Star Drill by tinymagus 2012-04-27T22:50:00
Oh, wow. This is one of the most interesting takes on Boulderdash that I've ever seen. I'm really impressed!
Foon → Ludum Dare Explorer → Users → jwolf
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | The Thief Stealer Robberies | compo | 987 | 2.57 | 2.31 | 2.49 | 2.98 | 2.29 | 2.18 | 2.51 | 2.41 | 87 | |
| 2013 | 26 | Minimalism | Car Lancers | compo | 954 | 2.79 | 2.20 | 3.12 | 3.45 | 2.94 | 2.86 | 3.46 | 2.69 | 57 | |
| 2012 | 24 | Evolution | Religion Evolutionary Simulator | compo | 718 | 2.11 | 1.61 | 3.17 | 3.00 | 1.38 | 37 | ||||
| 2012 | 23 | Tiny World | Tiny World Peace | compo | 685 | 2.56 | 2.52 | 3.08 | 2.76 | 2.05 | 2.03 | 1.89 | 2.24 | 100 |
Oh, wow. This is one of the most interesting takes on Boulderdash that I've ever seen. I'm really impressed!
Not a bad idea. I like the graphics, sound, and concept. It is rather laggy on my end too, though. I don't know how you implemented it, but it's behaving like it's going through the entire event queue no matter what, which can lag far behind the current displayed state of the game.
(That is, the game is still processing older input, even when the player wants to do something else, at that moment)
Sucks to have to switch framework mid-way though, so I can understand. We had someone in our group / meetup that had to do the same, and he didn't feel like the end result was good enough to submit (though maybe he should have anyway).
This game is adorable! I really like the style used for the graphics, although the (foreground) trees get in the way a bit, early on. It's still a nice effect, though--helps add depth to the perspective.
The title is pretty catchy too, although it almost suggests that the gameplay should involve snubbing the humans and giving them the cold shoulder. Maybe an idea for another game?
It runs, but I can't even see the lizard, even while trying to move it around (beware low colour contrast). Presumably the game is incomplete? It's a good start, nonetheless.
As a game, it could definitely use more variety to the units and gameplay, but the engine is solid. Very nice entry!
That's a pretty cool take on a racing game! Took a bit to figure out what you were supposed to do.
Like some of the others, the view was much too large for my screen too.
Actually, scoopsy, there is a chance that you can play my entry since I made an executable jar. I haven't tested it on a Mac though, so it might not actually run. Just letting you know, in case you're willing to risk it.
I definitely can't play your entry though, since I don't have a Mac.
Yeah, it definitely needs more work, but it's a good start. Keep at it!
Neat! I really like how you've given the various aliens different and interesting abilities.
This is a pretty decent puzzle / grow-type game. It's kind of difficult to tell how to unlock certain things, but it's often a matter of trial and error with this genre.
The graphics and music are nice as well, and seem very suitable.
Pretty neat and original concept, although I found it rather frustrating finding any of the power-ups / tools. I might give it another shot later. I like the snarky narrator.
Woah, that is surreal. Neat idea!
I also couldn't get any movement in the Windows version, but the web version was fine (albeit with no sound). I'd recommend centering the player a bit more in the camera view--you can't see much in front of the player when you're moving off one of the edges (unless that was intentional, of course).
Nonetheless, it's still a functional game. I hope you had fun making it, and that you'll do more with it and/or enter other competitions later!
Go Psychic Giant Go!
It could use some more variety in enemies and game play, but overall it's a very solid entry.
While not really all that complicated, it's pretty fun nonetheless. The audio's pretty nice for this type of game.
Just to warn you, I had some connection issues getting the windows package, although I was able to download it on the second attempt. The PlayGame shortcut is also pointing at the wrong (likely fixed) location, although I found the batch file easily enough.
Repackaging the zipfile is probably (almost certainly) okay within the rules (not changing the source), although you may want to double-check.
I'm not a huge fan of the controls or the fact that you can die walking off ledges that you can survive with a jump, but other than that it's not bad. Good job!
My apologies, but I finally managed to get a jar and an exe file up. For some reason I thought the art and sound assets would get packaged directly into the jar file.
For Windows, the exe should be set up correctly...but if not, the version of the JRE that you may actually need is 1.6. (1.1.6? launch4j confused me a bit)
For Linux, just set the executable bit on the jar file, and you should be good to go.
A couple bugs:
1. The Player can but shouldn't be able to shrink the planets on collision. I had that going for debugging purposes during a last minute fix attempt. Obviously, I can't correct the bug now...
2. World objects from previous game plays seem to stick around. You won't see them and it doesn't seem to be causing any immediate instability...but you may run into yourself. Literally. (but not other old game objects...maybe)
3. Some of the font on the top line seems to get cut off in Windows.
Thank you for mentioning that, machinas. I presume you got past the instruction screen? Was it just your character that wasn't moving, or were other objects not moving either? The planets should rotate and fire things at each other.
I haven't run into your problem yet, myself, although I have seen the game perform unexpectedly slowly on some systems.
Thank you so much for the comments!
Yeah...sorry about the background, the colour contrast with the other game objects is terrible. It was the first art asset that I made, and I really should have swapped it out with a simple black background, but got preoccupied with other things.
The game is really just a simple score-attack, but I think it needs a lot more added to it (droneships, lasers maybe), and plenty of fine-tuning.
siasia: Thanks for the tip. I didn't realize that you could also just move the assets / folder into the jar file. I don't know why Eclipse doesn't just give you the option to package them in the first place.
I've taken a look at the stack trace that you passed on. The only part of my code that's referenced is the call to the jogl wrapper that opens the window and starts the application. The rest looks like issues with libGDX. The version I used to make the jar package was a couple months old, so it's plausible they had a bug fix. I've uploaded another jar file with a more recent version of the library. It might help, although I'm doubtful.
