Effigies by Geckoo1337 2018-12-12T23:11:36Z
well made, you did a great job in 2 days
Foon → Ludum Dare Explorer → Users → joqlepecheur
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | Nothing Does Matter | compo | 70 | 3.87 | 3.60 | 4.25 | 3.89 | 3.45 | 3.42 | 3.10 | 3.45 | |
| 2018 | 43 | Sacrifices must be made | The March Of The Blobs | compo | 14 | 4.15 | 4.09 | 3.16 | 4.07 | 4.18 | 3.89 | 3.33 | 3.87 | |
| 2018 | 41 | Combine 2 Incompatible Genres | If Potato Meets Flag Then | compo | 41 | 4.00 | 4.01 | 4.01 | 4.01 | 3.14 | 3.26 | 3.14 | 3.33 |
well made, you did a great job in 2 days
Clever idea and original take on the theme !
Excellent and perfectly fits the theme. Graphics are outstanding.
The game fits the theme very well. Sure, pitch already goes this way, but after a few playthrough I had to think what the best path was and what branch to leave out for the optimal score I could think of. Some elements were a bit brutal but I guess this emphasize your point.
Responsiveness of the character was good. I might be biased as I love platformers but well done.
If I may suggest something, since the story is about a journey, it could have been great to start where the sick ones are and go back there, it helps contemplate what you achieved ;)
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We hardly notice when they are not there, but I didn't notice bugs !
Nice graphics and respect of the theme. 1000 points for satan is a bit much, I stuck around to check the ending ;)
@rk3omega I could indeed have started our with an easier jump. I invested more than 2 hours of compo time just on those bricks, I'm glad it paid out ;)
@bungus-productions thanks, I wanted to deliver a game to provide a fun break. I put a big hitbox on cursor to make it easier and gave some leeway to allow mistakes.
@01fe7e There are 4 levels where you don't get a new power or use an existing one in a new way: 5, 10, 11, 12. I guess I could have added another one to spice things up, but I finished really close to deadline.
Thanks, @saucygames ! I really wanted players to explore at their pace, then unleash the blobs at the end :)
@acoto87 I am glad you enjoyed it!
@fenderbate Hi there, you are now the third person mentionning this as a "but" as if it was a bad thing. I feel it is a bit unfair so I think I have to adress that ;)
When people make a platformer or a shoot them up, nobody ever says "oh a mario clone" or cookie clicker clone or doom clone etc. I believe this is because the genres are now so common that people focus on the small differences that make a title unique. It's a bit of a paradox, but the fact that the game is called out as a clone I think is because in fact there aren't that much lemmings-like games. So instead of focusing on the similarities, look at the differences and perhaps you will come to see how I have tried to fit it into the theme and make it more accessible, it's not that simple :)
@arzi thanks! I didn't design lots of graphics, so that left some time to think on the levels.
@andreb the outline is a great idea, not sure why I didn't think of it :) I guess I will also adjust a tiny bit to expand clic area on blobs
@exilegl Oh yeah! I will add one more block for more leeway after jam, thanks for bringing it up. There is no point in putting difficulty of execution right of the bat ;)
Thanks @planschi!
It is not a bug but intended design: spawning a blob cost 1 point, and using power cost 2-4 points. So if you spend every point to spawn blobs, you can't use powers. So to use powers, players have to "sacrifice" blob points that could have been more blobs.
My "secret" for a polished game with little time is to have as little assets as possible ;)
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Cool take on the theme, and you captured well the essence of physics based games :)
The character hitbox seemed a bit too big, there were situations were I felt I didn't touch spikes and still died. I wish there was a short transition between death.
I think you shouldn't belittle yourself, you managed to bring a good idea to the table, and the feel of the jumps was great.
Very cool game, lots of good points. Music and art are great, and good take on the theme. It was a fun playthrough. I hope you can add a tiny bit of balance after jam to force a progressive loss :)
Good job to both tims
The cheesy sounds are fun, and the highlights and many options were very welcome. The acceleration is a bit steep, it gets fast all of a sudden and it is hard to do anything. Perhaps a slower curve? Cool entry.
That was fun. Palette is well chosen and the few graphics are easy to understand, gameplay is very clear. I am curious why you would qualify as a clicker crossover though ;) ?
