Foon → Ludum Dare Explorer → Users → kblaney
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Konigsberg | compo | 646 | 3.12 | 2.65 | 3.50 | 3.17 | 3.52 | 3.05 | 2.40 | 3.33 | 52 |
Cool an AGS game. Short but fairly humorous. Incidentally, this game would be perfect for the common "two button interface" used in the Blackwell series (among others). With left click being "use" and right click being "inspect".
Just a note: Chrome gives me a "could be dangerous" warning when downloading.
Great design. It would be awesome to play a fully fleshed out version of this with a few more levels and perhaps an extra mechanic or two to make some really great puzzles.
Good job with the space physics. Not too floaty but still enough to have to preplan what you want to do.
Great game. Really innovates on the usual tower defense genre. As others have noted, the controls aren't great but if that detail was fixed then I would really look forward to a game with similar mechanics.
Really neat idea for a simple puzzle game. I could see this being fleshed out with more enemy types and a timer, for a score attack type of game, or more puzzles and maybe multiple "energy" types that need connecting for a deeper puzzle experience.
Great idea and great execution. Would work really well on mobile also given the one touch interaction.
Solid game. I'd play more of this if there were more levels.
Ended up with 6 stones. Are the mazes generated or is it pre built?
A great looking 3D platformer. However, as is the case with 3D Platformers, many of the jumps are really hard because you aren't sure exactly where you should start your jump. I could listen to the music all day and the titular fox looks great.
I'm not usually a fan of tower defense games, but this was pretty good. It defeats the usual issue I have with TDs in that it isn't just "set up and let it run" as you have to constantly switch the towers there and back.
I'd really like to see this fleshed out to a whole game.
Like a NES version of Spore. Really good title.
Neat idea. I like the "Powers of 10" zooming aspect (bet you pulled some neat tricks for that one) but I really wish the difficulty curve was a little more forgiving.
Oh no. Something definitely went wrong packing the game then. I'll double check the settings. Thanks for letting me know.
Thanks again for the report, DoobieDoctor5000. Figured it all out. Forgot to change one silly ini file in my rush to package at the end. It is reuploading as we speak.
Naksrifati, I can only imagine how weird it was to see the name then. Haha!
Talecrafter, noted about the walking and skybox. The original plan was to make them floating islands with a bit more visual interest in between, but there just wasn't the time. (I don't know why I thought there would be.)
Shasharala, I'm glad you liked the puzzles. Yes, exiting and then reentering resets the puzzle to a solvable state. It will also reset the puzzle if you go through the same door twice, which is something of a kludge on my part to save time with Kismet (UDK's visual scripting language).
Lars Faust, thanks for the feedback. The original plan would have included closing doors and the sky bridges connecting the houses rising up from nothing upon completing the puzzles. Completely ran out of time for that. Although your idea got me thinking that maybe a "score board" like object somewhere to indicate what has and hasn't been solved is a good idea also. Definitely something to consider for a further refinement of the idea.
Thanks for playing Cacciatc. Yeah, as you can see that's the going feedback so far. In a refined version I'll definitely put things closer together.
TBamberg, I'm glad you've heard of the problem. :)
leDragoon, yeah, thank UDK for that. Unfortunately it packages a bunch of overhead to run Unreal. (The UDK part was a challenge to me because I failed a previous jam with t and wanted revenge.)
Doos, hmm... must have forgotten to set the music to loop. Oops:)
Nonetheless. I was hoping to get a bit more feedback into the game for making progress toward finishing a puzzle (audio and visual) instead of outright saying "this is how you solve it". That bit is inspired partially by something Jon Blow said about The Witness which is that he thinks his lack of direct explanation feeds into the exploration aspect of the game. None-the-less (see what I did there? Ha!) I appreciate the feedback. People seem to be able to figure out and actually enjoy like these kinds of puzzles so I think this is worth fleshing out a bit and testing a bit more.
I'd also like to take this opportunity to thank everyone who has given me feedback on this, including the people who have done so anonymously with just a rating (can't wait to get those results). You all went a pretty long distance out of your way considering the *huge* download on this thing.
Thanks ra4king, I was getting "revenge" on UDK since I failed at a previous jam with it. Haha!
CoolIron, I just went back and looked at the map to see what you were talking about because there shouldn't be a room in that house with only 3 doors. Apparently one of my subtractive BSPs got out of order in the final version and, thus, didn't actually create the door like it should have... the puzzle is impossible and I'm embarrassed. :(
I was thinking that puzzles of this variety could include houses with 2 exterior doors to take the form like you describe. I didn't include anything like that, but it would be included in a fleshed out version (which I'm thinking might start happening in January). Other fun ideas I had would be using portals to make impossible architecture (thus forcing people to make graphs instead of maps), "one way" doors such as rooms with broken stairs (creating directed graphs), and also extending the idea of the puzzles to not just the houses but also the towns. In this version you were supposed to be able to get a notice if you managed to cross each bridge connecting the houses but only after you completed each of the houses. Since House 5 is impossible, that final puzzle is impossible to activate.