The only other thing that I can think of trying is to switch from using the jogl backend wrapper to using the one for lwjgl, although that would mean modifying my source code. Or would that be considered "Porting"? I could try the HTML5 backend too, although I got the impression that it wouldn't work (well) since I'm using Box2d.
At any rate, thank you for the debug info.
Timing issue? That shouldn't be possible! After all, Box2D's World is what's controlling the physics simulation, and I'm just passing it the time since the game rendered last. Now, I know the documentation states that World.step() likes to be a fed a constant time, but it seemed to work perfectly fine when given the raw delta time. Besides, my experiments with a while loop passing it a constant STEP_RATE didn't seem to make much diff...
private void doWorldStep() {
float accum = Gdx.app.getGraphics().getDeltaTime();
if (accum > 0.001) {
//System.out.println(accum);
world.step(STEP_RATE, 3, 3);
accum -= STEP_RATE;
} // if
//System.out.println(World.getVelocityThreshold());
} // doWorldStep();
...
...
Whoops! I suppose this means that I should add another non-Compo link, for people with better computers than I...
scoopsy: can you run a jar file (JRE 6)? I haven't tested it on a Mac but it runs on (at least some) Linux machines. The jar should be platform independent, although I can't guarantee it (Box2D apparently uses some native machine code, so maybe not).
Homletmoo: Yeah, there's definitely a timing bug. I've tried fixing it--maybe successfully, maybe not--but well after the compo ended. So even if you try the hotfix, please judge the entry by the Compo link, beforehand.
Sorry, I think I've been misunderstanding something here: does the sound fx hurt because it's just bad, or because it's too loud?
...maybe I should stick a warning in, in case it's the latter...
Very impressive! The particle effects were a nice touch.
Pretty cool concept, but needs lots of work. I'm not sure what the other non-wood resource is supposed to be, although it might be gained by killing the mobs. I also got auto-stuck in the wall I placed.
Nevertheless, it's kind of fun. Thank you for the entry!
I'd recommend defaulting to the lower resolution, because by the time that I found start.bat (you may want to move files around, too), I forgot that it was configurable.
I've also seen a few different bugs, like the screen transition placing the character in the water, or zombies not spawning at all (or in the water). Feels like it has something to do with the screen resolution, but I don't know. Anyway, keep at it! It's a decent concept.
Pretty fun entry! I'm not sure what you're supposed to do after smashing all the cities...hit the space stations? It seems possible, but difficult to get rid of them all.
Very solid and unique strategy / sim game.
This game is a bit too difficult for me (or the performance of my machine is a bit too slow / mouse is unresponsive and pointer is difficult to see), but it's a well put-together strategy game. The graphics are pretty good, too.
This is a really well-polished shooter. Well done!
It's a very nice concept, but the bugs make it extremely difficult to play, even while trying to work around them.
Still, it's a very impressive entry. Keep at it!
It's a bit jumpy on my end, but I like the concept, graphics, and music. Good job!
I think it needs more things to do...more variety, whether in the combat department or in a longer term RPG or strategic sense. Anyway, keep it up! It's a decent start.
Hey now, don't be too hard on yourself. It may not be the fanciest thing ever, but you made good use of surprise. Good job!
Decent God game. It could probably use some more complexity to it (mechanically and ecosystem), but it's definitely a good start.
The game (or possibly the genre) is a bit too difficult / frustrating for my taste, but it's a really well put together game. The graphics and audio are pretty good. Well done!
Pretty fun strategy game.
I'd second or third the comment about the window size. It didn't interfere too much, but the reset and end turn buttons were mostly underneath my taskbar.
Possibly a bug: should infantry be able to hit archers-on-the-wall when there are piles of my infantry for them to hit?
Heheheh. It could use a bit more things for the player to do, but the graphics are good, and it's pretty fun anyway.
Pretty cool! It could use some sound and maybe some hotkeys, but otherwise it's pretty fun! Might need something more for longer term play, though.
Simple idea, but very nice feel / mood to it.
Scored 264 on the first attempt...the last human to survive the Great Migration spent the remainder of his life living a hellish existence all alone, slowly eating what remained.
...I don't know if allowing the plants to breed would be a good idea or not. It would be difficult to prevent someone from gaming the system.
Neat game, although rather difficult. As others have said, the cell types could use a bit more info on what the requirements are.
Like the others are saying, it could use a fair amount of work and might be a tad too difficult, but it's a perfectly functional first game. Keep at it!
Neat idea, and very polished. The difficulty might spike a bit too much later on...not sure how you're supposed to deal with multiple lanes at once. Pretty fun nonetheless.
Decent shooter. I don't mind the fuzzy graphics, but the font is rather difficult to read.
It could use some more tuning and stuff to do (and sound of course), but overall it's pretty solid. Good job!
Pretty fun entry! I have to agree with Danik--there seems to be a lull where you can spam solar panels for a bit, followed by laser turrets and factories. I only got 32 / 857, though.
Well, this entry seems rather borinOHMYGODWHYISEVERYTHINGEXPLODING!
Seriously though, good job. I think the player needs more forms of interaction somehow, but it's a good start nonetheless.
You know, this probably won't be the best game that you two will ever make, but don't be too harsh on yourselves. Getting a complete game made in 48 or 72 hours is difficult--not a lot of people can do that, and yet you've still done it.
Keep at it! It'll only get easier and quicker as you get more experience. It's a pretty decent first attempt!
This is a pretty cool entry. I like the graphics and the concept, but there doesn't seem to be any sound. (should there be?)
The difficulty is kind of unfair, though, depending on how things are generated.
It's extremely difficult to avoid the jellyfish at the beginning and near the jumpgate, although maybe I'm approaching the latter wrong.
Anyway, good job!
Sucks that you had to redo things, but the result is pretty interesting nonetheless. I like the transparency effects that occur when you drop the orbs close to their associated walls.
