure out how the mechanics fit together, and resource collection (specifically having to drag the locked blocks off the playing field) seemed a bit fussy. Other than that, it's a very fun gave and innovative to the max. Very impressive for 48 hours :)
I liked the concept, but the implementation would have been a lot more enjoyable with more audio and maybe some level progression.
I liked the game; the audio and humour are its greatest assets. Genuinely fun to play :D
@agersant: I forgot everyone had access to the code, so I called the "enemies get slower when there are less of them" a feature hoping it'd go amiss. In truth it's a bug...I have no idea why it's happening, but it's been happening since the first time I ran a working wave of enemies. I haven't looked into it properly (taken a day or two's break from coding after the competition), but the brief time I gave to the problem in the competition yielded no results. I have no idea why the enemies slow down. It's probably something to do with the way the game updates entities, but I reconfigured that three times in total for certain other reasons and the slowing down still exists.
Either way, thanks all for the comments on the story; it was actually the first thing I wrote to get a feel for the game before writing the mechanics, and I changed it a few times to suit the theme. Writing is a strong point of mine and I like to put work into giving context to anything I do.
I'm finding the comments saying that past a certain round is unplayably laggy; on my machine here (and several of my friends') it runs fine all the way through the game, besides some lag issues for lots of bullets having been fired (and not destroyed) and the little mechanical issues.
In retrospect, maybe the bullets should have a constant speed and should disappear and be cleaned up after a certain amount of time.
I am quite disheartened that some people seem to be experiencing un-playability, though; that's one thing I have definitely not experienced.
I'm going to change the description to include some warnings about playing; little gameplay tips I know of to reduce lag. This might help some people play the game for longer and with more enjoyability.
Seibharinn: Hmm...I'm fairly new to loading and displaying images, so I never thought of it. Do you think that saving the image for each entity type to a global static Image type variable in the main class and passing that image as a parameter somehow to each new entity (rather than having the entities create their own variable)would solve the problem? That way, it'd only ever read the images once.
Siebharinn: If the image variable is static then all extended image variables point to the same piece of data. However, with it not being static the entities are drawn correctly :D
Performance hit the roof, no matter how many bullets I fire :D
Problem is, now enemies' and bullets' movements are not updating properly :(
I worked out why they weren't moving properly - the game loop was now so much faster without loading the images from disk that the value of delta was a fraction of what it was. Changed a couple of numbers in the move() method in Entity.java and everything's working again at a ridiculous fps :D
Now onto the bullet placement and collision code and this game will be pretty much fixed.
Thanks everyone!
tnelsond: I appreciate the effort and concern, but after an hour of playing with those calculations I have some interestingly varied results. Right now, it will fire a bullet (mostly) directly at the centre of the cursor on a diagonal, as long as it's in the top half of the game, but breaks down for much else.
I've got a couple of ideas to make it work a little better (for example make the playing board a square), but right now I'm still very stuck on this one (which is worrying, since I'm supposed to be an achieving student of mechanical mathematics).
Short update, the bullets are now fine! Basically, I was using tnelsond's formula but then I was adding a multiplication in the actual movement code that broke the formula. I shifted stuff around a little and voila! Bullets are 99% accurate and move at a constant speed no matter where you fire from.
I liked the atmosphere and the story, but the block placing mechanic is a little fiddly. I understand the difficulty in creating a block, however, anywhere other than either in the direction you're facing or in the direction you were facing, so it's forgiven. Overall, a very good first game :)
I liked the theme and the audio, but the gameplay mechanics could be a little more balanced. I had a lot of fun escaping the water, though :)
Haha, this made me happy :D
I noticed at the beginning when I thought I'd lost that there is no way to lose...and it clicked in my head when the top layer turned out to be blocks. Very clever.
