Battle Isle by zorfmorf 2015-04-27T17:08:00
Very impressive amount of work for a 48-hour game. It blew my mind when the islands started moving around, did not expect that! The little units moving around was a nice touch. Good start for an rts.
Foon → Ludum Dare Explorer → Users → jovoc
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| đ„ | 2004 | 5 | Random | ButtonLands | compo | Polish | 4.18 | ||
| đ„ | 2002 | 2 | Construction/Destruction | Trans-Icelandic Express | compo | Technical | 4.38 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Cl | Fo | Gp | Ef | Cs | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Time Crunch | jam | |||||||||||||||||||||
| 2016 | 36 | Ancient Technology | Alien Construction Skills | compo | |||||||||||||||||||||
| 2015 | 33 | You are the Monster | Hugzilla | compo | 14 | ||||||||||||||||||||
| 2015 | 32 | An Unconventional Weapon | Food Fight | compo | 851 | 2.85 | 2.65 | 2.12 | 2.65 | 3.62 | 2.67 | 2.85 | 35 | ||||||||||||
| 2014 | 31 | Entire Game on One Screen | Leviathan | compo | 459 | 3.28 | 3.17 | 3.34 | 3.52 | 3.75 | 2.68 | 2.92 | 45 | ||||||||||||
| 2014 | 30 | Connected Worlds | Untitled World Game | compo | 10 | ||||||||||||||||||||
| 2013 | 26 | Minimalism | Minimum RPG | jam | |||||||||||||||||||||
| 2012 | 25 | You are the Villain | Evil Lair | compo | 652 | 2.42 | 2.75 | ||||||||||||||||||
| 2012 | 24 | Evolution | EvoWord | compo | 185 | 3.35 | 2.88 | 3.88 | 3.75 | 4.13 | 3.08 | 35 | |||||||||||||
| 2011 | 22 | Alone | Aloneasaurus Rex | jam | 24 | 3.20 | 2.78 | 3.00 | 1.80 | 3.82 | 3.09 | 2.57 | 1.60 | 3.00 | |||||||||||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Take This | compo | 168 | 2.78 | 2.41 | 2.77 | 3.37 | 3.89 | 1.40 | 3.07 | 3.70 | ||||||||||||
| 2010 | 19 | Discovery | Planet Thing | jam | 7 | ||||||||||||||||||||
| 2010 | 18 | Enemies as Weapons | Iron Reflex | jam | |||||||||||||||||||||
| 2010 | 17 | Islands | Galapagos | compo | 91 | 2.96 | 2.38 | 3.12 | 3.23 | 4.24 | 3.67 | 2.67 | 3.95 | 11 | |||||||||||
| 2009 | 15 | Caverns | Spaceship in a Cave | compo | 120 | 2.29 | 2.22 | 2.31 | 3.09 | 4.33 | 1.40 | 1.54 | 3.46 | 16 | |||||||||||
| 2009 | 14 | Advancing Wall of Doom | Glacier | compo | 87 | 2.82 | 2.59 | 3.75 | 3.65 | 3.56 | 1.20 | 2.88 | 2.65 | 3.31 | 3.20 | ||||||||||
| 2008 | 13 | Roads | Final âCrossroadsâ | compo | 9 | 3.82 | 3.55 | 3.55 | 2.82 | 3.30 | 2.20 | 3.18 | 3.33 | 4.00 | |||||||||||
| 2008 | 12 | The Tower | Moonbase Defense | compo | 29 | 3.18 | 2.82 | 3.12 | 3.59 | 3.94 | 1.63 | 2.82 | 3.82 | 4.10 | |||||||||||
| 2008 | 11 | Minimalist | Cowbell Hero | compo | 23 | 3.41 | 2.86 | 3.24 | 3.82 | 3.82 | 3.47 | 3.90 | 3.32 | 3.41 | 3.29 | ||||||||||
| 2007 | 10 | Chain Reaction | Title Unknown | compo | 47 | 1.79 | 2.07 | 2.56 | 2.40 | 2.94 | 1.50 | 1.50 | 2.69 | 2.85 | 2.08 | 2.64 | |||||||||
| 2006 | 8 | Swarms | Bugzapper | compo | |||||||||||||||||||||
| 2005 | 6 | Light & Darkness | Title Unknown | compo | |||||||||||||||||||||
| 2004 | 5 | Random | ButtonLands | compo | 3.06 | 3.00 | 4.18 | ||||||||||||||||||
| 2003 | 3 | Preparation | Hannibal's Cannibals | compo | |||||||||||||||||||||
| 2002 | 2 | Construction/Destruction | Trans-Icelandic Express | compo | 15 | 3.63 | 3.13 | 3.38 | 3.13 | 2.88 | 4.38 | 3.13 | 3.88 | 3.50 | |||||||||||
| 2002 | 1 | Guardian | Zilla Game | compo | 44 | 2.06 | 1.56 | 3.06 | 1.00 | 3.06 | 1.72 | 1.39 |
| Year | MiniLD | Theme | Game | Rank | ||
|---|---|---|---|---|---|---|
| 2009 | 11 | Sandbox | The Wanderer |
jovoc leaves an average of 15.0 feedback comments each event.