Very interesting and well polished Sokoban-type game. However, the sheer size of the puzzles makes it really frustrating to play. I'd have to echo the call for an undo function or some other way to mitigate mistakes.
On the other hand, the high difficulty might be more interesting to some.
I thought this entry wouldn't load, but eventually the host responded. You may want to look into that.
It's a neat concept, but kind of difficult to figure out what you're supposed to do. I imagine that's mostly a result of the time issues that you were having.
Please keep at it. After fleshing out and adding feedback / consequences to the chosen actions, I think you could make something very interesting with this one.
Pretty fun! I like the wormhole mechanic.
Outnsddngng.
Seriously though, good job.
It's a neat idea and the graphics aren't half-bad.
I'm running into some collision detection issues though...I think if something chases you and you escape, the next time you enter something's range you die automatically. Or maybe something else is triggering it.
Anyway, thank you for the entry!
This is a really neat experience that you've constructed here.
...I'm not sure what to do re: compo / jam and rating, but I may not remember to return later to see if you've switched it...so I'll rate anyway and pretend it's a jam entry? Hope that's okay.
It needs more, obviously, but it's a pretty good start to a micro-machines type of game.
Out of curiosity, do you have any plans to go beyond typical design for these kinds of games? You could probably do interesting things with interference from...larger game entities, for example.
Interesting idea! Very difficult, as well. It would probably need save / reload, or some fine-tuning if you're going for something harsher.
Not bad! Could use more variety in gameplay, but overall it's pretty stylish.
It's a pretty good start to a game. Planetary destruction is always fun :D
This is a pretty fun entry, although it gets laggy eventually. The err...flowers were a nice touch. Good job!
There's not much to it yet, but it's a good foundation. I'd prefer it if the Move action was a bit easier / quicker to use, perhaps by some separate controls.
Anyway, there's a lot of potential in this concept. I hope you do more with it.
Very nice looking entry with good audio. However, I'm having a lot of difficulty figuring out which areas are safe to be in at a given time. (not enough feedback from the hazards / unclear where the collisions are / not enough player control?)
Nevertheless, this is a pretty impressive entry.
Woah, interesting but difficult game. I think it's definitely that key release bug that's doing it. Sometimes the enemies send you flying, and it feels like you have no control. You may want to mention it in the main part of your entry, because it can be worked with, but releasing your input is counter-intuitive.
It's a pretty interesting start to something.
I don't have any gameplay suggestions right now, but could you maybe make the desertification reflect on the map? Some of the population growth made it look like you already had that, but I think I was wrong. Anyway, it might look neat / grim.
It's a bit too difficult and frustrating for my taste, but nonetheless it's a solid game. There is a market for these kinds of things, so you don't necessarily have to make it easier, even if that was your original intention.
I'm also having download issues. I won't rate your game yet, and will try to take another look later.
Very neat entry! If I had to pick any one thing to comment on...I like how the rounded rocks were rendered on some of the hills, for some reason. Not sure why.
Pretty cool variation on the planet defense concept. I think I did more damage myself than the asteroids.
Really nice theme and concept! The entrance of the Kraken on scene is nicely done. The gameplay is simple but pretty fun, too.
Pretty fun shooter with a cohesive sense of style to it. Good job!
Nice concept, although the optimal solution seems to be to colonize and seed a few planets and then ship almost everyone else off to Neptune.
...although you'd think they'd send some of their 22-digit (and counting) resources back to feed Earth's 2-10M people. Greedy colonists! What did I ever do to them?
That's a pretty cool use of visual effects. Gets pretty tense when then close in. Good job!
Very solid entry! It's probably best that you focused on the gameplay / rampaging aspects, but I'd love to see what roguelike elements you add to it, if you're planning on extending the project.
Oh, neat! I didn't even realize it was 3D at first -- it's pretty stylish. It could definitely use some sound (which you've mentioned) -- the sparks alone on collision probably aren't enough for feedback.
Very interesting concept! I can't say I've seen anyone try this before. I just wasn't sure what I was supposed to do (collect vs. reflect; well, didn't understand before reading the comments).
I had some issues with the window size too, but otherwise it's a pretty good entry. Good job!
Ahahah, nice Space Harrier type game. I'm not sure what to do at the boss, though (shoot the arms?). Some of the smaller enemies are rather hard to hit as well.
You may want to ignore input for a second on the gameover screen, because the player is likely holding something down when it switches. At least, it catches keyboard input too quickly.
I'm having the same crash issues as the others, whether using the setup or the rar file. Win7 64-bit.
Very well done graphics, very stylish.
Is there an option to resize the window? Be careful with that--I couldn't see how much life I had left on my end.
That's a pretty neat take on the theme. Good job!
Fun game with a pretty neat concept! It has potential to be expanded a lot more...maybe changing terrain, or having other effects on the game state, in addition to the story. You could really do a lot with this.
Oh god, why did someone make probabilistic Match-3? It shouldn't even work, but it does! (kind of)
Nice entry! This was actually rather amusing to play. Might take the right mindset. :)
Wow, this is really good. The only thing I'd add is the ability to save / resume from the last puzzle that was tried, like others have suggested.
Decent idea and pretty fun.
I've got a bug though: on the Island level, the character seems to be off the top side of the screen and stuck. Resizing the window doesn't help (just stretches the view).
Missing VCOMP100.DLL -- couldn't start either version.
...and I'd rather not go on a .dll hunt. :)
Nice take on the genre! Rather difficult too, which isn't necessarily a bad thing.
Pretty neat take on the typical RPG world map for this game. I'll admit to having to switch over to the easier version before I could finish.
Pretty decent entry, although the sword range is unusual. (although with some kind of graphical effect it would make more sense to the player)
With the controls, you may want to allow one of both (left, right) and (up, down), not just one of (left, right, up, down), which is probably the problem that most of us are having.