Loved the audio, that and the zany graphics gave this game a brilliant feel. The mechanics weren't bad, too :)
I like the concept, but the controls felt oddly stiff and fiddly, which made the last 'room' with holes feel very frustrating. The graphics and audio are nice :)
The level design was really cool; and this is awesome for one day's work. I got quite frustrated on level 3, but that was because it was hard and I'm not good with hard games :P
The only gripe I have is that the level shake at the beginning really throws my concentration off.
I played this before you submitted it to the competition, and it makes me laugh now as much as it did then. It's not the best, but it definitely has that fun and humour factor (for me at least) :)
I can't use the left mouse button, so I can't technically play, but damn this is beautiful!
I liked the game, although the controls can be touchy. The art/audio and story won this game my love :)
I like the concept, but the framerate was simply too low for my machine. WASD also didn't work. The graphics were awesome and the mechanics felt good for how much I could play.
Overall, a great entry!
I like the concept and the mechanic is really cool, but being on a laptop I have no middle click and so find it hard to complete a level if I mis-click.
Well, despite not being finished, this is a really nice entry. I love the approach, and I'll always appreciate a 48 hour entry written in Java + LWJGL. My next entry will possibly be with LWJGL and not Java2D, as I've been learning OpenGL pretty rapidly recently. It always impresses me to see people a few steps ahead of where I am :)
Well, played the whole thing and I was on edge the whole time. Needless to say, definitely one of the best I've played from this competition. Loved the commentated time-lapse, too - it's nice to get an insight into what was going on intellectually behind a project like this.
Nice work!
This was a great little entry and I loved the art style, but the controls and player physics became a little annoying at times. I also ran into a couple of collision bugs with the slopes on some levels that required a level restart to fix.
I did mention in the description that the new game option does not work. It *was* working, then I must've changed something in the level entity list handling that broke what new game did I pushed to fix it up in the last few hours, but failed after many furious attempts. Last time I checked, hitting new game initialises a completely unpredictable level, and adds a new Player entity to the level after the other entities on the map without removing the old Player entity, despite many of my own fixes manually performing that exact process. I never got a hang of exactly why it was happening, and I tried a lot of logical fixes to the problem.
As for wall sticking, that's a problem I couldn't predict I'm afraid. We worked to fix it on the two machines we had at our disposal and it seems that except for one or two cases it does indeed work.
I agree that there should've been some tutorial or prompt for controls, though; this was in the initial level design but on the last day I got caught up squashing one bug that stopped us from building multi-room puzzles and trying to fix the aforementioned new game problem.
The game is also very condensed with a high sanity curve because of the fact that for the time spent killing bugs, time to code levels was down. We wanted to show off the systems we had spent 72 hours coding so we designed three levels that incorporated as many as possible simultaneously.
This makes me a sad panda.
The only thing I can think of right now to check is whether or not you have the latest version of Java installed. This might be a case of going to the Java developer's site and getting the Java 7 pre-release, as while I believe applications should be vastly backwards-compatible, it's possible that me having coded it in J7 might be locking it down to some versions or installations.
Wow, instinct typing there. I did of course mean "our having coded it..."
Not a one-man band on this one.
unfortunately, I wasn't able to load the game both web and desktop due to a runtime error on the VM itself. It spat out a report with "error in exit VM.0" which I believe means that your application caused a stack trace print. It may be the same audio loading issue others have experienced.
I'll check back occasionally to see if I can suddenly run it and rate you properly, but I left some ratings for my impressions of your art from the screenshots :)
Hmm...seems that I can run the application just fine, but when I hit start, the window blanks to grey and nothing is drawn.
I'm on Windows 7 32 if that helps :)
Loaded fine, but I had the same problems as Andrew: large game screen, and I found the controls far too sensitive.
A very solid entry. The amount of "action" on screen at once was good and entertaining, and the reaction-based gameplay is difficult enough to be satisfying but not frustrating. Nice.
Quite comical, and for me that's what kept it entertaining. Not so good at bullet hell games myself.
A pretty solid entry, nice work! The general aesthetic and audio bring the package together nicely and vastly improve the overall mood of the game, which excuses the tiny annoyance in the speedy and over-sensitive jump.
