congamoeba: the amoebic friendship simulator by Kev Adsett 2017-05-08T13:31:55Z
Wow thanks so much @dgspitzer! Means a lot to us :grin:
Foon → Ludum Dare Explorer → Users → Kev Adsett
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | 👥 | The Unseen | jam | 3.85 | 3.28 | 3.50 | 3.42 | 4.00 | 3.16 | 2.33 | 4.33 | |
| 2017 | 38 | A Small World | 👥 | congamoeba: the amoebic friendship simulator | jam | 13 | 4.26 | 4.21 | 4.20 | 4.05 | 4.34 | 4.47 | 4.16 | 4.29 |
Wow thanks so much @dgspitzer! Means a lot to us :grin:
I attempted to play the game for 10 minutes.
I picked this game because I really liked the look of it from the screenshots - it has a great aesthetic.
Unfortunately the frame rate dropped to about 1 frame every two seconds! So this rendered it unplayable for me. I had two attempts: the first time, I fell down the initial shaft and ran out of battery before hitting the bottom. The second time I tried to fight the first bad guy and ran out of power before the battle finished. In both instances the frame rate was very very low.
There was very little sound in the game, and what there was was relatively simple and uninspiring.
This game fits the theme perfectly.
@huvaakoodia thanks for playing. I'm glad you enjoyed the game.
In our take on the theme, we knew that "Running out of power" clearly had some mechanical implications, which we deliberately wanted to avoid, giving the player the sense of powerlessness without a physical power meter and battery pickups. As you noted, you expected the light to run out at any moment, which I like to think helps to deliver more atmosphere. Another way you could look at it is that they eyes are only "powered up" when the light is on them, so in a way, it's the enemies who run out of power, rather than the player.
Either way, thanks so much for playing and rating - it all means a lot to us. :)
Hey, I played this game for approx 25 minutes.
The audio gave a solid sense of foreboding atmosphere.
It took me some time to understand the information the sonar was giving me, but I understood it in the end. I had started to take damage, before realising there was even a baddie upon me.
The story wasn't for me, the drug references, the unnecessary Russian expletives. Not my cup of tea.
I never felt any requirement to press any button other than down. I had no reason to make any other directional choice. All I was told that the treasure starts beyond depth 45, so I just kept going down. I felt pretty powerless to change the outcome.
I didn't know how to find the treasure, or how to improve my chances of finding the treasure.
Overall it was an interesting graphical interpretation of what would usually be a text adventure.
Hey! I played this game for about 10 minutes. My record was 63 meters.
I really liked the sounds - they helped to create a great spooky atmosphere.
I actually quite the game after I couldn't get the crank to work and kept dying at the first baddie painting. Then I saw on your description above that you can't crank and run. Maybe it'd be better if you always let the character turn the crank but it forces them to stop. Then you don't need to tell them with words, they'll just find out for themselves.
With the damaged floors, I feel like they need a "tell" of when they're going to collapse, I found it very hard to predict when to jump.
Graphically, I really liked it - it's got quite a Grim Fandango vibe about it which was pretty cool. I didn't really get why the corridor was crumbling away behind me. I initially thought it was chasing me but I realised it stopped when I did.
Theme-wise, you nailed it, and it was great to see something other than battery pickups as a recharge mechanic!
Well done :)
Hey. I played the game for ten minutes. I like the ambient hum of the background sounds, although the engine loop is a little jarring - something with a slightly smoother loop might be nicer!
It's a simple game but it's fun, once you get the hang of steering the craft. On my first attempt I launched into the rocks hard!
Perhaps it's a little too easy? I managed to get to the end with full power, because there's no friction or gravity, and the minimap shows exactly where I need to get to. Maybe you could consider having the minimap only showing the areas you've already explored.
Obviously, you nailed the theme!
Good job!