This is a nice short game with pretty good graphics. Maybe it's probably starting to sound like an echo-chamber in here, but yeah, the camera rotation occurring during button hover-over is pretty annoying. It's probably the only flaw with the entry worth mentioning.
I don't think you need to make the game difficult. Sometimes, it's the experience that counts.
Very nice game, very atmospheric. I like how the buildings rise up over time. The gameplay could use something more though, or maybe it's a bit too easy.
Pretty neat area defense game. I like the fact that the frigates have turrets that are semi-independent.
Pretty neat semi-relaxed puzzle / sneaking around game. Please be careful with colour contrast, though. Brown on brown is very difficult to see (second level, bottom control).
Very interesting game idea, but the controls make it very tedious to playtest. At the very minimum, the pointer should snap to a player's character (or a factory) when their turn starts. Mouse controls could also help alleviate this.
Again, I really like the concept, but it's hard to get into it at this state. Still, it's a nice start and shows a lot of potential.
Very nice graphics! The gameplay could use something more, but it's a good start.
Found yours! And I finally got an exe and jar up for mine, if you want to give it a try, unless you've already tried building it from source.
Just to be fair, I'm going to try a number of other entries before rating yours. The final submission is definitely looking better and is more fun than what you had previously. The difficulty does ramp up nicely, too.
Just 267, myself. I'm wondering if the shield upgrades should regenerate quicker (just increases the bar?), although that might make things too easy.
Pretty cool!
I made the mistake of slapping down too many shields at first, making it actually rather difficult. So, you could easily make a more challenging game by reducing the starting cash.
I like the clockwork graphics. Towards the end, though, I had so many turrets that the planet was starting to look like some kind of microbe. :)
It's a pretty decent start, but as you said, needs features. It should be interesting when it's more fully developed.
I like the floating continent sprite.
This is a pretty fun game. There's plenty to do. It can kind of suck if you keep finding only the rate of fire upgrades, though (bad luck, presumably).
Pretty fun concept!
Minor bug:
The rocket sound effect keeps playing if it's on when you switch levels.
Nice sense of humour! I couldn't figure out what was supposed to be oxygen, however (or it wasn't picking it up correctly).
I wasn't able to get the game to start, or maybe to capture the keyboard input. There was no loading screen, I just saw a field of cross-like shapes moving to the left.
Used: Firefox 12.0, Win 7.
Now just because I do website testing at work does not mean that I have every browser installed on my hom...oh wait, there it is.
It does indeed work in Chrome. If there are any sound assets, however, I'm not hearing them.
Same issue as Mach60KAS. Windows 7. Stack traces is:
Traceback (most recent call last):
File "main.py", line 188, in <module>
File "main.py", line 61, in main
File "tilemap.pyc", line 8, in __init__
File "pytmx\tmxloader.pyc", line 944, in load_pygame
File "pytmx\tmxloader.pyc", line 792, in load_tmx
File "xml\dom\minidom.pyc", line 1920, in parse
File "xml\dom\expatbuilder.pyc", line 922, in parse
IOError: [Errno 2] No such file or directory: 'levels\\home.tmx'
Decent engine / audio. I'm not sure what do to though, other than bog down the framerate with too much population (or lose). If there are any instructions in the readme file, you may want to stick them in your entry or a comment. Most people are going to use the web version if a game has one available.
The graphics are pretty good, and it looks like you have a decent engine going, but as the others have mentioned the controls are pretty confusing. Maybe mention that the mouse can change view?
Really cool idea!
I didn't / couldn't notice the change in the dots at all. You might want to use something else in addition to indicate proximity. (Sound effects? Not sure if there was a variable beat or not)
Interesting concept and use of voice acting! There seem to be a bunch of bugs...mostly, involving missiles launched from the wrong plane, and switching between plane-types is just strange, possibly not handling player /AI ownership properly.
So it could use some work, but it has potential.
Pretty good! I wasn't sure / missed how you were supposed to open doors (just step next to them), but eventually figured it out.
It's always good to see more sims! It's neat to see the change in behaviour of the agents (tend to stick around buildings more that have food / stop moving so much?)
Yeah, the gameplay could use a bit more than just clicking on buildings.
Very neat game! I would have liked to retry the last level I did (unless I missed something, it seems to restart from the beginning), but other than that it's pretty fun!
Who builds a town using that business / economic model, anyway :)
I'm not sure what the game had to do with the theme, but it promised shotguns and delivered. Pretty fun entry.
Nice job! Good use of humour. Very stylish.
Since no one else is posting scores: just 102100 / 2:37, so far.
The gameplay can get a bit samey eventually, but overall this is a really solid entry. I like that you have a bit of an economy limited by the party's mana resources. Good job!
Nice to see some narration. Not alot of others try to do it.
If you're planning on developing this further, I'd suggest penalizing the player for trapping the ball between the surface and the paddle (which is kind of funny in some respects).
Wow, that's a pretty clever idea!
I got stuck in the bottom left of the flag block once, just to warn you. I think it was level 4-2ish...the one where you can knock a shell down through a whole bunch of goombas. It has a spring right before the flag with a coin above the spring.
Not bad! I agree with the others that it could use a bit more variety, though.
You might also want to differentiate the virus cells from the others with something more than just a green colour. (not that I can complain too much--the colour contrast of the background in my project is just terrible)
Pretty fun game! The art has a nice, consistent style to it. It can get really...cluttered...at times, which was a nice touch.
...neat idea! I haven't seen anything else like it.
Pretty fun game! The AI could use a bit of work (can get mutually stuck across a building), but overall this is a really solid entry.
Simple, clever idea, with a clean implementation. It would be nice to see some of the other features that you've mentioned, but I think it works well as it is (although it does benefit from having more players).
This concept might be work well for async. network multiplayer too, if you're feeling extremely ambitious.
