SoulReaver by CarmineGames 2013-08-27T02:37:00
If I get time for killing enemies, but not for the enemy spawners... I don't want to kill the spawners. Maybe if destroying the spawners gave a good chunk of time I would actually attack them.
Foon → Ludum Dare Explorer → Users → Kep
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Heavy Water | jam | 971 | 2.75 | 2.74 | 2.62 | 2.41 | 2.89 | 2.59 | 55 | |||
| 2015 | 34 | Two Button Controls / Growing | Drought | jam | 282 | 3.56 | 3.40 | 3.76 | 3.68 | 3.72 | 3.83 | 2.40 | 3.83 | 47 | |
| 2015 | 33 | You are the Monster | Escape to Hell | jam | 663 | 3.05 | 2.89 | 2.34 | 3.64 | 3.38 | 2.92 | 2.31 | 3.03 | 73 | |
| 2015 | 32 | An Unconventional Weapon | Frickin Lazorz | compo | 826 | 2.87 | 2.60 | 3.63 | 3.30 | 2.10 | 1.92 | 2.50 | 53 | ||
| 2014 | 31 | Entire Game on One Screen | Doodle vs Homework | jam | 468 | 3.24 | 2.97 | 3.47 | 3.63 | 3.37 | 60 | ||||
| 2014 | 30 | Connected Worlds | Spirit Bridge | jam | 522 | 3.00 | 2.70 | 3.15 | 3.03 | 3.18 | 3.19 | 2.06 | 2.93 | 62 | |
| 2014 | 29 | Beneath the Surface | Mimic of the Deep | compo | 308 | 3.44 | 3.38 | 3.71 | 3.21 | 2.96 | 3.50 | 2.63 | 3.71 | 82 | |
| 2013 | 28 | You Only Get One | One Sky | compo | 429 | 3.09 | 2.79 | 3.51 | 3.10 | 2.93 | 1.95 | 2.82 | 57 | ||
| 2013 | 27 | 10 Seconds | Dimming | compo | 347 | 3.27 | 2.80 | 2.90 | 3.73 | 3.22 | 2.80 | 2.00 | 3.60 | 45 |
If I get time for killing enemies, but not for the enemy spawners... I don't want to kill the spawners. Maybe if destroying the spawners gave a good chunk of time I would actually attack them.
Pretty neat, I really enjoyed the construction mechanic.
Great animations and expressive cartoon character.
Without any penalty for death, I found that I just stopped caring and just let myself die. Then I would just run back and keep working. It cut my travel time in half.
BUG: If you build above your last touched lunchbox, the block will fall covering the lunchbox. Now when you die, you wont even teleport, you just get back up where you are. (Players: Try to not do this and just enjoy the game.)
I would be ok with a harder level win condition. It makes sense that as a construction guy, I shouldn't leave extra blocks around, so I should need to leave blocks ONLY in the outlined areas and nowhere else.
Good work!
Well done. Very simple, yet addictive.
"hummm... max health does not seem to have a limit, everything else seems to be maxed out, and I have a ton of cash... Buy More Health!" 100+ clicks later... "Yay max difficulty beaten!"
Thanks for all the great feedback! (even you tamirespp)
The 1 minute demo of Dimming in that compilation is great! That is just the experience I was going for. Thanks Jupiter_Hadley!
I really was not looking forward to the theme "10 seconds", but it really worked out. There is much more I could do, but I'm going back to work on my main title that will be released later this year under the name Hellscape Games.
Thanks again everyone!
Great concept!... but somehow I kept getting a block over the spawn point and could not continue.
I also would like a suicide button, and block creation on impact with lava. Yes this would make it easier, but you could limit the number block guys available (i.e. lemmings). This would also then require some way to reset the level.
Sound and music fit great.
It's cute. I like that the main avatar can't die, it makes me more brave to save little penguins.
The hunger bars filling up could be life bars going down. This briefly confused me. I understand an ally with dropping health.
How to play should include what keys to use for control.
Well done.
Very well done!
Yes, the movement is painfully slow and sometimes I can't walk over a 2 inch 'wall', but the overall feeling of that adrenalin moment being stretched out is fantastic! I lost most of the time and still enjoyed watching the pyrotechnics.
Also, in place of the very generic name 'Project: "Explosion"' I would like to suggest "FUUUUUUUuuuuuuuu.....", because that was in my head a lot while playing. :)
Impressive amount of work done over the weekend. Well done.