A bit counter-logical to the theme, I'd say, given that you're tiny and the room is huge from your perspective, but that doesn't detract from the brilliant execution of what is in whole a fun and humorous concept. Enjoyable, nice work :)
A bit laggy on the webplayer as you said, but the build is fine. The graphics are great, the music is above average and the gameplay holds up. Nice work, especially for a first LD.
Holy shit, if it wasn't for this competition (where I trust the community), I'd never have guessed that this was made in such a short time. Incredible, nice work.
All I can really say is "wow."
The mood was excellent, the aesthetic is consistent, the music was brilliant, and I love the general concept. Excellent work!
I love to see a successful multiplayer Ludum Dare game, nice work!
Thanks Terra, glad you enjoyed it. I'm also glad the "static" map went down well, I thought that I could add some cerebral element to the game by having the player calculate their own paths - it also saved a bit of development time...
As for the player's hitbox, it's actually a bit of a weird system. The player doesn't collide with tiles using a hitbox; instead, movement is only permitted if the tile he's about to move into is passable. The algorithm for keeping track of the player's current tile and therefore the function for getting the adjacent tiles is a tiny bit off, so you usually hit trees about half a tile away. Just thought I'd explain :)
After the last Shaman, there is one sort-of-surprise in the game. He says something about rebuilding the entire world, and there's a little easter egg-type thing for anyone who bothers to explore the rest of the map :)
Wow, loads of comments all from nowhere, thank you guys! :)
To address all your suggestions, what you've played was actually about half of what I planned. I created base classes for things like random story encounter tiles that revealed some background, random quests NPCs, and small insignificant environmental effects. I ended up spending a lot more time on the overall design of the game and as a result, had to cut down to just the main story quest of "find the Shamans," with a bonus added for anyone who could be bothered to explore most of the map.
I hear all of your suggestions, and with the overall positivity along with my own motivation, I've decided to adopt Calamity as a full project alongside my current game project.
All suggestions have been, and will be, taken into account for further work :)
Haha, SusanTheCat wins the prize for first LD participant to have reached the bonus ending. Congrats, and thank you!
I'll update the description with these details now that enough people have expressed the concern:
The last Shaman says "all of the world," but that's dialogue I forgot to change. In fact, you only have to reveal 85% of the world, and your view range at the end of the game is 20x20. If you keep track of where you've been mentally, it doesn't take long to reveal enough of the map :)
Sorry, I've not even heard of an azerty keyboard before now, I guess I'll go do some research.
This was surprisingly fun. The concept was simple, but I disagree that it was "too" simple, especially if you only had 20 hours to work on it. This is pretty much what I would imagine is the epitome of LD entries, and it doesn't suffer for it. Enjoyable!
A platformer is always good, and this is a nice game for 10 hours of work.
The controls are a little too "slidey" to really allow you to enjoy some of the more fiddly jumps in the main game-play world, but I was quite intrigued to see the element of replayability in that the game times your efforts.
Nice job overall.
Pretty damn good overall, I agree that it'd fit well on a touch screen. Keep at this project; there's potential here!
I think I would've had a lot of fun with this one, if I wasn't flying so fast I ended up inside a piece of land.
It's a good concept, though, and a technical achievement for a 48-hour project. Nice work.
This is a really interesting entry - it's a totally unique concept and it's quite fun to try all the commands to see what happens. With a little expansion this could be really awesome.
The enemies escaping make it next to impossible to win the game, but well done for what's here!
This is an extremely ambitious design for an LD title, and I feel like you pulled it off pretty well - the main mechanics are there, the stats work, crafting works. The only problems I have are with the goods collection being a bit vague and the audio gets very repetitive. Good work though dude!
Interesting game, I played for a good 10 minutes and experienced some changes, but nothing really "jumped out" at me if you know what I mean. The mood was well executed, and I marked you up for humour based on a few of the more hidden notes in the game. Good job!