Nice idea and implementation! I got as far as the icy level where it rotated both ways...couldn't figure out how to get it to do what I wanted.
Very nice game! Quite thematic, and when you screw up trying to push things too far, you're pretty much doomed.
The java webstart file installed something, but it didn't run. Trying to run it a second time did nothing more.
Pretty neat entry. I would have thought that getting hit would just lose some of your resources, but that might be difficult to balance.
The game's pretty fun, and I really like the feel / mood to it. The only thing I'd strongly recommend is to make the game window re-sizable, if you do anything further with it or make another entry in the future. Assuming that's possible / easy with the engine you used. It didn't interfere with game play, but bits of the screen went out on my end.
Woah, pretty cool entry! It's well polished and fun. I would have liked some more variety in the weapon types, but I don't know if that would have detracted from the core gameplay.
It's pretty fun and fits the theme well!
The controls could use a bit of work, like others have said. I'd make it a bit easier / more intuitive to shoot further. You can arc the shots if you click further away from the planet, but I didn't realize that for a while.
You could probably build more on the concept, but it's not half-bad. Like the others, I'd also recommend increasing the HUD. Maybe take up more space across the top?
The gameplay is pretty basic, but the tank moves and feels pretty good. Like the others, I'd recommend adding a way to respawn somehow in-game.
It's not bad, but I definitely have to agree that the game needs to guide the user more. It isn't obvious which options are supposed to be applied to which buildings.
You may or may not have caught this bug, but I've also seen buildings spawn on top of the top-left controls at the very beginning of the game.
Neat entry! You may want to clump the keyboard controls a bit closer together, though.
The web version worked, for me at least. The interaction was a bit spotty sometimes...if you get too close to an object, the 'E' option often disappeared.
That aside, this is a very interesting concept. The tension is good, and it's pretty atmospheric (the screen darkening is a good effect). I was able to solve it after a few retries and didn't notice any timing issues, although it sounds as though I might have been one of the exceptions.
Could you maybe post a post-compo version, if you figure out the issues others are having? We wouldn't be able to / shouldn't rate that version, but the game's still an interesting experience to share.
Nice concept. I like the idea, but have to agree that the controls (at least when unburdened) are too hard to use. Also, the food attrition rate is probably too high for new players.
Pretty good! There may not be a whole lot to it yet, but you've got the start of a interesting concept / engine. I'd like to see where this goes!
Pretty good! I like the concept and the music, and I love that laser beam animation. The gameplay could use a bit more variation, but altogether it's a solid game.
I do seem to be having a major issue with the sound on my end -- the sound effects keep interrupting the music, which is kind of jarring. I have not seen any framerate issues that others have been reporting, however.
I'm using Firefox 12.0 on Win 7, if that helps you debug.
Neat concept! It's rather tricky keeping the humans alive.
I don't know which API you're using, but give libGDX a try. I've had some success with it and Android development, although I haven't tried it for this competition (forgot about mouse / touch input until too late).
Fun and neat idea! I like the graphics.
It could use a bit more sound effects or maybe music during the building phase, though. (which you may have planned, anyway)
The game could be sped up a bit, but other than that it's pretty fun.
Don't worry too much about it. Lots of people didn't quite get what they wanted done, and possibly quite a few more (I only have weak anecdotal evidence) didn't have enough that they felt they could submit. You still got something playable in, and it has some pretty good music too.
Keep at it! Hope to see you next time.
...for the compo, you're supposed to create music from scratch (or use tools / generators, I think, although that might make more sense for sound effects), but the rules for the Jam are more relaxed. You may want to double-check, but common grounds (?) music is probably allowable under those rules, for example.
Very interesting concept. I'd like to see further development on it!
Pretty fun! I liked the fact that you could do recon-by-laser in the temple level.
It needs more, but it's a pretty good start! The graphics and style are pretty decent.
This is really good! Some combinations / results seem like a dead end, but that doesn't always seem to be the case...
Neat entry! It could use a hotkey or something to switch between pol...wait, your screenshot has something...my screen isn't tall enough, apparently.
Didn't even notice the scrollbar until now. Kudos that you stuck that in, though. Many entries don't seem to have something to help resolve those issues.
Really cool! This is a very fun toy to play around with. The only thing lacking is maybe the ability to zoom in and out, although that might just be the web version.
Nice city builder. It could use a better indication of what your costs are (which seem to keep rising on their own accord).
I'm missing a d3dx9_43.dll, apparently. I'll try hunting it down in a bit.
Pretty fun! It definitely needs a lower bound on the spawn rate upgrade. Couldn't resist dropping it down to near-zero ;).
Absolutely hilarious! Two thumbs up!
Nice entry! It's pretty atmospheric. I agree that the bacteria looks a bit like marble, but menacing at the same time.
Sims seem to take a lot of time to make, or at least require a bit of experience. I didn't get very far with mine, either.
You've got a pretty decent graphical engine going on there, though. It's definitely something that you can build upon.
Interesting game. I had the same problems with the display panel (using 1360 x 768 res)--in fact, I didn't even notice the build buttons the first time I tried the game and was rather confused about what to do. If you've assigned a key to close it, you may want to mention it.
Pretty neat game!
I had an issue where one town in the lake was blocked by a hill or something, cause it to be inaccessible (although it looked like I could get to it from a diagonally adjacent spot, but couldn't). You may have fixed that already in the Jam version.
Wow, very well done.
Interesting concept! I like the style that your group used.
I was about to suggest that the game should guide the player a bit more, but I think I'm running into a bug where the scrollbar does not go down far enough, preventing me from reading the entire message. Might depend on the screen / window resolution.
Thank you so much for the comments! I was actually thinking of using left/right controls like A/D, imagnity, but wasn't sure which felt more natural. Thank you for the input!