You probably know you can push guys through walls. That's the biggest problem I've seen, and all things considered, that is great news.
Keep up the good work!
People are going to expect a web player to load from the web link. If you want people to go to your web site to download the game, you might want to just make that the Windows link and delete the "web" link.
I was prepared for a typing game, but the mouse button thing made me move too much and screwed me up. I tried a few times, made a max of two jumps, then gave up... sorry.
Thanks guys. I'm just a programmer and hastily drew most of the art myself. You have my permission to laugh at it. :)
@mcapraro, I agree the controls could be improved. I may eliminate right click and just have left click not move the cloud if it was a drag.
@kunzbe, yep, I had the idea of adding a lighting power so you could damage settlements, but time is short. Maybe it will be in the sequel.
Very innovative. I just wish I could drop stuff.
Me:
"What the hell is this impossible crap?!"
"Wait... what is that thing... I donno, but I'm gonna throw my rock at it."
...
"OOOhhhhhhh!"
Nicely done.
One of the best I have played so far. I won on my second try and I really enjoyed it. Great graphics, good sound.
I agree with a lot of the suggestions here. Keyboard tool selection, quit button, drag off planet should not break drag, etc.
I understand putting out fires with water and plugging holes with a cork, but most of the rest were lost on me. (plants make the green/purple lights go away for some reason. ???) But I was still compelled to rush and fix everything.
This should be on Kongregate! (or some other game site, not try to promote them.)
Overall 5/5. Keep up the good work!
Neat idea. Very innovative.
I failed a lot and I didn't like that my program was erased every time. Now that LD 28 is over, you could just say... you only Had one Torpedo... now you have more!
Congrats on completing your first LD!
You can get the game to load directly from a link with dropbox by doing this:
Move the web build into the public directory of dropbox.
Right click the html file and select "Copy public link"
Paste the link into the Web field of your LD entry.
Congrats on your fist unity game!
Nice work. I like how all of the graphics match in a low-poly cubist style. Even small things like the thruster fire.
The tunnel was less random than I was expecting.
The camera could be attached to the ship so the tunnel rolls instead.
I probably spent just as much time in the dialog as in the tunnel... respawn should be at tunnel entrance. I still liked the game enough to wait through it several times.
Overall a very nice job. Keep up the good work!
Fun little game.
I was expecting the trees to keep their velocity when released so I could toss them from a distance. That would be cool. I also want auto release if the tree hits the collector.
Well done.
Great game! Good progression of powers and not too short.
I love it when people make metroidvanias for jams. Well done!
Just finished. Great work!
I love how expressive the bear is for health.
It never was too easy or too hard, just a solid enjoyable experience from end to end.
I would have really liked having a map. I spent some time searching for places I had not been to yet.
I never knew when I got a new power, or what that power was. I accidentally found double jump and I still have no idea which item let me swim through the strong current.
Still one of the best I've found and I'm at ~60. Will share.
Thanks for the game!
Awesome work! One of the best I've seen! (I'm at 54)
I actually started to give up on saving everyone, just like a real horrible experience... in the best way possible.
Well done! (5/5)
Like others, I had a hard time with the wall climb, but I made it eventually... then died on my way out and had to do it again. There were so many other well positioned save points, but not right after the most difficult part?
Still, the game is very well done. I'm glad to have played it.
I've played over 40 now and this is one of the best. Great job!
Fun, funny, and great animation.
Reminds me of Happy Tree Friends.
Just finished the 3rd stage.
Phenomenal! I do not believe I have ever played a Ludum Dare game that was this good. I love that you make the player be part of the music, and it still sounds great!
The levels have a great difficulty curve. My only complaint is that there is not more of them.
Seriously consider a full commercial release.
Pretty good.
I would have liked a check point or two and some way to heal, but I got through it.
Bonus: I just said the sentence "The giant pirate crab is happy." for the first time ever. Congrats.
I took me a while to understand what I was supposed to do, but nothing bad happened, so I kept going. I eventually got into a groove and started giving people the resources they wanted. Learning how to play naturally was kinda fun in itself.
Well done! (5/5)
Great, heartfelt story. 5/5
I've very glad to have played this game. (will share)
(Thanks for your kind comments on my Mimic game too.)
