Sheep Sheep Halloumi by Dining Philosopher 2020-04-21T13:34:16Z
Got 324. I really liked the artstyle!
Foon → Ludum Dare Explorer → Users → Kaappis
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Logistics Boy | jam | 253 | 3.94 | 3.78 | 3.90 | 2.88 | 4.15 | 3.63 | 3.68 | 4.04 |
| 2020 | 46 | Keep it alive | 👥 | Catastrophe: Wildfire Firefighters | jam | 614 | 3.75 | 3.54 | 3.66 | 3.63 | 4.04 | 3.85 | 2.59 | 3.75 |
Got 324. I really liked the artstyle!
This was really well made. Behind the scene post mortem was interesting, very convincing 3d-effect! I would love to play this as a real arcade cabinet!
One of my favourites I've played so far. Charming graphics, awesome music fits the mood perfectly. I finished this in 8 rounds using only basic shooter. I didn't know there was more of those. :D I agree with others that I lost my cursor more than once.
It was a moody, well polished journey. Felt bad at first, but then I grew numb to all horrors of war and just started treating 'em based on their symptoms severity. I assume that's what happens to real field medics also, so I guess it was immersive experience?
This had really interesting idea! I see that you updated game to make it harder. You succeeded. I was really struggling with this and my best score was 2450 so I wasn't able to try other than first level :D I might have to try this again later.
Nice game. Needed a bit of time to get hang of it and many trips to info page to check what did all those different colors present. But overall this was moody experiment to mess around with!
My main complaint is that you need to tap to move. It gets pretty tiresome further you play. But I dig the minimal aesthetics and simple mechanics.
Yay I lost! Silly idea and good execution. My main complaint is that WASD + E feels akward to use in these type of games where you don't use mouse.
I like the style, computer controls are a bit cumbersome as others have stated. Finished it on first try with everyone alive, then I had to try out what happens if you aggro the hare.
I dig the NES aesthetics! I had some troubles with clicking the object I wanted, but complaining about hitboxes is part of NES-era :D Overall, good job, one of my favourites I've tried.
Played it through. It was interesting scenario for a management game. It had handful of typos here and there and at one point my scientist got really busy and could do three science projects at the same time. :D I think I barely made it alive tho.
mammoth.PNG
I couldn't get this out of my head so I had to come back to it. The amount of polish this has is staggering. For what it is, it's near perfectly executed! Definitely in the top 3 games i've tried. Got a highscore of 294.
I liked the idea and hoped to get deeper look inside of computers programs, but sadly there wasn't really much to do.
@amazura Thanks for informing, we'll look in to that. Winning-condition should trigger, when all fires has burned out. We published the game 18min before deadline, so there wasn't much time for testing! :D We will push out some bug fixes soon. @adriczero Scrollbars are now more of an aesthetic choice, as we didn't have time to make them functional! :)
@vrerabek agreed, @Airola did good job in two nights. Song can be found here https://ramiairola.bandcamp.com/track/catastrophe-wildfire-firefighters-theme @mircea123 Bulldozers are best used on tiles that has lesser "fuel" for fire (like grass or road) so it takes less time to clear them. But don't worry, I will take time to rethink every value for full release! :)
***Thank you*** everyone for trying out our game! We're sorry about the bugs and other mishaps you've encountered. We did push out an update to fix some bugs, but rest of the issues are more or less due to design choices and lack of time and testing. We published the game 18 minutes before the deadline, so we couldn't fix some issues we made on the way. But all will be designed, tested and fixed thoroughly for **full release!** We are really excited as we have just started production for **full release** of ***Catastrophe: Wildfire Firefighters!*** All your comments have been noted and taken into consideration. I will be posting updates on my Twitter account until we have proper social network channels and Steam page for the game, but for now we're going to put all our efforts towards the game! So if you want to stay informed about the game, head out here: https://twitter.com/kaappis
thanks.png @caberu @llwyd @raytheonly @rodpraet @thecze @toffanim @boxedmeatrevolution @gagapete @gelgavish @femmeandroid @alia-zanetsu @hacktrout @szkocka @vizitas @slimmerburger @n-feofentov @ben657 @pleyad @convg @schizoinside @silkworm-sweatshop @artoo @fortunos @hare-software @amazura @adriczero @abdurrahman-khallouf @dick-claus @chocolat-endive @dis0rder @bulent-altinay @vrerabek @echo-team @mircea123
@n-feofentov Sorry to hear about your situation. I hope that everything turns ok.
@barret Hey thanks for a movie tip, I have to check that out! :D Our game will use the same tactics what they use in real life to, not put out, but to control the spread of the fire. So your solution isn't wrong, but there is more efficient ways to make a firebreak. And not to mention, more cheaper way, because those aeroplane drops will be _expensive_ in full release! :D
@maxathon Thank you! I have already made some concepts for things similiar what you have thought of... ;)
@xart2012 Thank you! Restart button is already in internal testing phase! :D
@pepperkep Glad you liked it! Scroll bar is functional in dev build. Shame we didn't have time to add it on jam version. But we had to keep them in just for aesthetic purposes!
@kfischer-okarin Basic idea with fire tool is that after building "a wall of destroyed tiles" (or "a firebreak" as they call it irl) you can burn away the area between firebreak and wildfire, so it doesn't spread further. This will be utilised in full game, but as for this jam versio it's there just so you can mess around and have fun with it! :D
@abdurrahman-khallouf You're the man! :fire: :fire_engine:
@fabula-rasa Thank you for playing! There's a fast forward button on the left bottom corner. It doesn't really give player feedback that anything happened (as in faster unit/flame animations or different animation for button) but it works, just press it couple of times and see the difference. Stats is something I'm currently working on!
