Foon → Ludum Dare Explorer → Users → Josh Mcmillan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | Dawn of Ancestry | jam | |||||||||
| 2019 | 44 | Your life is currency | Financial Getaway | jam | 289 | 3.69 | 3.71 | 3.00 | 3.43 | 3.71 | 3.78 | 3.63 |
Did a great job capturing the look of the GameBoy! The only thing about it is that the collisions feel a bit sticky whenever I'm trying to jump over a brick while moving. Other than that, wonderful aesthetic!
I enjoyed the game! The graphics and music were well made, though I would have liked to see/here more feedback on attacks. Room generation also occasionally doubled up rooms and made some areas of maps impossible to reach (happened every five maps or so).
A really fun approach, though the AI can be a bit easy now in some cases with placement.
Game was really fun! Glad to see you for Ludum Dare, Brackey! I agree, restart button would be handy. Great polish work in graphics and game-play!
This is a game that caught me off guard. The simple graphics and audio (for today, mind you. Excellent work from a technical standpoint!!!) really lull a person into thinking it was a simple endeavor. And it wasn't.
This game had depth that I think some modern titles simply can't hit. You delivered a strong message in an powerful, yet not in-your-face way. It's the kind of subtlety that can be simply described as masterful.
Awesome work!
For compo rules in a jam time frame, you did really well! There wasn't a whole lot to do, but the story was hilarious! I can see in the distance it looked like you had more planned. At the end, all I could think of was "Where is all this money coming from? Crime?" I tried to tell the police officer, but he waved me off. Oh well... Great job!
Also, you gave the wrong link. You should be using the Ludum Dare 44 Embed Link. You could find it in "Edit Game > Distribute (found in top bar) > Embed Game (found in sidebar) > Ludum Dare 44". Hope you can share it in a comment!
You did a pretty good job. The building graphics look really nice and the animation works really well. I did discover a bug when trying to upgrade arrows (I've posted the stacktrace below). Overall, this game reminds me of when I used to make games in GameMaker 7.0 Pro! Even if it wasn't everything you wanted, you still got it done! Good work!
FATAL ERROR in
action number 1
of Step Event0
for object CursorShopObj:
Variable
at gml_Object_CursorShopObj_Step_0
-
stack frame is
gml_Object_CursorShopObj_Step_0 (line -1)
10 hours is not a long time to create a 3D game, so good job! Mechanics work really well, and I can see where the game was heading for. It's a bit strange to have level geometry just stacked, but understandably it's the easiest way to create a quick transition to feature more level design. Nicely done!
This was a very different styled game. And that's awesome! I'm not really understanding how the theme fits with the game, but the visuals and music were great. I wish that the controls were a little different, perhaps using a tank-turrent method, where you use W for forward, S for backwards, and rotate with A and D, and use the mouse to aim with a turrent that independent of the tank. Otherwise, it was really fun!
This was very well designed! Simple mechanics, but adds a whole lot when paired with great level design. Some of the puzzles had me thinking. Splendid work!
Really fun, loved the atmosphere! Did discover a bug where going Fullscreen made the UI unusable. Also discovered a fun bug where after dying mid-roll, you keep your momentum when you restart and can even change directions with it! Goes away only after the next roll. Great work!
Just played on my Wacom tablet, and I'm really impressed with the result! I did have a few problems with when I added a duplicate symbol to replace ones I already had, and it seemed like that symbol would randomly work and not work. Other than that, amazing work!
Excellent work! Having a large team does a lot to cut down the amount of work per person (this coming from a solo developer...) Having said that, there is a lot going for this game. The graphics were eye-candy, and paired well with the retro styled music. Gameplay was pretty fun, but would be great if I was able to place down towers more frequently (maybe have a certain amount of currency you can gain during play to place towers and a slightly smaller bonus on completing a stage.) Nevertheless, a very fun experience indeed!