Wow, the art here really is something - I was actually taken aback when the game began, nice work! When deploying my second bomb, though, I got this error in a console:
___________________________________________
ERROR in
action number 1
of Create Event
for object objpointies:
Error in code at line 1:
move_towards_point(mc.x,mc.y,5);
^
at position 23: Unknown variable x
Thought I'd let you know. Good entry!
LASERS. I love lasers.
Definitely feel like this could sprout into an interesting TD, and any half decent TD is super addictive for me either way. With a litle expansion, this'd be awesome. Looking forward to the Jam/Kong version!
@Spunkmeyer interesting; I've experienced a bot still being selected post-death, but not attacking back :L
I'm building a buglist, shall add it and look into it!
@admung suggests a problem in the Applet Loader finding the main class of the app. I'll look into it
Haha, well Andrew, ~that's~ a problem :L
Also it doesn't make much sense, given that it evidently works on some systems and not others - but randomly not finding the launcher class? Um...yeah. Well, I'm gonna try and fix the loading issues today, so thanks much!
I've added a desktop version for the cases where the web version fails. I've not been able to work out why the web version fails, as sometimes it's an LWJGL Applet Loader error, sometimes it fails to find the main class and sometimes it plain doesn't start at all. These issues would be easy to fix if they occurred all the time and (especially) on my machine, but unfortunately (or maybe fortunately) they don't. The desktop version contains binaries for all three major platforms, so it should be fine as a substitute :)
Thanks RawBits, and in response:
The level scrolling was a bitch. A real bitch. I spent maybe 4 hours total (not clumped together) coding it, fixing it and making it work. It's really dependant on the size of the player, too, so whenever I changed that I had to fix scrolling again. Bad system but it works :L
- I totally didn't think of speeding up time, and that's a great idea! Conceptually, it's simple too - I could make everything in the game world happen faster with just a simple variable :L
- I've unfortunately not been able to reproduce any of the ability bugs people've been talking about, but I immediately recognised the problem with blank boxes to represent them and the fact that you can select abilities you don't have. Other than that, in my experience (I spent a long time bug testing this, too) the abilities work fine, I'm sorry you found a bug there...the third ability, Buddies, is my favourite thing in the game, so I'll see if I can find these bugs and try to fix them so people can use them with no problem :)
- My apologies about the clicking finger, but sliders would've been too complex to implement given the time I had remaining.
- At one point I tried scaling the box's size by the size of the health/power bars, but ran into issues that I was too dumb to fix at the time. Thinking now, I have a fix in mind :)
The plan was to keep working on this 'til it's at a stage where it'd fit on Kongregate, as I already have an account there and feel like this'd be a good release (eventually). Thanks much for the support!
Pushed an update to fix two bugs and introduce a better help screen with a different, more readable font and more info. See main description for more details :)
I feel like one hit kills are a little over-zealous given the reflecting bullets mechanic, but that doesn't matter so much when the game is so fast-paced and fun :)
Not sure if it fits the theme so well, but this is good entry all the same!
Pretty cool little entry, the controls are smooth and the graphics are better than most, but I had issues with the moust controls - 2 or 3 mins in, the mouse seemed to unfocus, and the game stopped responding to its movement. I could still use the mouse button controls, though.
Not a bad entry - actually fun to play with some replay value, but a little tweaking of the enemies' abilities might've made it a great game. Good job overall! Can't comment on the audio as my device is currently broken, and I got a score of 10 :P
Haha, the crash-on-death is a little disconcerting, but unfortunately I can't fix it :(
Still, the idea is that the clone is you, so by logic you are the villain. It's loose, I know, but the best I could do with the concept without entering the jam to create a boss fight that accentuated it a little better.
Hmm...the game is supposed to be synced to the beat (level transitions and all)...but performance issues can mean that it occasionally falls a micro-beat behind, meaning overall it can de-sync. Thanks for the feedback awppy!
...also, invincibility tiles are supposed to create 2-tile invincibility, but again, performance issues can confound this. I will ask on #LD48 if it's ok to increase the invincibility timer, so as to fix this issue - else half the game's obstacles become impossible to avoid.
