Foon → Ludum Dare Explorer → Users → jpverkamp
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Sandbox Battle | compo | 862 | 2.90 | 2.97 | 3.63 | 2.30 | 2.65 | 2.74 | 55 | |||
| 2013 | 26 | Minimalism | VTanks | jam | 509 | 2.42 | 2.44 | 1.68 | 3.07 | 2.02 | 1.39 | 1.71 | 1.96 | 74 |
Audio and lights are suitably creepy. Surprising how much of that can be done with just simple cubes. Nice job.
It's so pretty!
Although I figured out pretty quickly that it's a perfectly viable strategy just to spam the heck out of clicking everywhere. There doesn't seem to be any limiting factor. Perhaps a limit on number of bullets or negative points (which would require more in the way of points) for firing too much?
I loved this. Now I have to get around to finishing / submitting my own game so I can rate yours. :)
One minor nit to pick, grammatically it should probably be "Now there is no water."
Well that was nicely gruesome. :)
It's a really nice aesthetic, the control scheme fits the theme very well, and I love the audio. Certainly one of the better games I've rated thus far.
That's awesome! I kept getting stuck in the first pit there, but I still think it's a lot of fun. And the audio was a nice touch as well. One of these days I'll figure out how to do that so well. :)
If you intend to work on this more, may I suggest making the platforms move from side to side if you lean them enough? I totally tried to explore of to the left. Didn't work so well. :)
Looks nice, but I was having issues with the controls. For me at least, they were just sluggish enough that I couldn't do it.
Ditto that.
A bit sluggish on my machine and it would have been nice to have a little more margin of error on a lot of the jumps (particularly the early ones), but a neat enough take on the style.
That was a lot of fun! The first time it Switchy started dropping multiple blocks on me, I was like :O. But if you can focus right, they turn out to actually be easier. It's a heck of a time to recover though with the screen flashing like that.
That was fun, if really hard! I really like how the art style turned out for you. Sounds are a bit annoying, having a mute button never hurt anyone. :)
@Nakato: I actually played with a few nice gradient fills, but for the life of me I couldn't figure out how to get Haxe to generate it bottom to top rather than left to right which just looked strange. Alternatively, I could have used images (a la http://upload.wikimedia.org/wikipedia/en/thumb/2/21/Scorched_Earth_title_screen.png/300px-Scorched_Earth_title_screen.png), but that's a bit less minimal.
@Dietrich Epp: That took a while to get right. It's still a little buggy...
@raincole: Completely forgot about that! I added it to the readme text.
@everyone: Thanks for the feedback! I'm glad I made some time this time to submit. The LD community is amazing.
Dang. I never knew how creepy a few rectangles could be. Excellent job on mood and theme. I actually think the very minimal audio did a good job at ratcheting up the tension as well.
Very pretty--I really like the audio. You may want to make it clearer exactly which you want to get and which not (I'm assuming only water drops are good?)
My cursor kept jumping back to the center of the screen, which made holding onto things difficult. Still, it's a fun idea and a pretty good execution. I can't even imagine holding together enough to get some of the heavier elements.
I liked the nice ambient music. It was a bit amusing how far you could get just by holding right and doing nothing else until the end of the levels though.
It would be interesting to see expanded a bit, perhaps with powerups or enemies (although I guess that would break the minimalism somewhat).
Whee! I win! Oh wait, you mean there's more if I don't answer yes? :)
Couldn't figure out how to actually hit what I assume was the enemy, although I think I knocked down one of the towers myself. Is that a thing? Still, the look and sound of the game is amazing, given the constraints. Your graphics artist did do an amazing job.
Pre-post edit: Yeah, now I read that you can't hit the boss while moving. Why not?
Very nice. Regarding the blog post, I wonder if those recorded wrong first clicks might have been from the transition to the first level lagging? It didn't load right away and I thought it had frozen, so I clicked... just in time for the level to load.
That's a little strange. Amusing though. Not sure exactly what the goal is, so I did pretty terribly and it could use a little more space.
That was fun! It's the best of the planet / resource games I've played yet (who would have thought that would become a subgenre). The audio is nice, the graphics could be made much better with only a little bit of work, and the gameplay was fun. I think this would be a good game to adapt for mobile. One problem I had though was that on a relatively powerful machine, I was still getting some pretty decent lag if I got enough drones fired off at the same time.
That is just bizarre. I love the idea of playing with regular expressions like that. I think that it could probably start a little slower and then maybe speed up and it got a little hard to keep going once most of the words were upside down. Also, I'm amused by the wordplay on the theme, although I'll still have to rate lower for that. Audio is awesome.
Neat! I kept getting stuck against the edges, especially in the forest world, but I like the concept of each world feeding into the next. I never really felt much of a sense of urgency, but that's fine. It was still amusing to play around with for a little while.
That was really cool! I wish that that controls had been a little easier, since it felt like I needed three hands, but towards the later levels I got why you did it that way. Also, it would have been nice to have keybindings and/or instructions in the game. I quit and had to restart before I saw the note about using the mouse for levers. So it goes.