Very impressive amount of work for a 48-hour game. It blew my mind when the islands started moving around, did not expect that! The little units moving around was a nice touch. Good start for an rts.
Amazing game. Two-player in person works great. Very good fit for the theme. Stategy and action. Sometimes it was hard to see the backside of the cubes
That's amazing! Love the cannonball animation. Great art style. Destructable building! Would be great with a 2-player mode
Great idea. Fits in well with the theme. Cool overall to have an action game where you play as a support. The pixel-art graphics looked really nice, but it was hard for me to tell who was who, need to be clearer who is ally and enemies. Needs more background art to match the characters. Overall, though, really nice and quite a bit of gameplay in there for 48 hours.
There's a lot of content and stuff in there, but not enough actual gameplay. Good concept, creating items to make weapons.
Fun game and impressive amount of content for the weekend. For some reason, seeing the "health bars" go UP really amused me. Use of theme was good, but I wish it had more effect on gameplay, as it is it's essentially the same as just a shooting game. Llama theme and tone was consistent and funny. good job.
I didn't understand how to play. I couldn't get anything to shoot or do anything. The main view was just solid black rectangles for me.
Neat concept. I could see this turned into a pretty cool "activism" game, like an anti-Tropico or something. The items were clever. Probably my biggest source of confusion was realizing that I had to click back and forth between the item screens to make time pass once I was out of picks.
Fun Game. I liked the variety of weapons. Gameplay felt kind of slow, I think simply increasing the rate of enemies could make this a lot more exciting.
The os/x download only contains a windows exe, couldn't run it, sorry..
Didn't work for me:
Exception in thread "main" java.lang.UnsupportedClassVersionError: Main : Unsupported major.minor version 52.0
Love the idea, love the tone, style and effects. Wish you'd been able to take it further.
couldn't run it. :(
Didn't run for me. Just got a blank screen. Screenshot looks neat though.
I had a lot of trouble telling what was going on. It nearly gave me a seizure.
Nice start, feels incomplete though. It feels like it's not really up to me if I get across or not. But good idea. With a bit more polish, and more decisions from the player, this could be a solid game.
I love this so much! It's like you're playing a rom-dump. Even the text and the chars. so good. And the game itself is very fun and beautiful pixel art.
Fantastic concept, a little rough in execution. I love the idea, but it was hard to keep switching from mouse to keys, and the platforming controls were wonky. A bit of a stretch for the one-screen theme, but great idea. I'd love to see a polished version of this thing.
Cool game! I don't see how it fits the "one screen" theme though. The energy was kind of annoying, it felt like a limitation that didn't really add any depth to the game. But quite a lot of world built out for a compo game. nice job.
haha! At first I was like, scrolling! but then I was like, I get it.. nice job. Fun and challenging.
Really neat. Nice mix of puzzle and action. Great graphics, too. I would have liked more feedback when you moved, it was hard to tell where I went for a few seconds until the fungus started growing.
Pretty cool but it seemed like more of an elaborate cutscene than a game. The controls were mixed up for me (QWERTY) and everything was in kind of slow motion. Looked really pretty tho. Not sure how it fits the one-screen theme since it scrolled.
That was a lot of fun! I like how even though you're on one screen, the game forces you to keep moving and feels kind of like a fast sidescroller.
Pretty impressive getting a multiplayer game working. I like the art style, it seemed very polished. Unfortunately I have no idea what I'm doing (I don't really play mobas) so other than running around swatting at bad guys I was pretty confused
Really neat idea, pretty different. Some glitches with the controls, i kept accidently using the mousewheel and that seemed to confuse it. Would be better with some kind of theme, seemed too abstract with just colored cubes.
Controls didn't work right for me, using an xbox controller (mac). Moving worked but the buttons for shooting were on the dpad and it wouldn't recognize buttons (incl A for jump) at all.
Next time plz provide keyboard alternative.
The graphics and animation looked really nice though.
It downloaded, but wouldn't run for me. Error log:
Exception in thread "main" java.lang.NoClassDefFoundError: The Barely Competent Thief - LD31/jar
Caused by: java.lang.ClassNotFoundException: The Barely Competent Thief - LD31.jar
at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
Nice game! I've seen similar games where you control the board not the player, and they are usually too frustrating but you did a good job making you feel in control of the player. The graphics were good (esp the explosion) but I think this might have been better as a 2D game.
This was fun and pretty challenging. I liked the mechanic. But I feel like I was missing some of the game, and I wasn't able to plant enough bombs to win. The blurring and negative effects were cool though.
I liked style and mood but I felt like it didn't match with the gameplay. The backstory was thought-provoking and introspective, but the gameplay was much more arcadey. I think that got in the way a little bit, a lighter theme would have fit the gameplay better, or slower, more puzzle based gameplay if you want to keep the theme.
Also not sure about the "game fits on one screen" theme, since it was scrolling, so it seemed like you were falling through a space much larger than one screen.
Love the idea. I actually made a similar game a few years ago, mine had a car instead of a train though, yours is a little more elegant. I love word games and this was really great. I think the time pressure element is a little too much, and doesn't fit with word games, it still feels like enough of a puzzle trying to reach the goal without running out of track or boxing yourself in a corner. Also it would be cool to let you cross your tracks and match your old letters like scrabble. But overall great job, and I love the way you got a nice flat modern style but still kept it colorful and hints of the railroad era in the font.