@lcstark Thank you for playing! Here's a sneak peek of work timer we are testing:
cooldown.gif
I don't know what to do...
I love the artstyle and I would have given it 5 stars, but the overall darkness of playfield and the amount of moving objects makes it difficult to see what's going on. Gameplay wise I wasn't sure what I was supposed to do. First I tried to move away from the place but got stopped by a invisible wall (or lots of enemies, I'm not sure :D), then I figured I should just defend the starting point, but that just drained my health/mana/whatever. Running around in the forest I bumped in to something that made me teleport all over the place. I found one altar on my aimless running around. I would say add some sort of indicator where to go.
3 plants survived! Somehow, only two survived on my second round...
My highscore 4433. What can I say: Simple concept, well executed. Would work great as a mobilegame.
Sprites are the highlight of the game. Concept is also cool, I like the bomberman-like grid system. However, everything takes too much time for it to be gripping experience. You literally can't do anything for the first minute or two and enemies take too many hits to kill, especially when they're in a pile of 5-8 soldiers.
BTW, you are the #44 out of 70 games titled "Keep It Alive". :D
Nice art!
Mood was nice and sound making system filled me with anticipation. Shame that it wasn't utilized more. Also that splashing sound was obnoxius, especially at that end escape scene. Good work for 72h.
I found the overall experience a bit bland. When I noticed at what rate my resources were going down I just had everyone do them and then I was just staring at a empty lounge. Survived 18 days.
@akronsus @corruptor2037 Thanks for pointing that out. I did a quick 'n dirty fix for mobile controls and it hid the fingers too efficiently. That was fixed too, that's why they did work for you @cppchriscpp !
Thanks for the feedback everyone! The idea was that in every level the game evolves and goes "deeper and deeper", by introducing scrolling, more colorful graphics, moving sprites etc. I know it doesn't translate that well to the game and mine section was a bit rushed. Still, it was a fun to experiment with this kind of mechanics and graphics style!
@jam373 Thanks for the compliments! Dis0rder gave a good explanation how the seamonster was done, but I'll have to add that texture was hand painted on in Clip Studio, using "crayon" pencil setting. This was one of those jam moments, when trying out something new turns out to be OK. This also was my final thing I did for the game before going to bed and the expression on monsters face pretty much sums up my mood I had at the time:
mood.png
Handheld was made entirely in Photoshop using shapes, text and layer effects (bevel, drop shadow), with scratch and grime textures added on top. Plus that smiling logistics boy gfx, which I regret not spending more time on drawing it. Pretty much a placeholder that I didn't have time or energy to replace. :D
@jam373 I did a quick mockup of one of your screenshot. I was thinking of segmenting some of the elements and giving them some shading. Maybe add vignetting to focus the players eye more on the center. I didn't try this and I don't know what some of those elements mean, because I can't play chess. :D
chess.png
That menu art got me hooked right away! I really dig the minimalistic style this game has. I did die couple of times, because I always overextented my dives! After I got hang of it there wasn't much of a challenge, got to the end easily. Also liked the simple mechanics this game had. If you decide to keep working on this it would be fun if the swinging cargo would affect players trajectory.
I have several questions. I'm not going to ask any of them.
Full points for theme!
Terrific game! Gameplay was a bit slow, but you nailed the setting, mood and theme.
Needs a bit more work. Enemies are hard to dodge and some of them can attack you from below, which is pretty cheap. Maybe slow everything down and gradually speed things up would also work, so you get some time to get used to the challenge.
That promotional artwork caught my attention, it is really appealing to me. Silly idea and execution for a game!
I didn't know what to do on third level second phase. Potato seemed to be stuck on the "floor", so I didn't finish this.
I didn't really get a feeling of being underwater, controls felt a bit too tight? Some adjustment to physics could do it. Intro was a nice touch.
On one screen I just spawned inside the wall and couldn't move.
Presentation is great and graphics are beautiful and polished. Gameplay was nice combination of story and resource management. Pretty deep entry!
There was so much going on that on my first playthrough got rank c. Got to Eden on my second try, when I only focused on those icons alone.
Oh man. Just wow. One of my favorite entry so far. Beautiful artwork and fun gameplay. Controls messes up my head, and in a same time they make sense. Great job!
Nice atmospheric experience. Great usage of lighting, it blended suprisingly well with that pixel art. I would liked to see more on the gameplay side, but even just clicking everything to see what happens was entertaining enough. In that way this reminded me of some of those edutainment games I used to play as a kid! :D
Presentation was excellent. Dripping effect on blood/paint was nice touch. A checkpoint system would had been nice to have, I don't think I'll be finishing this. :D Good job for a compo entry!
That animation on the finger was nice touch! Shame that there isn't much of game in here; Any sort of score mechanism would had been nice. Polished entry nonetheless.
Man, that was a big guy! I went over 1300cm and didn't reach the back of its throat! Joking aside, you nailed the theme and art was good, showing that guy sweating was a nice touch. Using left mouse click to confirm was a weird decision when you didn't need mouse for anything else.
Sadly I ran into memory leak error (played web build) and the game crashed so I didn't finish it. I left game on that game over screen and went AFK for a minute or two and when I returned, there was a error message.
Finished all 3 levels. It's a bit bareboned, there wasn't much for me to get excited. Challenge doesn't really ramp up when you get more valuable minerals to mine on each level. Nonetheless, good job on finishing the jam!