I can understand the hesitation to rate a game that needs two players. Feel free to go ahead, though, unless there are rules against it (I'm not aware of any, aside from the rule against rating unrunnable entries, which presumably is for technical issues). I don't mind.
Pretty decent game, especially given how little time you spent on it. Definitely something that you can expand on later, if you were thinking of doing so. The graphics are very stylish, as well.
Poor potato didn't stand a chance...
Neat concept! I really liked the graphical style used for the parts.
That was a lot of fun. If I had to pick any one thing, I'd say I liked the weapon effects, particularly from the bases and from the end boss. It kept the pressure up without feeling overwhelming. I'd expect that some would want it to be more difficult though, but then I suppose you could deliberately skip some of the upgrades.
Very fun and interesting game! I can think of a ton of UI improvements and features that you could add, but what you've already accomplished is very difficult to do in such a short time frame. Definitely something that you can expand upon!
Hmm...I can see where some of the other commenters are coming from, but the game promised vikings, blood, and skulls, and it did deliver...overall, it was pretty fun and a well put-together entry!
Interesting concept, good execution. I could see this being very tricky in multiplayer, although that may be because I have trouble predicting the results sometimes.
I also don't have anyone to play with at the moment...but not satisfied with that, I tried opening two sessions and providing my IP address to both...it connected, but the green player was rather buggy (all planets were off-screen to the top-left, probably where the Origin is; scores didn't update properly; was still able to shoot the purple player, though. Purple player seemed to be fully functional).
I'm not really sure if I should be rating this one, but I was able to get it to run with this workaround. It looks like it would be fun with another player, and I like the music. You really need some kind of match-making service, though, or some people to provide their IP addresses.
Pretty neat idea / reduction of typical RTS mechanics. I'll admit that I kind of just spammed an even combination of the three units and then threw them at the AI base without caring for the most part. Trying to match / destroy types seemed more useful while defending.
Sorry, I have the same issue as some of the others - something's wrong (not missing) with MSVCR110.dll: "The procedure entry point __crtCreateSymbolicLinkW could not be located in the dynamic link library MSVCR110.dll"
Decent concept. I keep wanting to write that it needs more variety (weapons, enemy types, etc.), but that'd probably work against the theme.
I like the fact that you can accidentally destroy the rewards (makes for some tradeoffs in play decisions).
Wow, weird entry...I don't mean that in a bad way--I thought it was rather neat. Very interesting aesthetics.
Pretty fun! The graphics may not be amazing, but they have a certain charm to them. If you're thinking of developing this one further in the future, maybe add different enemy types (shapes)? I think you could set up something of a trade-off between trying to hit difficult targets (risking points) and letting them through.
Tricky game! I figured I'd quickly get used to the reversed control-scheme, but maybe not.
Overall, it's very well put together. Congratulations on your first entry!
Your link seems to be dead. The host is reporting "This file doesn't exist or has been removed"
Ahahah, hilarious game concept. Took me a while to figure out how to actually hit things effectively.
If I might make a suggestion, do consider taking a look at some of the audio tools recommended for the compo / jam, like bfxr for sound and iNudge for music. They don't require a lot of technical experience, and you can crank stuff out really quickly just with a bit of experimentation. You can get a lot out of some of these tools while spending surprisingly little time. A bit of audio would definitely enhance the experience.
Not bad. It was a bit unclear at first that there were actually doors on the sides of the hallway, but once I figured that out I was able to continue. The window dimensions were a bit too large for my screen, and I wasn't able to restart the game after losing (didn't take keyboard input). Still fun, nonetheless.
It's a bit buggy and I'm running into some performance issues on my end, but it's a really neat concept and pretty fun, too. Definitely needs polish, but I think you could make something out of this one if you continue to develop it.
Pretty cool! The graphics are nice -- I like the deformable terrain and the fact that the bullets are affected by gravity. I found that it was a bit difficult determining which direction the character was moving in, at first (skimmed through the controls/instructions a bit too quickly).
Very entertaining! A new browser window also works for those of us without a second monitor ;)
The graphics were decent, although I ran into some issues with seeing the controls at various window sizes.
Very clever concept. Sometimes the random generation can screw you over (especially when the phasing and moving blocks are combined), but that seems like something that you can always tweak a bit to change the difficulty.
Very neat and stylish. It could use a few difficulty tweaks (felt two easy if you get down to two adjacent gold piles) and maybe a later enemy type that switches lanes if it gets to the center. Other than that, well done!
Really neat idea, theme, and presentation, but rather frustrating as well. Like some of the others, I found the pulse too fast/difficult to see to be useful.
Ahahahah, I didn't even realize that the gun wasn't loaded, just thought it was ineffective and the point was to keep running.
Pretty fun game, and well put together.
Very nice puzzle / adventure game. Well done!
Ahahahah, this is hilarious and very well done. Difficult too. I actually got it in on the first try, but couldn't do it again.
Decent game. I found the exploration aspects of it interesting, although rather uneven. Very large areas of the low-tier enemies were cut off except by a very circuitous route that I discovered later, combined with the random improvements made the progression rather frustrating. I went from Defence 1 to 15 after a very long wait. Also, the items at the store always seemed to be out of reach, increasing faster than I could acquire gold.
That aside, it is an interesting concept, and I think you could do a lot with this. Could use more things to search for, other than just enemies (interesting locations, scenery, etc), although that might take a lot more time to develop than is possible in a competition like this one.
Not bad, interesting take on a 4x, but the end game was extremely tedious. The last enemy city had quite a lead, so I basically ended up passing until I had a small margin (210 to 200) before launching a final attack.
I do like how it forces you to make very deliberate (and careful) use of the options available to you.
Wow, that was really neat. It's interesting how you've portrayed a progression of different levels just by rearranging things.
Interesting, particularly the text-adventure segment used to set up the second part. I was kind of hoping for something specific if you went out of the way to collect red cubes, although I can understand if they're just used to penalize the player for poor game-play.