Well that was bizarre. That's a good thing. It was an interesting experience. Also, I think I am now so stuffed with art that wont be able to consume anymore for a while...
Not too bad. Nice control of mood.
I could really use some checkpoints. I gave up after losing a lot of progress. (sorry)
Thanks petrih and charlie!
Slashee: If you hold up as Kelp, you will sink much slower.
Thanks Marcus!
I Tweeted that great quote quill18, thanks. (@HellescapeGames)
The source link should work now. The tentacle links are connected by HingeJoint2Ds and the shapes are made by turning on spring joints connected to the tips.
Thank you so much Linus! I agree on the art. I'm a programmer, so yeah... #programmerart. :/
Thanks Jackendary!
A full version would include more mimics, sea life, and objectives to keep it interesting longer. For now I'm happy with what I got done over the weekend.
Thanks Danny.
I agree Jumbo, OctoJam should be a thing.
Thank you very much Snoother, I'm glad you liked it.
If I ever make a full version, it will have a lot more stuff, but I wanted to get at lest two functional mimics into the jam version.
It took me a while and more than a few restarts, but I got it. I always like these pseudo-programming games. With more levels and the basics you already mentioned, it has some potential.
A bold plan for a 48 hour jam.
Similar to Hack 'n Slash from Double Fine. http://www.hacknslashthegame.com/
Soooo, pretty...
The game would benefit from Screen.lockCursor, and for me the mouse sensitivity was way too low. Still... Very Pretty.
Neat idea. With some simple use limits on the tools, the game has some potential as a physics puzzler.
That was an interesting experience. Well done. Mood++
I'm gonna go take 7 showers now...
Well done. One of the best I've so far.
Minor note: I like the simple color pallet, but I kinda wish the triangles were colored differently so I could better keep track of them.
Thanks for the game!
I liked the idea, but it took me four attempts to get rid of the first ball. I got passed level 2, but was burnt out once I got to level 3 and stopped.
I don't know what the solution is, but it takes too long to figure out what your new direction is after pressing a key. It took me a while to realize holding the buttons down did nothing.
That guy needs an assistant!
Once I got into a groove it didn't seem to get any harder, so I just stopped, but I still enjoyed it. Very creative.
Very impressive complexity for a weekend game, and it's fun. Well done!
I expanded to fast my first time playing. This time will be better...
Ok, I think I can stop now...
I now have 26 floors. 0.0
https://dl.dropboxusercontent.com/u/49886157/LD29/Drill18-26FloorsDown.png
These guy have the worst commute EVER!
(or is this a game about feeding sharks?)
It's pretty hard, but quite fun. Well done.
I've never seen a 10key typing game before. Neat!
Innovation++
Thanks, all.
Yes it's a bit hard, but possible!
Be patient, use your shield, don't give up!
Gametery: I agree. I'm using Unity's new "CameraFollow" script, and it could use some more tweaking.
ChristmasBunny: Be patient. Stand still for a moment at a tombstone and the spirit will settle, then be returned.
I just got rid of the 'smart' camera that was pretty annoying to some. Now it is simply locked on the player. I hope this helps.
Just finished. I enjoyed it, well done!
The idea has potential, and you've made some great pixel art. I like slowly making progress and discovering new things to build. The time limit makes me rush and stop thinking about the long term future of my population. I think I would like it more if it was an unlimited 'simulation' with no timer or score.
I managed to win once.
The ability to walk and stop shooting would be nice. I kept accidentally mousing over the wrong things making the primary challenge, mouse avoidance.
I still like the idea. Best of luck.
Innovation++
Mood++
Well done.
Just finished. Nothing too challenging, but it's very well done. Thanks!
OM NOM Planets!
It was fun, thanks!
I would like to know the benefits of the upgrades and the mouse drag movement is painfully slow (on my machine), but i still enjoyed it enough to keep playing.
Well done.
Short and a little buggy, but it is a fantastic concept worth developing further. Well done!
Wow, Mood++!
Very unique. Well done!
Nice art and concept.
Possible bug: It looked like I had plenty of bombs (top left), but I couldn't fire or pick up bombs.
Thanks all.
I'll update the game with tweaked controls and some sound later this week.
Original concept was that once you have destroyed a page, it would tear away revealing the next level and next school subject. The last level would be on the manilla back of the notebook where you have a boss fight with the pencil.