Nice! I like the idea a lot. It's a lot of fun (though I did get dizzy after a bit). Was fun and lighthearted, I liked the little touches like the snowman shrinking and growing, and rolling into a ball. The little snow feet made me laugh.
Fun! Nice little concept and well executed. The jumping controls seemed more complicated than they needed to be but was still very playable!
It ran for me, and I like the general idea but I was at a loss understanding how my actions affected the simulation, or what the goal was. The mechanics seemed cool -- i like the idea of using volcanos and solar flares but it wasn't clear what they did. Needs to give the player much more feedback.
Really nice idea. Looks amazing. I wish it had a single-player or AI mode, and also a shallower learning curve. I can't tell if the gameplay would quite work or if it would be too much luck but the concept itself was great and easily grasped. I'd love to see this developed further, especially as something like a turn-based mobile game.
Gorgeous game. I didn't really like the button mashing part but what a cool world and dripping with atmosphere.
This was pretty neat. I do wish it was more visual, even an ascii-art or curses representation of the ecosystem. I also had trouble understanding what effect my choices were having on the game. Good take on the theme, would love to see this expanded on further.
Nice idea, I wanted to see the higher bit depths gameplay but I had a lot of trouble with the platforming controls. Unfortunately I think most players are going to miss the coolest looking parts of the game, find a way to put that up front.
Really liked this concept. And this felt like a ton of gameplay given the time limits. nice work.
Cool game. There were holes in the world that were kind of distracting and the doors were weird but overall fun. The little blobby guy had a lot of personality.
Neat game. It was totally chaos trying to keep track of three ships at once, but the playfield was simple enough and the graphics clear enough that it worked. I wish there was a 1-player mode. Fun.
Neat idea. I especially liked the concentric rings for landscape, very original. The game was super confusing, though, focus on clarity first and then style after.
Really interesting concept. The art style worked and fit the game. I really needed more feedback to tell what the creatures were doing, if they were thriving or struggling, and it was hard to tell what effect my actions had on the ecosystem. The zoom/pan was very hard to get used to. But the core game was solid.
I liked the art style. Has potential but I didn't really understand it or what I was supposed to do. Also was difficult to tell who i was controlling.
This game was depressing. But well done. Very evocative.
I loved the idea since Im working on a minesweeper variant myself, but I don't think the rougelike stuff added much to the gameplay, it played pretty much like regular minesweeper but with another level of indirection that made it more tedious to clear mines. A way to flag mines would have been nice, too.
It did feel like the idea had potential so I hope you keep tweaking it. The graphics were a good fit to the gameplay. It just needs a little bit more roguelike in the gameplay.
I like the idea, but it's pretty tough. I don't like having to choose two keys, it would be better if that was handled in the level design. Controls need a lot of tuning, especially since the gameplay is so focused on the controls. Nice work, overall.
Pure Awesomeness. I was very sad when it ended, not just because of the disc. I want to keep playing. Reminded me of VVVVVV in a good way.
It's neat because a handful of games decided to use a similar mechanic (discovering game abilities), it's cool to see how they each handled them differently. This one was the gold standard though.
ps. theme song is stuck in my head now. Forever.
Nice idea. Controls are a bit off, but playable. I had the same problem as Devengar but eventually figured out that the brown was not a wall. Needs some enemies tho.
Fantastic. Love the 2x1 pixels and retro style. The controls feel a little "slow" but in a way that fits the platform.
Gameplay is great. Just needs some chiptunes and it would be perfect.
I found some invisible zinc. Nice start but pretty incomplete. Waaay too many stars in the world map, looks impossible to visit them all. I'd love to play a more complete version of this.
Nice job. The core gameplay was there but the presentation was pretty uneven. The low-res but hi-color graphics just made it look blurry, a more restricted palette would have worked better for pixel-art, or just go with hires.
Gameplay itself was fun though.
neat idea but a little too simple and unfinished. Would have been more interesting if it asked for different keys instead of just spacebar. Reminded me of old flight sims where you had to press like 20 different keys in order just to start the engines.
really nice. Clever, fun to figure out what was going on. It got a little tedious when there were three robots. Nice music and style.
Wow this was pretty fanastic. There was a lot of the "just one more trip and then I'll stop playing". I didn't realize that there was a towing service, so at first I was trekking back to the drop every time and it was REALLY tedious, even with the tow it's pretty tedious. Perhaps if you could buy other drop sites or something.
Still, insanely fun and I love the discoverometer mechanic. Very addictive and fun. Also great terrain generation, the maps were really good. Nice work.
Neat idea. I love the "disembodied flashlight" mechanic. It's fun to play and makes good use of the mouse/keyboard together, and I usually don't like 2D mouse-aim mechanics.
It's incomplete, but there's enough here that it already shows potential to make an awesome twist on a platformer, I hope you finish it.
Took a while to understand the rules, might be more straightforward if the cost was simplified. Neat strategy game though. A bit too abstract, I think it would be better if you had worked on the theming the game rather than making it 3D.
I didn't get past the first level either. Sooo close. Was fun though, but difficulty curve needs a bit of work.