Ooh, bullet-hell ish. I like. The theme was a little weak, but close enough and more than made up for it with the graphics (geometric 'laster' shapes is one place were programmer art works just fine) and the audio. The game started out a bit sluggish trying to figure out how to fight the reds and I got a little over powerful after taking purple, but it's pretty neat. I'll second it being a little sluggish on the heat seeking missile levels.
If you're having problems playing (especially if the boxes stick to the bottom of the screen), it's probably because the entire frame the game is in cannot fit on your screen at once. Try the alternate link.
@Rialgar: I thought about that, having sand just drain out if you hit the bottom. Ran out of time to actually get it working though.
Well, there are worlds. And they're connected. :)
I really like how the planet graphics turn out. Hopefully you'll get a chance to work more on this some time.
Among the best I've seen so far. Gameplay is a lot of fun (I'm a sucker for graph based games), although it scales a bit quickly. The audio is by far the best I've heard, very driving. Another on the list of games that would be a nice quick diversion on mobile.
Looks pretty. No idea what I was supposed to be doing even after I was (theoretically) already doing it. Would have fit nicely though with those previous 'you are the villain' theme themes though. :)
Fun puzzler. Really liked the music. Took me a maddening amount of time to light up the second gate (?) I came across. Kept getting the pieces in *just* the wrong order. Probably the best puzzle game I've played yet this time around though.
Top notch audio and graphics. Bet it gets really intense as you get going. I could see this doing really well as a mobile game.
I think that's the most fun I've had yet. The mechanics are simple, I like how you included a tutorial into the gameplay (although it took a moment to realize that's what you were doing), and the sound effects are a plus. Awesome.
The graphics are impressively solid, I like the style you ended up with. If you were to continue, I could imagine how you could theme different worlds fairly easily. The sounds got a little repetitive, but having them at all was nice.
Could have been a little more clear about what you can buy and sell where, but it was an amusing enough distraction for a while. Took a while to figure out how to use more than one kind of ship too. Wow that helps a lot. :)
Not sure what the point is. I could shoot out a grabble, but that's about it. Flew around for a while.
Looks really cool and I like the sounds, but couldn't for the life of me get through the second building. :(
Definitely connected worlds! For how simple it was, I spent entirely too long playing it. Didn't *quite* make it into the high scores, but I came close. I could see this idea going somewhere, especially if you got all this working in 48 hours...
Impressive for 48 hours. Impressive physics / lighting / humor (not sure how much of that is Unity though). Glad to have sound, even if it was rather sharp. Reminds me of Portal, which is always a plus (and I think was the intent?).
Can't get it to run, sorry:
Exception in thread "main" java.lang.UnsatisfiedLinkError: Can't load library: .../Cubic's Adventure/libs/natives/mac/liblwjgl.dylib
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1817)
at java.lang.Runtime.load0(Runtime.java:809)
at java.lang.System.load(System.java:1083)
at org.lwjgl.Sys$1.run(Sys.java:70)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
at org.lwjgl.Sys.loadLibrary(Sys.java:95)
at org.lwjgl.Sys.<clinit>(Sys.java:112)
at org.lwjgl.opengl.Display.<clinit>(Display.java:135)
at com.rikmuld.core.Start$.setupWindow(Start.scala:33)
at com.rikmuld.core.Start$.main(Start.scala:18)
at com.rikmuld.core.Start.main(Start.scala)
at com.rikmuld.ProjectLoader.main(ProjectLoader.java:7)
Seen it done before (heck, I was considering doing something like it), but it's a nicely polished version. I think the only thing I got a little frustrated with was the bounding boxes on collision. I almost wonder if it might be better without continuous movement. The audio was nice and abstract too, which fit. Graphics could be fairly easily swapped out for pretty much anything else without changing the underlying mechanics.
(Side note: Chrome flagged it, most likely because it's an EXE. Scanned with Avast and all seems fine. Consider not directly putting EXEs up for download.)
Ow. Couldn't get it to run. Just after the Unity loading bar is started rapidly blinking black and white. Hopefully it's not supposed to do that? Closed it anyways.
Yay puzzle games! It took a bit to figure out the rules of what could cross what, but I like that it was introduced slowly enough that we *could* figure it out by ourselves. I think the mobile / touch interface probably works better than a mouse. A lot of fun though. Also, this:
https://imgur.com/gCBs6hu
:)
Not bad for 10 hours. Couldn't quite figure out what the point was (could have used more of an example / instructions) and controls were sluggish (especially when changing directions), but it's fairly pretty!
Loved the audio. The graphics were a bit problematic, especially that you couldn't actually see the walls edge on. Fun though.
Better best puzzle game of the compo. It's really awesome to see some graph based games. The graphics are really polished, especially the transitions/animations. Would be even better with some music. Fits the theme. Makes me want to write code that will automatically solve the levels, which is a big plus in my book. :)
Weird. I had to read the instructions twice to make sure I knew what in the world was going on, but once I did it was a neat concept. I like how you directly did a lot of the image stuff. Unfortunately, it's a bit samey after a while, too easy to figure out which channel is which. It might have been interesting to allow the user to upload or specify images themselves.