Many thanks to everyone for playing the post-jam version. I very happy to see people enjoying the improvements.
This is my 13th game of the month in a row and you can play all of them from my One Game a Month profile here: http://www.onegameamonth.com/HellscapeGames
I'll be participating in the Global Game Jam in about a month, so find me on social media for updates.
https://twitter.com/HellscapeGames
https://www.facebook.com/HellscapeGames
Thanks again,
Kep - Hellscape Games
Very cute animations. I really like the abstracted 'making friends' action. It doesn't matter what they are saying, all that matters is that they are talking and it takes some time.
Innovation++!
Well done.
One of the best I've played so far. Well Done!
Innovation++, well done!
Add my vote for undo, sound, and a graphics upgrade.
Interesting implementation of a story on simple mechanics. Well done!
Nice graphics. The sounds fit well. The camera shake adds to the intensity. The pathetic jump shifts focus to the core mechanic. Overall, it's very well made.
If you make more levels, I strongly prefer ones where each target has at least one unique jump, instead of the targets all being on the same path.
Thanks and best of luck.
The story telling is nothing short of brilliant.
Great mood! (5/5)
Simply delightful, well done.
Nice art, mood, and plot.
I almost rage quit many times, but I got through it. Maybe a longer range on the illusion would make it less frustrating.
Lots of good ideas here, best of luck.
This is actually pretty fun, even if it is incomplete. I was expecting something a lot worse given your tweet. Nice job.
I agree that more powers and enemies would be cool. I spent a lot of Saturday just getting the raycast laser bouncing loop working. I'm happy with what I learned and I hope some people out there enjoy the game.
Thanks for the feedback, everyone.
I quickly forgot about the poly count and really enjoyed this one. Nive level design and use of light. Good job!
I got crushed the first time and thought it was too hard. Then I switched my strategy and it felt too easy. Balancing these games is always hard. Best of luck.
I kinda stopped caring about dying when I realized that the monsters didn't respawn and I kept my keys, but I enjoyed it. Nice work.
That was a delightful surprise. Thank you for making this game!
Mood 5/5!
I got closest to the goal on my first try, but I felt hopeless after try three and gave up. Still one of the better entries I have played.
Awesome!
I have no idea what I'm doing, but it's hilarious. Well done.
The art is nice, the sounds fit, and the story is funny, but I couldn't find any particular strategy. I just kept clicking randomly and alternating 1 & 2. After a few minutes of that, I saw that I made little progress and gave up... sorry. Am I missing something?
You're right, it's not so much a shooter as an upgrade game. Much better. Rating upgraded. Thanks.
(And thanks for not just responding with "RTFM!")
Very fun, even if I spend a lot of time dead. Nice work.
Well done. Innovation 5/5
Great animation and mood. Tons of levels. About as much frustration as I would expect from a Golf Sim/Super Meat Boy mix. (Hence my rage quit.) Still certainly one of the better games.
I would suggest you eliminate the retry screen and just respawn the player. That 2 seconds doesn't seem like much, but after seeing it 50 times, it gets annoying. A quit/main menu button on the screen somewhere would be enough.
There is literally nothing good about this game.
Really killer work.
Very artistic with a interesting simple mechanic and intriguingly vague context. I still don't know if I was supposed to kill everything or not. Nice work.
Windows and Mac builds added.
There is a bug on the Mac build that made the movement speed much faster than it should be. I've removed the Mac build until it's fixed.
Thanks for playing, everyone.
Mac build is back up and working!
I made the game easier overall and fixed some minor bugs.
Pretty fun.
I didn't use all the pieces every time, but it was puzzling enough that I enjoyed figuring it out.
How delightfully absurd. Nice work.
DAT ENDING!! O.O ... T.T
Great animation and mechanics, but I rage quit on the balcony and never got to see the end. Well done overall.
Oh man, a very fleshed-out concept and some good, tactical gameplay, to boot. Would love to see this fully developed!
Love the dual control scheme and the concept is hilarious!
Brilliant and thought provoking concept. Well done!
Lolz, funniest game I've played yet!
(Among games meant to be funny, of course.. :/)
Humor 5/5. Nice work!
Loved the character design and the graphics. Voice acting was a nice touch and really enhanced the humor in the gameplay.
Really liked the monster design. As others have said, I couldn't shoot left :(
Awesome concept! Very original. I'm not sure if I won or not, but I had a lot of fun playing!