Pretty awesome. The hints were great. I usually like minimalist style but this was a bit too minimalist, it could have used a bit more visual structure, maybe even just filling the boxes.
Game mechanics were fun, especially with them adding one at a time kept them from being confusing or overwhelming. Difficulty ramp was very good.
Somehow it reminded me a lot of paper mario on wii, which I like a lot.
Nice work, with just a bit of visual interest and more levels and puzzles and enemies this could be a great game.
Also, cool that you used D, I'm curious to check out the src now.
This was a lot of fun. Music was a perfect fit. I liked the hiding game mechanic but it got a little tedious sometimes. Level design could have used some more variety, for example I often couldnt tell if a pit would lead to another area or if i would fall to my death. But overall felt pretty complete and very playable. nice work!
I liked the look of this a lot, not just the excellent bear model but the whole style of it was well done. The controls were difficult to use and I was never sure if the fishes were just decoration or if you were trying to collect them. I think slower movement and far less fishes would make this game a lot more enjoyable. Nice work overall, I hope you keep going with it. Love the character design.
Havent tried the jam version yet
way to slow. And the bombs did almost negligible damage.
Potential to be a nice missile-command style game. Definitely playable but needs a lot of tuning.
Just something as simple as making there be 100x as many planes might have made this an awesome game.
Love the art. The riddles were mostly too oblique for me, I got some of them, some by guessing, but mostly had to cheat.
The final screen was great, love to see that on a t-shirt. :)
Nice twist on the theme, too.
Nice game. Really polished look to it.
The music was great, though it wandered a bit thematically.
It took me forever to realize that the robot could fly off the island... heheh..
The little help info messages added a lot of flavor.
Gameplay was a bit slow.
Nice work.
That was really cool and a neat idea. I liked the music. Really, the old-animation theme came together great for this, the B&W look, music, and stretchy animation were a perfect match. Great art.
I didn't really understand the gameplay -- I could get him to dance and animate but I wasn't sure what I was supposed to do with it.
Would have liked to see a stronger connection to the islands theme.
This is a great game, and really true to the spirit of LD. I really hope it doesn't get overlooked.
Agree with the rest of the commenters, without instructions this is really hard and I never would have figured it out without tom7's comments.
But once you get it, fantastic game mechanics, simple and yet deep. The graphics are a perfect fit for the game, and the game a great fit for the theme.
I just LOVE the idea that every mouse click is a risk, and yet it's a sim-type micromanagement game where it's all about clicking. I don't think I've ever seen a mechanic like that before.
And also, it's just great fun to just click a lot and make the volcano go supernova.
Couldn't really get into it. Hard to figure out what to do.. needs some sort of real tutorial or better yet, a progression where it starts off really simple and adds stuff/items/options slowly.
Some great names for the boats and crew, though. With some tuning and especially a LOT of tuning on the learning curve, could be a lot of fun.
This made my head hurt (in a good way).
Very well done and nice progression of the difficulty levels. Great job. I'm not sure what a Pleochorism is but they sound tasty.
kind of like Galcon. I guess it's a genre now.
Fun, but a little unpolished. Quite a few of the levels I got were pretty bunched up and overlapping which made them hard to play. Still, the random levels worked pretty well and was a good fit for the theme.
I would have liked a better explanation than "sacred sailing routes" for the fixed paths -- maybe draw coral where you can't go or something...
Nice platformer. The little teleport bubbles didn't really add anything to the gameplay, and the made the layout more confusing and less linear.
Very nice graphics, but I'm going to get nitpicky here -- first, there were some glitches on my PC and you could see the top of adjacent sprites on the bottom -- this doesn't show up on your screenshots so I guess it's just something with my system. The lopixel art style was great, but when you choose a style like that you have to be strict and consistent. For example, the "throwing star" enemies looked anti-aliased instead of monochrome, and didn't have the black outline that the others did. And the blending in the "glow" didn't fit with the lo-pixel look.
Character design of the main guy was nice though, and the levels were very easy to tell what was land and what wasn't.
Music was really well done.
Really enjoyable. The gameplay was a bit slow, and I wouldn't want to lose that feel for the combat but if maybe there's a way to preserve that and still improve the pacing.
The WASD firing was really confusing, I often fired the wrong way when I was sailing down. I'd almost prefer the mouse and keyboard be swapped.
Still, great game, different and fun. I really enjoyed this one.
would also like windows port. Will try to play on other platform if I get a chance
Best icon ever.
Nice job on a fun frogger-type game. The humor really made it work. It did seem like you could fit in the gaps between two lanes of traffic most of the time, which made it a little easy. Player movement was pretty slow, even if he moved faster you could make the cars more difficult to make up for it.
Great take on the theme, traffic islands was a great fit but very original.
Excellent game and nice to see more use of OGRE.
A few things kept it from really working for me. Most importantly, I think a 3rd person view would have worked much better, so you can really see how close to the edge you are. Also a shadow blob would help with that too.
The graphics were not really taking advantage of the capabilities of the engine. The grids and bright colors didn't look very polished (tho the water looked nice), it looked like placeholder art. Just a few minutes on some textures would have really payed off.
But overall, great work and very fun and playable for a 48 hour game. Great way to use the theme in gameplay, too.