The deployment seems wonky because it ~is~ wonky :P
Basically, the level files are .txt, which means I had to use the Java Scanner and FileReader objects to read in the data - this was a major mistake, as these objects apparently can't find files inside the .jar (I spent a good few hours learning about file paths in more detail trying to debug this, and have faced this problem before). As a result, I had to keep the text files outside the .jar, leading to the web version instructions we see above. Good advice, appreciated, but unfortunately a problem I can only solve by changing the loading system.
Also, it's huge because massive audio file - any compression ruined the music completely.
Something about this just 'clicked' with me (pun totally intended). The gameplay manages to stay fun despite its extreme simplicity, and I guess that's the point of the theme - so well done :D
Hmm...I'm having no issues in Chrome or IE, but I do see the issue on Firefox. I'm hoping that hosting it on Kongregate fixes this - thanks for letting me know, guys - check back soon for a (hopefully) fixed version :)
@Pickens: In the upgrades screen you only have 10 seconds to view + purchase the upgrades. This was going to be a more pronounced and graphically dramatic screen, and the items you were going to be able to purchase with money were going to come with cryptic descriptions...so in the full concept, it'd have been relatively tense to be forced to choose so quickly. As it stands, not so much
Haha, indeed! The concept and thematic context got away from me a little I think, and though it's relatively broken in some cases (I'm very bitter that texture sampling seems so off), I'm taking it on for external work to see if I can't meet what I believe to be the idea's potential.
I didn't expect the player character to be "abductable" and for one of the other family members to become the player if that happens - made me laugh. I couldn't progress very far as across multiple playthroughs I only had one crossbow with what felt like 4 shots in it and no other way to kill the monsters if they managed to get hold of a family member.
Still, as a homebrewed compo game this is quite accomplished!
Polish all round here, I love this as an LD product...though I never got more than 1.5 mins in as (at least for a laptop touchpad) the controls are just that tiny bit too unresponsive to react fast enough to what feels like a very hard core game. Love this though, well done!
Presentation wise, I think this is great (and you really took the theme to its limit, which blew my mind a little once I realised it was intentional) - but, it is flappy bird and I did notice a few collision bugs (seems your walls' collision boxes are offset by about half the "game screen" width towards the player) so I feel there was a lot more potential with the screenspace concept.
@Team Flashlight - is there any output in the browser dev console that might indicate what is going wrong? This issue has not been reported yet and I'd like to pinpoint the cause. May I ask which browser + OS you are using?
@asobitech Absolutely, I'm checking the progress of hosting regularly - it should be up very soon.
Problems caused by my site (where I normally host the games) being unavailable at current.
@SneManden Haha, yes - more time was definitely required just to implement that one last planned enemy type (chaser), change the cube's colors (less saturation please) and find somewhere to host it.
Thanks for pointing out the LevelManager.js reference; I must've fixed this one just minutes after packaging the download and forgot to update it.
OK, so thanks to my good friend a hosted version is now up - we noticed a couple of dumb problems (incorrect relative paths on sounds since I was using localhost/ address for development, bad event listening) and fixed them. The fixed version (playable at last) will be available before the end of the day (11:55 AM here in England right now).
Thanks for the patience everyone.
Really liked this one - my first score was 90, then I couldn't beat that on a few more attempts. It gets tricky! Love how visceral you've made it feel when the text elements are destroyed.
Ah yeah, should probably mention that the game doesn't "handle" death so much as just destroy the player GameObject. In the Editor, this results in a black screen and console errors - it seems logical that in a desktop environment this may hang the application.
A post-Ludum Dare version will be coming relatively soon with a smoother game flow and basic problems like this fixed.
This is a great entry, simple as that! You covered all bases; the only gripe is that maybe the player starts with just too little sugar to make the game as accessible as it could be. I had lots of fun
Hahah, my bad everyone, I think I removed the menu text that says "Enter to Start" - I'll update the description here. Sorry you couldn't play!