Simple and entertaining. Nice work.
Delightfully simple and funny. Well done!
Just gorgeous, and what a concept! Very difficult keeping those little pests away, but the slow controls make sense considering that I'm a lumbering (w/o walking) stone titan.
Awesome turn based game. Are the units that appear randomly generated?
gorgeous attack animation. the rest was a bit difficult to parse. I wanted to kill the guy with the scythe! :)
I wasn't really sure what I was supposed to be doing. I liked the bright, fun colors :)
Great graphics, but I can't survive more than a few seconds. I feel so out gunned and can never get away once spotted.
Graphics and overall feel are killer. I love the "before sundown" component.
Killer art, great concept. I loved the AI of the citizens and the cuteness of it all. After picking up citizen 12, I couldn't deliver any more... :(
Surprisingly engaging given the art. I really felt bad when I killed civilians. Innovation 5/5. Well done!
Sound and animations were excellent. Loved the crunchiness when the humans exploded. Music was very good too.
Great work. Innovation 5/5!
(+1 vote for moving the message box.)
Phenomenal music! First 5/5 audio from me.
I totally suck at rhythm games and still enjoyed it. Great work!
Silly, arcade-style fun. Very satisfying feel. Love the t-rex model.
Great idea and the timescale shown with the birds and people is brilliant. Innovation 5/5.
I did hit a dead end on my first play, but managed to get to the top on try 2.
It's short and sweet so far, but has good potential for expansion with more varied levels. Well done!
Fantastic work! I really felt compelled to save these little squared from suffocation.
It has potential for expansion, perhaps with pods that have various functional benefits.
Thanks for the game!
Great graphics and mood.
Without a goal I'm not sure it's a 'game', but I enjoyed it.
(Quit button please. (Esc key?))
Technically impressive for a jam game. Well done!
Balancing games is very difficult. I like the idea, but ran into issues.
On my first try, I got stuck with negative money while loosing money.
Second try I did better, but got to a point where I had enough to click on tiles as fast as a could without thinking.
The game has potential with some work. Best of luck.
Very well done cohesive design. Mood 5/5.
I liked it, but it was very short. If you can figure out a way to randomly generate levels given a difficulty value, that would be great.
Thanks for the game!
I really love this concept and the inclusion of real science education, but I found the game frustrating. I also think it could be quickly improved with some adjustments.
-If I am out of protein vacuoles AND out of protein, the game is over, please kill me.
-If there are nutrients in the cell, I should always be able to reach them.
-The cell always feels the same size. This would change if you shrink the organella a bit when the cell grows.
-Nucleus health regeneration. The other things can be replaced, but damage to the nucleus is a permanent regret.
You did great work and I wouldn't write so much if I didn't like it. Best of luck!
Nice work. I would play more levels.
Delightful, 5/5!
Add a ton more levels and some more level mechanics then do a full release.
Nice work.
I would play more levels if you speed up block movement by 4x or so.
It's up now!
The good is that I'm back from work and finally have time to get back to LD. theOnlyGoodDrcz was right and though I remember setting the game to public, it didn't stick.
I'll be making some improvements and building for more platforms this weekend. Also playing LD games starting with the commenters above.
Great work!
The level progression is well done and remains engaging throughout. Add more levels and do a full release.
(The eyes and the music don't mix well for me. I was also worried about cutting off blocks where the eyes were, then found out it didn't matter.))
Innovation 5/5!
I would like to see the player be able to shift into different forms to handle different challenges.
You should keep working on it. Best of luck.
Neat. Get mouse/touch controls working and put it on mobile app stores.
Fun and a bit trippy.
Distinguishing the tiny similar shapes is difficult. A more drastic difference in shape and color would help.
(fyi:Sometimes when I got hit I would vanish, then notice I was a single pixel moving inside the back hole)
Delightfully surreal. Innovation 5/5! Well done.
(A bit hard on the eyes. Maybe that could be improved by reducing the contrast in the background.)
Neat concept, but it's too hard for me.
I found that I wanted the ball to just jump when transforming into a bar. As in always start vertical, but keep the same velocity.
Great concept! Innovation 5/5, would play more levels.
You found a way to a snake variant that is intellectually engaging, impressive.
I really like the concept and the mechanics, but I didn't get very far.
I spent way too long playing this game...
Thanks for making it.