Love the look of the creature! Very cool and unusual. Gorgeous gfx on the title screen (I hope those photographic elements were taken during the compo weekend, tho. I'll overlook the newspaper clipping but the rest should be original) ...
I wish the buildings, cars and clouds had more personality, like the monster and the titles, but they're still nice and clean and look good.
Not too much gameplay -- nothing (not even time?) seemed to hurt the monster, so there wasn't much challenge to it. With a little more work, this could be an awesome rampage-style basher game.
Also.. "Noooooo!"... great stuff!
Fun, but a little simple (understood you only worked 2 hrs on it, impressive for that). Cute gfx.
Not sure how the island theme fit in. Would have like to see some kind of twist to the conventional platforming mechanic.
Wow pretty impressive, especially the procedural islands. Nice job. Looks really good for a 3d, 48 hour game.
It took me a few tries to get the hang of flying but it works. Impressed that you managed both a flying and a walking mode.
And the game lives up to the promise of the title. The burning sheep are hilarious. Great stuff. This is one of my favorites.
The music was a nice touch. Very complete for a weekend game.
Great concept and fantastic use of the theme.
It could have been clearer when you triggered a combination or not. But still it worked great.
Excellent job and the look of the game was a perfect fit. Especially nice touch making the "god" a giant floating monolith thing..
This was a lot more complete than a lot of entries. Great start on a platformer. I didn't even realize that the enemies didn't hurt you for quite some time. Also, good to see more games with girl heroes.
The jumping controls need some work but really your very close to having a playable game. I hope you keep working on it and make a post-compo version.
Surprisingly deep and hilarious. "I'm moving to the city to be an actor." heh.
Would have liked to see this fleshed out a bit more, and just a little more work on the gfx could have greatly improved it. Also needed more obstacles for the player, as it was there wasn't really much to stop you from succeeding other than getting tired of the errands.
Would have liked to see sarah's projects get more and more cruel and demented, and really force the player to start making choices about their complicity in her actions.
I like that you tried to put a twist on this type of matching game but unfortunately I think the changes to the formula detract from the gameplay. Why make the user drag over each tile instead of just selecting all adjacent foodstuffs? And not sure what you gain making R and D manual operations.
The theme worked surprisingly well here. It really added humor and narrative to the game. Esp. like the bugs. Ewww. Overall fun but gameplay a little odd.
Art was crisp but too abstract/iconic for me. And just a few more colors (even just the addition of white fills to the shapes) would help.
It did work as a game, and the combat had moments where it was really fun, but also lots of wandering and confusion.
I hope you keep working on this one, there's a lot here that's "so close" to being fun.
This was really cool and I love what you did with the theme. Looks and sounds great, too. Needs a bit more variety but great game.
Nice. It was a lot easier if you stayed outside the cave, hehehe. The ship seemed to rotate around it's corner and not the center. I liked the retro feel to this, and the sound/music was good.
Nice game. Needs more tuning, it was very hard to control and it seemed like you had to shoot the zombirds for hours before they would die. They also seemed to all get stuck on one platform. However, it was pretty complete for 48 hours in terms of features, just needed a bit of tuning.
edit: holy cow I didn't realize that you could shoot the level. That's awesome. Unfortunately there's not really much in the one level that makes use of that...
Good start but pretty incomplete. The "sacred button" was a nice touch.
The procedural generation was a nice idea but all the rooms seemed way too similar. Also you could walk across fire and water. However, the minimap was nice and a welcome touch in this compo.
Pretty fun. I like the crisp look of everything, and the pixely top down sprites worked well with the style of the game. Nice particle, too.
Nice start for a platformer. I absolutely loved the theme.
The music was a great touch, too. However the controls were pretty clunky, especially on the menu screens and stuff. I couldn't tell if the wind was just for decoration or if it was an enemy, it didn't seem to hurt me like the ghost. Health powerup (or at least reset heath at the end of the level) would have been nice, and allowed for more enemies.
I did manage to win(once I learned the trick to the ghosts -- just stop moving and hit ctrl and they always die). Starting over a pit in the last level was a dirty trick, but I did have fun.
Good job overall, with a bit of work on the playability and some more variety, could be a really fun game.
Great idea to play as the cavern. The different attacks were great. Nice sound/music as well. Only suggestion is to do something more original than a timer to end each level.
man that takes me back.. i loved the kroz games. Great job, I wish there were more levels. I like the graphics, I like how you managed to keep the shape of the text-based monsters with actual tiles. Excellent.
had a bit of trouble running this -- the py2exe version didn't work for me, but after upgrading to python26 i was able to run it. Then I learned not to press enter.
pretty cool. I loved being able to alter the level by mining, and was impressed that you had gameplay and combat. I never did figure out how to open the chest or find the treasure, though.
The dwarf told me the treasure was north, but without a minimap or compass I didn't know where that was. I remember having to draw out the levels on graph paper for the bard's tale but I wasn't quite up for that anymore. Still, great idea and very impressive for 48 hrs. Nice art, too.
nice. If ever there was a candidate for an ipod touch game, this is it. This was a funny and subversive idea, and not only that, the game itself is pretty fun, too. Nice job, very original.