I went ahead and put the help text back on the menu to avoid further confusion
The midair jump was a mistake (fixed along with some other stuff in the improved version), and I couldn't figure out what was making the money disappear before compo end - fix for that coming in a little bit.
Good point on using space instead of enter; slip of the brain on my part lol - thanks for the feedback
Good movement, makes for an enjoyable little game
Good unique use of the Tetris idea; fun with increasing challenge but there was an element of waiting for the random gen to drop blocks close to me
I liked the overall idea, wish you'd had more time to complete the concept
Never seen this done quite like this before, and it's really fun. Nice work
I played this in escalating map size for like half an hour. Really great entry
Not the first time I've seen a board game entered for Ludum Dare, but it's the first that's tempted me to play. My girlfriend and I sat down (with all-paper pieces and game board) and studied your rules, and after a shaky start (as with any board game), we had a lot of fun! It's surprisingly deep for a physical game created in just a weekend - I just hope that we didn't trample all over the pronunciation of the name with our English accents :P
I got sucked in by the atmosphere, but when I entered a particular room one of those silver fake walls appeared and trapped me inside; shame! Great job overall
I enjoyed this little game! Nice concept, and a good play on the theme. Good work
Took a little while to get used to the mechanics, but this is a mark of a great depth for a game made in a weekend. Nice work.
I enjoyed myself; got to level 52 first try and 26 second.
Woohoo, got through all the levels first try, but it was not easy. Really fun game! Nice work
I found kills (especially with the grenade launcher type weapon) very satisfying; the only issue with the particle effects might be that they hang around for too long - otherwise this is quite enjoyable!
I'm really bad at it, but it didn't stop me from trying a lot. A good entry!
I really enjoyed this - maybe it ran ok over here. The controls are a little odd, but once you get used to the shifting mechanic you can pull off some really interesting and fun jumps! Good work.
Really loved the art style, and the theme adherence really added something to the game. Nice work!
I sometimes experienced an input delay making the second level very difficult! Great concept though, sounds great and looks great.
Really fun, I liked figuring out how the shifted plane could help; didn't find any of the game boring or otherwise unnecessary. Good job
I enjoyed myself, played a few times. The different shields actually create different gameplay; nice work!
Thanks for the feedback - when I play, the ship does point at the cursor - I could introduce smoothing, but do you mean that on your machine it was pointing in another direction?. The game is supposed to lock your pointer when you click on it and display an "X" at your mouse position, also - I have a feeling this didn't work in your case
Yeah, I should've had a tracking enemy or something because playing as a turret is a good strategy; I'm doing a post-LD version with lots of new features and fixes just to use the concept some more.
Thanks for letting me know about the Firefox problem, that'll be down to a bug my engine has with pointer locking. I wasn't aware of the problem in FF (my bad).
I smiled the whole time playing this, it's wonderful
5 for audio, naturally. Awesome
I loved every moment; everything is up to scratch and well executed. GG
Ill be honest, I couldn't really figure out what to do at first - but once I did, I found that the shapeshifting mechanic is actually quite in-depth. Maybe some more tutorialisation or even a bit of a simpler approach in the first few levels would've sufficed to prevent that initial confusion stage. Good job overall though, I like the aesthetic! Very moody
I enjoyed myself, but I did find myself constantly using the third level ship - I feel like there should be some other detriment than movement speed to using them. Nice work on the look, sound and feel of the game though!
I didn't do so well at first, but I came back for seconds and really had a great time. Nice work
I really loved this, overall a brilliant entry!
Enjoyable, nice work!
I enjoyed this, you took your timeframe and polished a simple and fun idea. Nice work
You've nailed the look and feel for this type of game, quite fun to play. I found that trying to collect the sides while also targeting enemies was a bit much sometimes - maybe a small magnet effect would've been useful? Nice work
Really great music, and a good difficulty curve. It was fun for a couple of plays, but expectantly got a bit stale after that. Good job!