I had trouble with the camera (not steady), and the walljumps were a bit weird. Also, in some levels you can see 'outside' the level. A tiny more polish on platformer feel could greetly improve sensation. Music is cool.
Overall I liked the idea, and decomposing level gameplay in phases was nice.
To deprive player of full control is not new, but the way you applied it was unusual in a good way and innovative. I stopped at level 17, but the ones I played were varied and some had the luxury to have different solutions. It would be cool to know how many levels there are and the passing through platform were a bit quirky at times. Overall nice entry
The concept is clever, and I feel you respected the theme with the twist of 'start with nothing' but try to get nothing more ;) I got to 1120 but could go infinitely with tickets so stopped there.digger.png
Perhaps after a point you could introduce items that count as 2, or increase the rarity of tickets? Also, you could start easy with slow filling metter (4-5 before being full) and ramping up to 2-3.
In any case, I had a fun moment, cool entry, nice music, and innovative in its scope. Well done
Very good entry, plenty of clever ideas. It's interesting how concepts start isolated and come together bit by bit.
wow this is so haaard, I feel I got trolled a bit too much :) I wish the interlude with no pants hero was a tad shorter or skippable, it makes losing very bitter. Interesting sample games, the aesthetics is a good laugh and there is variety and suprise. Very good job!
@musicblox hi there I don't actually code anything before 4-5 hours reflexion, then commit to the decision and hope for the best. For levels, I started with less, but added intermediary levels to ease the curve and pace of novelties. Once main mechanics were in, it was fast to craft levels. For graphics, rather than spend time on a particular sprite, I focus on patterns and color to work the aestethics. Thanks for the kind comment!
@brandon-js-lea I understand how this can be counter-intuitive. A bit disapointing as I initially wanted an easier gameplay than usual, and stay clear from meta-game this time around. Thanks for the feedback.
@benjames171 I will definitely think of something to help the player a little bit when I update. It seems to be a bit too complex without context, thanks for the advice.
@loveapplegames Thanks! Unfortunately, I didn't have time to implement save system. Should be pretty easy to progress though if you know the solutions.
@niarkou baba has been an inspiration in general, and I like to play with 'rules' of gameplay and player control. This is the first top-down game I make, and I wanted to avoid the sokoban route. I also tried to stay clear from meta-game as I have designed lots over the last years and wanted something more litteral.
@samh I appreciate the encouragement, finding the idea for levels has indeed been the most time consuming aspect. For the difficulty, I aimed for something accessible (and failed a bit). It is super hard to offer an appropriate challenge and I guess finishing the game puts you in high tier player. I had ideas to offer more tuning to game speed but lacked the time. Thanks for the food for thougt.
@yeomsley well done ;)
very nice, and thanks a lot for that easy mode! I am not always in the mood for a big challenge so it was cool to play through the experience without the pain ;) Menus were bunch of fun. Cool entry!
The city perspective was really a strong point, it's nice to have taken the time to add small details such as basketball squares etc.
I will go a bit in the opposite direction as some previous comment, I think the maniability is good, and I believe it should be worse. The issue is more with the collisions which are very punishing, and the deadlock you can have with some aliens. So if you combine more speed and less control with forgiving collision it could increase the fun of cruising through the city.
My most enjoyable playthrough was when I was able to pile up some upgrades and achieve speed that became hard to control.
The aliens were trolly and sometimes surprising, and it's nice to play a game without any bug or discrepancy.
Cool entry.
The script idea is very interesting, well presented!
pzero.png Yay! Music and art are outstanding. Some parts were a bit too hard due to controls, but the rock was fun to play with and it was nice to progress through the levels. Cool entry.
I liked the visuals, it is very readable and easy to understand. music is nice. Maybe you could have skipped the tutorial levels for new mechanis, don't know (it is always hard to know if you should include or not, it really depends on people tastes ;) )
That was nice
that was very very fun. Congrats on the whole team, everything is of high quality and goes well together.
That was definitely worth playing (and replay :) )
Fits the theme very well, the visuals are nice with a well chosen palette. It's a shame there is no sound, but the game was made in C that's an impressive performance that quite makes up for it in my opinion.
Difficulty is high, I wouldn't mind slower and smaller ennemies and more time given. It was interesting however to see that time limitation encourages taking risks in a metroidvania where we usually take time to analyze surroundings.