Funny thing, the level was just starting and it said i win. i swear that's never happened before.
looked really nice, but i bet it would have worked better as a straight 2D game. If you're going to go 3D, do something that can't be done in 2d like a FPS or something...I also had the mouse cursor bug. Actually it's a pretty interesting take on the match-3 idea... love to see it developed further.
You mention the engine is in a closed beta. If the engine isn't freely available to other entrants, it wouldn't be allowed by the rules. I didn't dock points for this, i don't know enough about this engine to tell, but keep that in mind for next time.
I wasn't expecting too much but this really surprised me. The player controls, especially the wall-jump were really smooth and played well. The animation was smooth and fluid, too. A great start on a platformer. Did run into a few collision problems.
edit: huh... i notice that other commenters didn't like the controls. oh well, they worked great to me.
Fun game. I really like the music, and the color scheme (except for the text). I think the difficulty ramped up too fast, I couldn't get past the screenshot screen either. like many of these, only loosely connected to the theme tho.
Nice. Controlling multiple minions was a bit confusion but it was a cool mechanic and fun once i got used to it. Great art, lots of personality to this game. It flickered a lot and sometimes the scrolling lost my place but overall very good. Great title screen as well.
neat. My favorite part was the cool "dive bomb" control mechanic. That was really inventive. The red/yellow spikey things flashing was annoying. I like pixelated stuff but the cave was too blocky for my taste.. The level from file seemed kind of gimmicky to me, i like the idea but using a file didn't make sense... maybe have the player enter a phrase or something to use as a key.
Fun game. Looks great. Controls were a bit sluggish. It also took me a while to understand that i was supposed to fly back and forth.. so used to linear games were you go left to right. Maybe if the cave was closed and there was a mine entrance. Perfect use of the theme.
Pretty ambitious for 48 hours. the installer's many runtime redistributables were annoying, and the first time I ran it it complained about needing "pixel shader 2.0" even though i've got a pretty recent gfx card, but i ran it again and it worked.
I really like the idea of a platformer with a rescuing game mechanic, and the art was cute and a good fit for the theme. Unfortunately the game was pretty incomplete (i know how that goes), but lots of potential, next time go with a simpler engine/framework.
a spaceship in a cave... wish I'd though of that.. jk.. heheh. You actually got a lot further than I did with this game. I liked the color scheme a lot, and the tractor beam collection was a nice touch (so nice that I might borrow it). The controls were wayy to sketchy, though, it was really hard to control. I'm going to try the post-compo version next, looking forward to that. Nice job.
a bit incomplete but really has all the elements of a good roguelike. I love having the status text scroll. The visibility was technically pretty neat but was kind of annoying and got in the way of gameplay.. perhaps a different presentation (like fog of war or greyed out tiles rather than all black) would fix this. Nice music!
Neat idea. Great graphics and sound, game and the music worked without any problems for me. However it looked kind of like the minecart was getting an erection. The "insta-duck" made it a bit too easy, I think you should have to lower your stance as many times as you raise it. Also there should be something to keep you from just permaducking and just letting the game run.
Needs a lot more variety, but I love the randomly generated caves, very fun.
I think if you took this engine and combined it with the something like the gameplay from "Shopping Cart Hero" (google it if you haven't played it) you would have a seriously awesome game.
Fun but a bit too easy. Since you can pick any tile, and match color or letter, there's too many combinations and it devolves into how fast you can click. If there were more a bit more constraints such as only picking exposed tiles or something this would be really fun. Also if the unconnected tiles would "rise" or break off like the 'X' it would be more interesting.
Seemed pretty polished but was a bit bland without a theme. Adding some simple theme and GFX could really spice this up.
Great job completing something playable (that's more than I can say), you've got the makings of a great puzzle game here
Nice arkanoid clone. The "advancing bricks" was a neat twist, but it made it even more annoying than regular arknoid. Seemed pretty well polished, and the graphics were nice but looked a little too "candyland", I'd like to see more of an artistic theme.
hatwall rocks! this game was fun and silly and perfect for the theme. Nicely polished, too. All bossfights and no levels -- it's like the frosting without the cake, yay
Great concept and a really original use of the theme. A bit too easy, the collision detection was the biggest obstacle. If the wall moved randomly or purposefully it could be a lot more challenging, giving control to the player makes it too easy.
and the weird gif source code? Bizarre, but made me curious to check out squeak.
you get mad humor points for "loser!" hehehe
That was a lot of fun! Perfect fit for the theme. For some reason I really liked that it moved right to left. Cute retro graphics and good sound. Needs more player feedback, like how far you've gone, health, etc.
fun game, needs more variety. I keep intentionally killing all but the middle row of five ships and just keeping them expanded.
so difficult... fun though, and my favorite part is how the rocks build up to make a "wall", it would have been nice if that factored into the gameplay more. Controls weren't great -- for a level this difficult it needs to play as smooth as MegaMan. Great entry though, I look forward to the podcast and I'll probably peek at the source to see if I can learn me some flash.
Way to complicated... and once I finally figured it out it was pretty tedious. Which I suppose fits the bank day job theme but doesnt make for a fun game. The story/theme was great, though it was kind of a stretch for the contest theme. Great idea to use a rockband controller in a new way (i don't have a USB one so I couldn't try it) but next time keep it simple. nice music, too
Nice job. I like the look of this a lot, even though I can't give you points for the painting, you did a great job matching the look of the painting and giving it a consistent, strong theme. The game was fun and a quite challenging.