Nicely made puzzle game. I like the use of darkness and pre-game planning with limited knowledge. You could probably make it more difficult, if you're thinking of extending the game post-compo.
Thank you for the feedback!
Maybe I should add a few more hints. Please ignore these if you'd rather experiment with the game, first:
- contrary to how it may seem, it is possible to get through all of the rooms to the goal, and all but maybe one in time. The 10-second time limit is really tight, though.
- all of the doors are open-able...just don't be in too much of a rush. That's not a bug. ;) I'm kind of wondering if I should have swapped the front and back doors...which might have made the game a bit too difficult, mind you.
- if the end goal is too easy / simplistic, try getting as many of the coins as you can. Except...
- two of the coins will result in certain death, and one other probably won't leave you enough time to get to the goal
Hint/clarification:
- nope, you can indeed get to the goal through all of the rooms, if you know how. Just had to double-check...
Some things I skipped out on due to being short of time (eg: a more explanatory end-game screen) and trying to prioritize other features.
When I made the thing, I figured that the sound effect and the door not opening on the first attempt was enough to suggest to the player that something was wrong. Clearly, that's not enough, and it needs something more.
Thank you, again, for the feedback! It's really helpful.
I wasn't happy with the game and it didn't feel complete without a random-map generator, so I went and created a more complete version if anyone is willing to give it a go and provide (additional) feedback. I'm thinking of pursuing further development with it, and it would be much appreciated.
Please first try and judge the compo version, however. The post-compo version has substantial new features that I simply would not have been able to complete in time for the competition.
Yeah...I really need to add more visual cues. There are some audio cues for the doors and the timer, but they're rather subtle and non-obvious.
None of the traps are invisible, by the way. That's probably just the 10-second timeout, which I'll have to make more obvious/discernible somehow.
Very nice tower defense game! It felt like the upgrades weren't worth it, although maybe the asteroids just didn't like the towers I selected.
Not bad! Thank you for putting up a post-compo version, by the way. It addresses most of the complaints that I have with the compo version.
Sorry, I'm getting the same (redirect) problem with the http://www.filedropper.com/10secondwindows link.
Something appears to be wrong with the "Win64" package. It seems to have the Linux files mixed in. I was able to get the Winx86 version working, though.
The concept is neat, but for a two player hotseat game I think it needs a pause screen at least, so that the players can switch controls in a reasonable amount of time and to have a better idea whose turn it is.
Wow, it's too bad that you didn't get more done, but this is pretty cool. Very nice cityscape, too! Hope you do more with it later.
I think the difficulty could ramp up a bit more quickly and it could use a bit more variety to the physics (not sure what--exploding jars?), but that aside it's an interesting and well put-together game.
Pretty decent game, altogether. I think the mines need to be telegraphed a bit more ahead of time somehow, because they seem impossible to avoid if one starts on top of you.
Difficult, but really fun and interesting! I really like your take on the theme.
Could use a bit of fine-tuning, but overall it's pretty fun.
Interesting concept, but I found it way too hard to avoid the birds, even with the advanced preview.
Incidentally, I ran into a glitch where it kept restarting when the dragon got to the top, after winning once.
The graphics and audio are very well put together! I think it needs some kind of meta-game or something, though, because the gameplay/outcome feels rather random. Completely understandable, though (it's difficult to get everything you want in on time).
Really neat concept. I would have preferred to have been able to skip the mission intros.
If you're thinking of extending this past the compo, definitely add more variety to the missions. It could use something more (not sure what) than shooting things.
Like some of the others, I found the UI really, really confusing. Half the time I could not figure out whether a rally point was set or not.
Interesting and very moody piece. I think your message could be even more effectively presented it you built game mechanics around some of the examples...however, that would be a far more lengthy and ambitious project. (...and an entirely different sort of game, probably. Just an idea.)
Nicely done. The trash over-flow was a nice touch.
Pretty fun! It's quite challenging early on, although if you survive long enough it gets pretty easy (even with the tanks). Might be due to a performance issue with too many guns firing...but that's just a quibble. Overall, this is a pretty solid entry.
I found the control scheme to be rather awkward, but the aesthetics are pretty good, and the map is a pretty neat constraint.
Very nice entry! It's kind of amusing when you get launched around.
Pretty cool! You could do something interesting with this if you want to further develop it (different ship and weapon types, etc.)
Very interesting idea, although I found it very difficult to trace / discern paths within a short period of time. Not sure if the tiles are too "noisy" or something. You might want to add some easier puzzles to earlier stages (or increase the time limit), if you're thinking of developing this further. Aside from that, the aesthetics are actually pretty good.
Not too shabby, congratulations on your first entry!
If you're considering adding audio but don't have much experience with it, consider taking a look at bfxr or some of the other tools listed at /compo/tools/. You can make interesting things in less time than you might expect...
Aww, it's too bad that you guys couldn't finish it, since it looks like it could be a lot of fun. It's a pretty good starting point, nonetheless.
Wow, this is a very amusing and entertaining entry that you have here! I didn't mind the difficulty, actually--although I suppose you could go one step further and indicate which rooms are two away from the submerged room. That might make it too easy, though.
My only real complaint would be the lack of a restart button.
Not bad, pretty fun.
Is there a preferred browser that you'd like this one to be run on? The audio was temporarily cutting out on me whenever I took a shot (in Firefox).
Pretty fun! The player sprite taking damage was a neat effect.
I think the game needs a larger variety of challenges (just shooting things gets a bit tedious), but that seems too much to ask for in a compo. If you're thinking of extending your entry past the compo, definitely consider that.
Pretty neat puzzle game! I found the timing to be a bit too tight for my taste, but that's probably just a matter of preference.
Heh, amusing game concept. The intro was pretty well put together, too.