I hope you give it one or two days work after the jam to add audio feedback and an easy mode and I will gladly tell my friends about the game and try to finish it for good.
a little more better controls and it would be very nice. The theme is well respected, that mix is most unusual :)
Original entry.
Hi there, your windows build is also pointing to MacOs ?
Concept is indeed a good fit to the theme.
The mechanic was easy to understand, except the rule of the "falling" that I had a hard time grasping. I even suceeded in walking through a stone and falling to my death. I found the "wait" button very late (not the games fault, it is quite obvious...) but once I did, it started to clic. I think if the game could be faster rolling the dice, moving etc, it would be less frustrating and much more available.
The interaction with internet is great, I failed to win :) @Linkwin ahah now I know where I have seen your name... in the game.
Some ideas were working well, my simple but favorite being the labyrinth at the beginning. Idea can definitely be expanded a little as a party game etc.
Interesting !
nice game, it was a good idea to mix blocks with zelda. I like the art as well, very consistent.
it would be great to have arrow keys as well, because it is problematic when you don't have qwerty keyboard.
The game is of very good quality, enjoyable and with neat visuals and fitting music. Also, always nice to be able to control volume etc. Theme is respected, good job :)
score 870 ;) I would have perhaps liked less speedof the balls and 4 varieries.
Interesting mix, and congrats for entry!
good concept and good execution on all levels. The characters give a teletubies vibe ^^
Game is a bit cruel, but you will definitely find a public for that :)
well done!
You really took the theme to the next level!
At first I was hating you but then I discovered I could run and it became fairly easy ;) Well done !
I really digged the art, and with the small noises etc, there is a nice ambiant feel.
Context interface was lingering a bit too much, and I feel the character could have walked faster. I think to associate the genres a bit more, it would have been awesome to have a small card fight every time you grab a new card !
Unfortunately my adventure skills are a bit poor, but that's not the game's fault, the few enigmas I did solve were satisfying.
Overall quality is good, a solid entry :)
Feels like john wick ^^
very nice :)
You can wall jump and soft lock the game by falling out of bounds. Well I know I shouldn't do it but I did it anyway ^^
The art is superb, I really like the style and effect. It is good that you included pad support, and the music fits the game.
@hexagore don't worry too much about it, it didn't hinder the experience, and I am sure it could give you ideas to improve your adventure engine ;)
Did you really have to make penises ^^ ? I would have prefered perhaps different color for amo and bigger ennemies (well of course maybe you want the game to be hard which is fine)
It's cool that you included gamepad support, even more for people like me without qwerty keyboard ! The controls are good, as is the idea.
my finger hurts a little but that was quite fun!
It fits the theme so well, and poems were a nice touch to soften the slow walk. Please allow buying reduced head bobbing :)
I played Dear Esther(didn't finish though as I got frustrated not knowing where to go at some point) and although I didn't play cookie clicker I played 1 or 2 clickers. Oh, I know why there are cookies and paperclips now ^^
Cool entry
Good idea and good game :)
The score was slowly going up. I would maybe prefer very slowly going down and lot more points for the beer to give an incentive to taking risks.
The crowd movements were particularily nice moments.
Would make a good worms-like ;)
Could be really nice with a bit more polish and choice of weapons etc. interesting.
Very nice game, fits the theme very well.
The "dring dring" was a bit stressful but that's really nitpicking. Visual are nice, controls are good (the double jump is a nice touch).
It's spot on, those genre should definitely not be mixed ! :)
The polish is great, add a small upgrade/bonus system and it would make for a super game. Different weapon that shoots twice, or in a different fashion would improve the content a ton.
I tried different strategies without success, would you be willing to share one ;) ?
Graphics are excellent and game is very easy to read which is always a plus. I hope you take some time post-jam to build on it, I am sure it can be excellent with one week worth of efforts.
Well done.
very nice game, polished with art and sound.
Good job, team !
Game was a bit too hard, but visuals and concept had personnality.
Congrats on your first entry!
I had some trouble with floaty controls and spikes hitbox (and you can abuse respawn).
However, the puzzles were good and the concept great. Graphics were of nice quality, and the fact the the cards have different backgrounds etc gives a really good overall feel.