Good job. I like how the pieces that are usually bad in regular tetris are helpful here, and vice versa. I missed being able to slide the bricks a little after they contact.
Very cute little game, and the little cats make it so much more interesting than if it were just shapes.
I really like the concept... kind of the anti-bridge builder. However it was pretty counter-intuitive placing the bombs.. too indirect a reaction to really predict. I'd love to play it again with a simpler more puzzle like damage model
Great concept! I love this genre and using tarot cards was a great twist to it. The interface was a little clunky, I'd prefer a keyboard only mode, and I missed a few attack phases because I was pressing OK too much but overall this was a lot of fun. The card effects were great and really fit the card. Good music, too.
So sweet! I used to play the old dos castle game too so there was lots of nostalgia. Lots of fun and a good fit to the theme. extended ascii rocks.
I'm a fan of console RPGs and I still didn't really get what was going on.
Wow. I was blown away on the technical side. I didn't even realize that that was possible. Focus worked and everything. The game itself was pretty basic but that wasn't really the point of this entry, I guess. Anyways, very attention getting, more of a tech-demo then a game.
so tiny... i had trouble telling which direction the ship was pointing. Very hard to control. Impressive that you managed to pack a lot of stuff in this game but I think the minimalism took away from the gameplay in this case.
I had never played Pingo but a friend of mine was a big fan and said this was a very faithful recreation of that. I would have liked it better if you did some kind of minimalist twist to the gameplay instead of to the graphics. Pretty well done, polished and complete for 48 hours though.
Reminded me of mega-man. In a good way. So much fun for so few pixels.
great use of theme, funny. I enjoyed it but it was a bit too difficult for me to get the grinds. I love the "tricks" that were just one or two pixels different.
I loved the concept. But I couldn't really get the strategy. After a while I just kept doing fireball and it worked. It had stats and minions and yet you could just sit down and play so that's enough for me!
This was really fun. Lots of atmosphere. The essence of the adventure game genre. It could have been a little tricker, puzzle wise, but overall it felt like a complete game and was fun and interesting.
didn't work for me.
like so much in my life, i didn't really understand this but it looked cool. props for scheme tho.
This was awesome. I loved the controls, except for the aiming, I'd have rather you just fired forward. But very impressed at the level of polish and graphics, the variety of worlds, and the game itself was unique and fun. It was challenging but in a good way, and I liked that the different levels had different objectives. This was my favorite game of this competition.
i don't have a long enough attention span for this. Still, the game worked well and the concept was really neat, it would be cool to see a platformer with better controls where the level randomly changed like that.
Very impressive. Good puzzles and the little green sphere had a lot of personality. I think there will be a time when I start getting sick of 2d physics games but that time is not here yet. This could be a real game.
very cool given your time constraints. After a bit, I found it more fun to make patterns with the lasers rather than treat it like a game. Too many asteroid -style games this time around but this one at least had personality.
Fantastic levels. Big and varied. The enemies are cool looking, too.
Zug Zug! Dabu! This was a cool game. I wish the lab wasn't a whole other screen, it could have jsut been a menu in the corner. Gameplay was pretty boring though. The graphics were excellent, it had a nice clean look to it. I liked the politics of the game, too. It was hard to tell how it fit in the gameplay theme though
Cool game. I wish there was more time to build, it would be more strategy and less of a clickfest. I gave a high graphics score because it looks so cool when there is a lot of stuff going on at once.
I think this would be really fun, but it's hard to tell because it's so incomplete. It was kind of like playing in an aquarium. I hope you finish this, though, could be really cool.
Great idea. very fun, although frustrating at times. I built a robot I call "The mad bomber" who jumps around blowing things up, and he killed all the sheep.
A game like this needs instructions and probably a tutorial. Graphics were cute, I took off points because you were missing weapon graphics and this made it more confusing. (BTW, if you've never played the board game "ROBORALLY" pick it up, it's a great example of this kind of gameplay)
Holy crap, you wrote all the graphics code and played the music in 48 hours? Amazing, I'm quite impressed. I wish I could give higher than 5 in music and technical. The idea behind the gameplay was cool, but seemed a little clunky. I wish it was like an overview of the whole level that you could rotate around and build with a cursor rather than the first person view.
I wish this were more finished, it seems like it would be a lot of fun with more stuff in it. Spend less time on the SodaMaxx screen and more time on the level, :) . Graphics were really cute and ran very smoothly.
Nice terrain and sprites, but that's about all that works. I wish you could rotate the camera at least. The sheep shouldn't be all in grids like they're marching, some flocking would be cool. I hope you finish this, it's looking great already, and with some gameplay behind it this could be a great game.
I hope you complete this. It seemed pretty complicated, a tutorial is essential. The map view looked fantastic, especially the countries lighting up. It would be cool if there were a close up country view too. Gameplay seemed more like a straightforward strategy game, which is fine but didn't have too much to do with the gameplay theme. Good wolf/sheep icons, too.
Fantastic! And the graphics are really cute. This has a really polished feel to it, and such a great idea. It does seem to be better to build big sprawling thing instead of tight structures like tetris. I wonder if the gameplay would work if there wasnt rounds, if it was just constant bricks and sheep, and the turrets kind of auto-aimed.