I read your update in the feed and decided to play. I think you were a bit hard on yourselves for having a few bugs, and I'm surprised how well made it was despite the issues.
That said, I did run into an issue where the radiation field continued well after I was out of it. I'm not sure whether it was an animation bug (seemed to fade in each time after passing over the barrier) or it was intended by design. Otherwise, the art and sound was well done and created a great atmosphere. Hearing about "Death Cave" from previous players made it seem like lore, so coming across the entrance to it was actually fun. That, and I decided I should give my kidney for a gun, and then found a gun like two seconds later. Guess I didn't want that kidney anyways XD
I think I had more fun reading about the things players experienced, and then playing and experiencing it for myself. Had a blast playing!
Overall, it was really fun! And despite having that health regen as a source of "UNLIMITED POWER!!!", it was actually pretty balanced. You could grind it, but it would take eons. The only thing I didn't care for was the exit button being in the bottom right corner. Probably should keep it either top right or top left (am Windows and Mac user, so both are acceptable.) Otherwise, great work!
@pyoid Also for future reference, you might try using another platform other than Mediafire for hosting your games. I recommend Itch.io for its simplicity and customization, but there are others. The biggest reason are all the ads you hit using a Mediafire link. (Don't worry, not judging your game on the link! ;) )
@nico-the-pro No problem! Thanks for considering the suggestion!
@generalbeans "Stop, link! You are under arrest for fraudulent impersonation!"
Thanks for catching my incorrect link! Please refer to the Itch.io page here: https://josh-mcmillan.itch.io/financial-getaway
@rafa-braga AI is still something very new to me, this being the second of my games to have one. It does feel magnetically connected, especially since it's programmed to never lose you. Perhaps if there was a way it could chase you on sight, continue where you were headed if it loses sight, then patrol when you are totally gone it would work better. Thanks for feedback!
@generalbeans It's not incredibly original, but it does work. As for AI, it is overpowered. Not impossible, but overpowered. Glad you enjoyed it, and thanks for feedback!
@minemes Turning is the key with AI I have set up. You can never outright outrun the cop car, but you can have it hit walls to slow down. The goal is supposed to be that you exit a draw bridge after a certain amount of time (your partner has to have time to hack it), but I didn't make it to the bridge part. Thanks for feedback!
@carlsonandpeeters I spent a lot of time making sure it wasn't a nightmare to control. Had a lot of great feedback from Josh McLean for my last game "Farm Stormer" for Mini-Jam, and control was one of the biggest things I focused on, apart from AI. If the AI were more advanced, I would add more cop cars, but it got into a mob mentality with any more than one cop car. And thanks! The music and voice acting was all me! :)
@clickbait Thanks! Glad the comment wasn't Clickbait!
@rakowu The destructable environment was a feature creep that was totally worth having! Glad you found the game entertaining!
Fun Fact: My New York/Upper New Jersey accent? Totally fake. I'm actually from the American Midwest!
@adam-clayden Thanks! I've gotten a lot more positive reactions than I thought the accent would get! You know, the door effect was something I wanted from the beginning, and I wanted to induce anxiety from it. The way the script works now is that you have 3 hits from the start or last reset, and then the doors would fly open. I've gotten feedback that a difficulty scaling factor would help out in design for the difficult AI, so I may make it to where there's a physics/countdown variety/random chance on crash component to doors swinging open depending on difficulty. Thanks for the feedback!
@mrjoshuamclean Thanks for the awesome feedback! I discovered that the UI bug was simply me missing a dropdown box in the current Unity Input system. All the UI works fine now with controllers in the developer's build.
@cppchriscpp Hey, thanks for the critique! Over time, I see that five minutes did begin to drag on, especially with a world not as full as I would have liked. The cop car AI could use a little more work to ensure that pinning isn't an immediate concern (but would still be possible. This is similar to a tactic real police cars use, and since I have made only really simple AI until now, I was thrilled when I discovered the AI could do it. I thought of it at the time as emergent game-play...)