It would be nice if you could work just a little on it after the jam to polish and reach more people!
Interesting entry.
nice idea.
The wobbly levels are cool, but if you ever do more level, consider having a stopwobble line ;)
I won!
Movements could be frustrating sometimes but when I understood a few thing I was able to be consistent. Volume is a bit loud also.
The idea is nice and the mix is daring, the fact that it is not really turn-based what surprising.
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I add a good time, voice over is a nice touch. It was a cool idea to have the 2 incompatible genres clash against each other with tower defense has the obstacle.
Graphics and the audio are good !
Could you perhaps post a walkthrough so that we can see the end ;) ?
Graphics (weapon, colors) are nice, and there are quite a lot of songs.
In my opinion it would have been better to toggle on/off the aim with right mouse button, as I didn't see an advantage of not aiming.
Additionnal feedback would have been great on the shots and success/fail, and perhaps grenades as bonus to clear when it gets difficult and put more emphasis on the mashup of genres ;) 2 days is such a short time !
Game is good, and idea is quite interesting, I am curious what this could become.
The songs, in addition to being numerous, are actually very nice, which is a strong positive point. Well done !
Visual homogeneity is great, there is a personality to it. I like the facts that shots sounds are soft, and the dancing things is a nice touch.
The level was a bit too "vertical" to my taste. It was cool to go up, less cool to go down (also I don't have a qwerty keyboard so I appreciate when there are also arrow keys in addition) I didn't find a way to erase a turret other than to spam, but that would erase other well placed turrets. The more you can strategize the better !
I feel this respects the theme well, and the idea could be built upon. Good job :)
The vibe of the visuals, audio and gameplay together was great, and the mix of the genres is daring.
I would have prefered a slightly easier maze, because the monster really mess with your mind ^^ Perhaps don't reset the lever on the right when you get caught ?
Anyway, excellent entry, there is a before and an after you meet the monster :)
Excellent game!
I liked the fruit mechanic that made me think of yoshi island. It was cool opening locks by throwing keys. The swap mechanic is great, perhaps a softer sound for this, because we swap very very often :) I liked that you included a "secret" in the boss room on the left. Visuals have their personnality, and you took care to put an audio for everything.
Well done, great respect of the theme, and fun is definitely there :)
well, windows worked fine too, except terminal, maybe an option to deactivate on godot? In my opinion it would have been a little better to have a more progressive difficulty.
It's an interesting take on the theme!
@vasco-freitas I don't think it should be a problem, it won't change the game or even your code, it will just make it nicer for futer players ;)
Nice idea and implementation :)
now just have to publish just in time !
@thegreenman thanks for the motivating comment, I will keep that in mind :) if I want to build on it, I will have to rework the whole code though (coded ugly things on top of ugly things)
@Strato "Baba is You" is indeed an inspiration (although I didn't play it yet, I plan to and enjoyed author's previous work), along with "Tower of Heaven"
jump+move is a good idea.
@Toulou I indeed chose to go with a ZX spectrum feel ;) If it was to a full game, I am not sure how I should go about it if I want players not getting bored.
@visumecadroide I understand, some people have difficulties there :) But in fact there is an easy way to do it. You can always have the character auto jump, and use one direction by small touches to control with precision with very few interactions. Given the jam time and number of levels, it was hard to mix puzzle/platforming with a steady learning curve, so there is definitely a jump in execution difficulty there!
I made it a bit hard on the platforming side on purpose because of the theme. However, if I was to make a full game, I would probably add an active pause or a slow down feature to appeal to a broader audience, while removing the pause for hardcore players ;)
@gamebuilder yup, execution is tough on this one, there is a trick to make it easier:
- consider jump as a "rest" - whenever you want to take your time, just swap jump back, it will stop you and you can take your time - if you want to play it cool swap right/up and left/up but never left/right
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thank you for playing :)
@mortus thanks! I wish I could have explored some concepts a bit more.
@SamuelSousa This level is the hardest execution-wise. The trick to it is to have the sequence in mind in advance: as soon as you go right toward the flag on the bottom, store the "go left" icon on an action spot and simply switch grass/character. If you are fast, you won't need "go left" again, but even if you were a bit slow and had the character end up all the way to the right, you should have time to spare to re-position the character. Anyway, well done to reach so far!