Anyways, absolutely great game.
Well, you could press the buttons and move the spaceship, so its more of a game than what I submitted last time. DX is pretty messed up IMHO, so getting this far is something. Next time try using OGL. :)
Well, this is the pot calling the kettle black, but maybe spent less time on the title screen and level editor (use notepad) and more time on the gameplay. It was a cool, if rather surreal, puzzle game but pretty confusing. It seemed to run a little fast, too.
I like turret games like this. The reloading of the sheep is confusing at first, and annoying. The collision detection seemed pretty weird, it looked like the sheep was hitting a different bale of wool than would disappear. I liked the sound effects, it needed more tho. I guess the airplane counts as construction but that didn't seem to be really core to the gameplay. It seemed very solid, it ran smootly for me with no crashes or anything.
A little too simple. But at least there is a goal and some gameplay More of a carpal tunnel game than even diablo2. But the sheep are really cute, i wish they were animated. Nothing to do with construction/destruction though.
Very nice! Challenging and good balance. The wolf AI seemed very good, and the game was fun to play. The game looked really nice in 3D but it seems more appropriate for this game to be 2D. Fun game!
It's better to enter something than nothing. 3 for graphics because he's animated and you've got a scrolling 2D map in directX and that's not easy.
Cool... flamethrower! I wish there was more stuff on the map than just grass, or things could go more than eight directions, but it was fun and looked good.
Excellent game! Looks and sounds great. Nice two-level scrolling. Did a great job of capturing both construction and destruction. Wolf AI is a little funny, and I wish the turrents could change direction but that's part of the game I guess. Would be nice to have more levels.
Nice gameplay idea, the building, like a mario-meets lode runner thing. I wish the construction/destruction part was more nessicary in the level.
Graphics were okay, especially the player one, and the music added atmosphere. The player movement, especially the jumping, needs more tuning. Keep working on it, this could be an excellent game.
Even with the story it was hard to tell what sheep had to do with this, but they were included.
Great graphics. Fun game, but kind of simple. Gameplay seemed more about stacking than construction.
Cool idea, well done. This is another one that seems more suited to 2D, but the 3d worked fine. It would have been cool if there was more you could build. The look of the game was very polished.
Cool sim, pretty challenging. I like the shepard names. It would have been more interesting if there was more to the map. The dialogs and windows were cool. The clever shepard speech was fun, too, "two shakes of a lamb's tail".
Very origional. Fun, too and the choice of go for the quick and unstable build or a sturdy slow one. It's fun with two people.
The combos were cool after I got the hang of it. And the animation system is awesome. I wish there was more variety in the maps and there was more stuff on the maps. The characters were cool, but the level graphics were pretty dull. Of course, the old-school intro sequence was great. It seemed like you used construction/destruction more as a cosmetic theme than a gameplay theme. I will definiately check out the later versions of this, great work.
Cool game. Nice lighting effect, but it means most of the screen is blank most of the time. I liked the music, and the puzzles were fun.
I couldn't figure out how to stop the wolf. Just building a hojillian fences wasn't enough. The wolf was very funny, though. Like a tasmanian wolf. Sound didn't work for me
Heh heh. A mudslinging, bathroom-teaching game. I think the best thing about this game is the strong educational value, after playing it for just one day, I saved myself from the usual embarassement that I faced every day at work--until now. Someone just needs to show this game to Ally McBeal.
Ka-Boom. Next contest we need a "Intro" category for sure. The map was cool but it didn't seem to have any effect on the sheep or the tank. This was fun and looked great.
This was a lot of fun. The puzzles were great, and the storyline really added to the experience. This is the king of the anti-lemmings games in this compo. Great job.
This would be way cooler if you didn't have to wait for the bricks. It looks really good, though. The sheep just go through everything, if they went around you'd have to think about which trees you burn more.
Nice puzzle game. The puzzles were too easy, though. I didn't like the mines because they were just a memory puzzle, more frustrating than clever. But that's just my opinion. The puzzles could have used more variety, too.
Oh yeah, you get the award for best intro screen, for sure.
Looks fantastic! I like the metroid pun (and enemies). Seems really hard, collision is pretty overbounded, and the movement doesn't feel very fluid. I like the idea of building platforms, but the random levels make it kind of arbitrary. It looks great, though, and ran smoothly except for the eyeball animation. It locked up a few times on me, but other times it was stable for a while.
A classic concept. This was a lot of fun, but the responsiveness of the controls was pretty funky, especially on the menu screen. Like the up/down would move 2 or 3 lines with each keypress. The game was pretty fun but not for too long. Not really much construction/destruction
LD33 — You are the Monster (2)
A Bad Wolf King is Hard to Feed by McFunkypants 2015-08-25T15:02:00
Looks fantastic! Nicely done, and a great vertical slice in that it left me wanting to play the full version :) I loved the blocky look, but I had trouble telling which direction the player was facing, maybe just a three pixel face or something would help.
Gojira-Chan no Densetsu by Rongefilet 2015-08-25T14:52:00
Nice job! I had to play this as I made a similar zilla-smashing-city game. I think yours is better though.