I didn't notice any performance issues on my end (Win7 / Firefox), so changing hosts or whatever you did might have fixed it. Could be difficult to tell, though (try a range of different browsers?)
Pretty neat, although it was very choppy on my end. My computer is a couple years old, though.
Personally, I would have preferred mouse-look plus keyboard controls for movement, although that may be me being picky.
Pretty entertaining entry that you have here. Bouncing shots around is fun. As I'm sure you're aware, the game could be faster / more difficult. Also, I'd prefer if the default shot was always enabled, so you don't have to click on it every time, but that's a minor thing.
Pretty fun! Interesting trade-off between quantity and quality, given the time constraints.
Pretty solid shooter, with decent power-ups. I didn't see any good reason to move away from the Earth though (probably need drops of some kind?)
The game has a number of issues that both you and some of the other commenters have already mentioned, so I won't rehash them. However, a lot of them are things that you can tweak and fix, if you do pursue further development.
I liked the mood and the graphics, particularly the shadow effects.
The gameplay may be fairly simple, but it's very well put-together. I didn't get a chance to play this over a LAN, but I could see it being a pretty good short party-type game (esp. if you add more players).
Pretty neat! Your entry has a really strong feel to it, which the graphics and use of audio greatly contribute. The only thing I didn't like about it was the placement of those red things. You might want to add a min/max spawn range, to make it fairer (spawned practically on top, once)...and conversely, more difficult.
Pretty cool! Decent use of time / extension mechanics.
Thank you for the OpenAL install, by the way. I think I had a similar crash the other day when I tried to run a different entry.
I couldn't get it to download, unfortunately. The link kept redirecting to the host (http://www.filedropper.com/). Maybe it hit some kind of download limit?
A bit buggy--had to refresh a lot to get it to do anything--but it's not half-bad when it runs. The particle effects/trail is pretty neat.
Interesting concept, and the graphics and audio are very well done. As you mentioned, it isn't complete, and feels like it needs more for the player to do. Keep at it, though!
Heh, this one's pretty amusing. I like how the mobs, err...jump.
Congratulations on your first entry!
Wow, this is really, really neat. I'd be interested in seeing what you make of it, if you're considering developing it further.
Pretty cool and well put-together game. Some of the puzzles towards the end were pretty difficult. Could use a reset button (okay, browser refresh, but still...), if you're thinking of continuing with this one.
Interesting concept and rather different. Good use of AI, too.
Neat entry! I'll admit that I eventually had to cheat...it's pretty easy to get the impression that the rules are something other than what they really are...
This is a rather interesting and fun strategy game that you have here. It definitely could use some sound effects, though.
I don't want to overstress this, because the game is fun enough as it is, but (for future projects?) consider taking a look at some of the audio tools and generators like BFXR or others mentioned on /compo/tools/. You can crank (useable) stuff out more quickly than you might imagine, and don't really require any technical knowledge. They're definitely worth the time spent.
Pretty fun entry with an interesting concept. If you're looking for more ideas, maybe something that moves or behaves in an unconventional manner? I don't know...like boomerangs or walking land mines, or something like that?
Not half-bad shooter with decent graphics. It could use a bit more variety in game mechanics, though, and it seems possible to lose even if you grab all of the drops.
It could use something...more, but it's still pretty fun and an interesting concept!
(Web version worked fine on my end--Win7 and Firefox. These things can be difficult to debug...)
Ahh, I see now. I thought something was wrong with the collision detection near the end of the second level. Many of us haven't quite been able to complete our projects as much as we'd like, so don't worry too much about that.
I liked the art style that you used--it was kind of quirky and different.
Pretty cool and well put together! The end game could be a bit quicker (had conquered everything but had to wait for a while for the last army to whittle down), but that's a fairly minor quibble.
Very interesting and stylish exploration game. Quite impressive!
Interesting and very moody piece. The limited game-play actually contributes to that.
Eventually I...won? Certainly not through playing it properly :D
This is far more fun than it should be! Thank you for your entry! It was very entertaining.
Very interesting concept; I may have to give it another try when there's more people around.
I noticed that it was putting me in PublicRoom16 or the like. Is there possibly a bug where it's not sending people to rooms with others? (I'm probably the only one playing at this time of day, though)
Very well put together horror game. The aesthetics are rather well done. However, after a certain point I found the game too frustrating to continue playing.
Nicely done! Your entry is interesting, fun, and really well put together.
Nice, short game (unless I missed something). The character art is fairly well done. Tried both versions--I was also confused with the web version just sitting there.
Pretty nice strategy game! I noticed that you could grind some parts of the map, given how things respawned. Not sure if that was intended, but it worked out pretty well.
Pretty solid entry! I was a bit confused at first, thinking that you had to always just use 'R' (which resets the level), but when I saw the 'X' in the timeout screen, things made more sense.
I like how the difficulty ramps up.
Harsh! But pretty fun. Amusing to see the hero cowering and/or jumping dogs for 10s.
Oh man, those saucers show no mercy once you finally lose.
The game could use more variety, but it's pretty well made for what you set out to accomplish. Nicely done!
Pretty fun! I have to agree, the AI was well done. It was able to follow in some areas where I wasn't expecting it to.
Took a little bit for the pattern-recognition to kick in, but it's rather addictive once you get into it. Since you're penalized for taking too long, I tend to prioritize just throwing stuff down. That isn't necessarily bad...the end result is kind of amusing. Overall, it's also a very well put-together game.
Sorry, I could not run your entry, so I won't rate it just yet. Once it mentioned a bunch of files that were dumped into some temp directories, but after editing them I couldn't make much sense of them. Not sure if this helps at all, but the paths look something like:
\AppData\Local\Temp\WERC259.tmp.WERInternalMetadata.xml
\AppData\Local\Temp\WERD98C.tmp.appcompat.txt
\AppData\Local\Temp\WERD9CB.tmp.mdmp