@randomphantom you are the second person that refer to pony island. If I wanted to explore the concept a bit more in a proper game, would you recommand me to try it?
@jamfella to be honest debugging was a bit a jump in the dark. I designed the levels as I went, adding features on the fly. Instead of a robust handler for all the triggers and events, I cheated quite a lot to cover all the possibilities I could think of but had to re-ajust lots of things. Long story short: you won the bet ;)
@Chaseplays thanks, I appreciate it! I had some fun imagining people rushing toward false leads ;)
That robot took some weird substance ;)
There was an interesting industrial vibe, and once I understood I could jump and slow down I was able to go quite far.
Congrats for submitting !
Excellent entry !
I wish there was a way to play a little faster (numpad or other ideas?) and feedback sounds. The graphics, mechanics etc feels very polished.
Definitely keep the one hit KO, I don't mind games with a bit of a punition. It's unfortunate you don't want to keep at it (I guess you are working on other interesting projects ;) ) but this concept with deck management after having a preview of the level etc would make a solid complete game.
I recommand people to play it, good work.
Here it is, someone made the pun I didn't dare to make ^^ 3 attempts. ld41gender.png
I will be honest, the score does not reset to 0, so definitely write attempts somewhere or reset the score ;)
Definitely fits the theme, and game is fun as a bonus.
One of the best so far !
The art is very good, music doesn't hinder the experience, and the sound feedback is there. I had a hard time figuring I was destroying the plush in first level, before grabbing a block ^^
The controls feel very good. An option to go from hold/release for initial movement to just tap/tap tap tap would be a good addition: you respawn a lot, the jump are short and plenty, to sum it up everything is very quick paced, and holding a key go against that flow. Well, of course breaking the flow can also be good too ;) Another idea would be to wait an additionnal tap once an item is grabbed to go back, it would give more time to ponder the actions (of course on the other hand it would slow down for skilled player)
People, don't let the graphics fool you, the person who made the game is MEAN! The game made me feel dumb. Puzzles are hard, execution is hard, and it ramps up real quick! I can definitely see the game get good success with youtubers etc ;) I like how with puzzle you learn things as you go, just to be tricked by a new thing in the next level.
Overall, the quality and level of polish is amazing, it really is a must try of the jam: players will enjoy, and developpers will have their imagination stimulated ! This is excellent work, I will recommend.
It would have been great with a bit more emphasis on the shooter part with additionnal interactions. However the polish is at a good level, I understood quite easily what needed to be done and didn't have trouble finishing.
Visuals are very nice, there are lots of little details and stuff on the ground, and the choice of colours is tasteful.
scored 11070 points, not sure if it is good or bad ;)
My high score is 19204 after 3 tries :)
It is always challenging to make rythm games, all the more in 2 days! Overall, the game succeeds in delivering a nice experience.
The songs are quite repetitive but the ability to unlock new ones makes up for it. At some points, when it gets really fast, it would be nice to have a dezoom to be able to anticipate more then rely on reflex.
Graphics are nice, and there has been some work on the interface. Well done.
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I don't have qwerty keyboard, so it was quite hard to reload as I was playing with arrows. Perhaps add right clic as a reload alternative ? On the other hand, when I no longer had to move (only one piece to protect) it became a bullet fest.
The audio was good and the movement of the character were fluid.
The simplicity of the concept is what makes it nice :)
That was quite funny and nice to play.
Graphics are very well made and the music is epic, never wanting to stop! The succession of events is very smooth, from a gameplay point of view I really enjoyed the professor and the shop the most, but bowling still succeeds in making fun of the genre.
I find the volume a bit too loud overall, I am curious if other people feel the same.
Humor was really present, polish is there, and the game answered the theme very well.
Good job :)
I would have loved a replay where I can stun the policemen and that smug guy.
Fun, short, and smart use of the theme.
Didn't make more than 2 lines ^^
Perhaps you could make an "easy" version with only 8 rows ? You are a devil but the concept is quite nice!
@Aldwin yes that's a cool idea too :) I was also thinking of asymetric gameplay like "keep talking and nobody explodes", giving visuals and playing with a friend. Anyway, clever concept
I can kill plenty of stuff, why can't I kill the 2 guards behind me XD
I liked the ambiance and overall feel of the game. Well done