Also, great work on your entry as well! (Played, rated, and left a comment for you.)
@raganvald Thanks for the feedback! Yeah, I was hoping to have time to create a little bit larger, more varied world. I had ideas for alleyways, parks (minus playgrounds. Wouldn't want little kids getting hurt!), fields, and other areas. It simply was outside of scope, which is fine. However, the minimap idea actually was something I thought just recently after the jam was over, and I do have a developer's version with a prototype minimap. It does help a little bit with navigation, and would be something I would like to iterate on post-jam. :)
@ursagames Thanks for playing and thanks for the awesome feedback! Finally had a chance got to watch the stream! You had a close final round, and had me on the edge of my seat! I hoped that going into the left outbound street wouldn't get you caught, and luckily it didn't. At some point, I'll make it more noticeable for where you need to go when done with the timer.
@f1krazy Thanks for the feedback! It was fun recording the dialogue, and some banter and encouragement is probably necessary for all the sly comments he gives you. You are spot on in saying I wanted a fuller world. It would be amazing to go back and add some more features to the world, like trash cans and dumpsters that spew trash everywhere, to parked vehicles that make navigating streets a bit trickier.
@good-enough Thanks for the feedback! Once you know how to evade the cop, it's pretty easy to do every time (okay, most every time... The AI occasionally surprises even me!) Many requested having more cop cars, and it was something I attempted to do early on but didn't work right. I've read simple articles about Pac-Man's AI before, and I think there are a lot of good material to learn from as I'm continuing to work in AI.
@eelstork Thanks for the feedback! I actually struggled quite a bit with the theme "your life is currency". So I got to thinking about money, and then ultimately thought of the idea of a bank truck full of money, and running out of money (which replaces health) would result in a game over. I think with the cops having the ability to pin you fairly easily, the theme could be lost in the design.
I enjoyed your game a ton! The artwork was great, and the animations were really smooth! The humor was pretty hilarious too! It was hard to figure out how you would die in the game. At first, I thought it was only food, but it turns out that energy also was a part of the game as well. The graphics would also pair really well with some sound. Otherwise, nice simple controls. Well done!
This was really fun! I'll note that the theme was lost a little bit in the final result, but that's okay. I'll spare repeating what others have already noted to say it's okay to have other obligations. I had quite a lot of time to finish my game, while others lost full days or even most of the time available. You did what you could do with the time you had, and we all appreciate the outcome! Keep on developing!
This game was really good! I made it all the way to day 22 on easy mode. The only real issue that I found rather frustrating would be when I was positioning something on the ground, and then it would accidentally press the continue button with the confirmation input, leaving a lot of unused currency and a weaker defense. Perhaps you could move the continue button to an upper corner, where there is nothing to be placed. Other than that, great work!
Definitely needs saying, if you are playing this alone, you are doing it wrong. Go back, get some friends, then rate!
Jmcm16 here, and well done! I did manage to log onto the server with a guy named "Sup" (if it's you dev, then great! He seemed to know the controls extremely wel...) and I had a blast. This is the kind of game that needs to be made to explore new ideas! The controls were... Ahem, very tactile. Almost clicky in a sense. The server was very responsive, and I got to experience something really unique.
Excellent job!
Graphics look really well made! Most people have commented on having a menu or the feel of the game, but I think the biggest issue for me is that there's a lack of quit button or key. I agree it's fine not having a main menu, but you still should provide an easy way for a player to close the game. Other than that, great job!
@0x53ee71ebe11e Sorry to hear the build isn't working for you! I'll try to make another Linux build and see if it works, I'm not a Linux user, so thanks for letting me know :slight_smile:
@benjamin I'm glad you like the atmosphere! If you bring up the build menu, notice that the recipes also have tools that must be held in order to build up that building. (Axe for farms and hammer for houses/huts.)