Flee Buster by ChevyRay 2011-09-01T02:39:00
Hahaha I really like this one. And these are my favorite sounds ever.
Foon → Ludum Dare Explorer → Users → KevinWorkman
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | The Rabbit Hole | compo | 376 | 3.55 | 3.57 | 3.73 | 4.48 | 2.47 | 2.72 | 2.35 | ||||
| 2020 | 47 | Stuck in a loop | EmojAvoid | compo | 300 | 3.44 | 3.92 | 3.61 | 3.28 | 2.69 | 2.91 | 3.03 | ||||
| 2020 | 46 | Keep it alive | The Next Generation (Conway's Game of Life Puzzles) | compo | 508 | 3.44 | 3.31 | 3.69 | 3.58 | 2.63 | 2.07 | 2.76 | ||||
| 2019 | 45 | Start with nothing | #000000 | compo | 154 | 3.61 | 3.23 | 4.28 | 4.18 | 3.07 | 2.33 | 2.88 | ||||
| 2017 | 39 | Running out of Power | SSSNAKESSS! | compo | 424 | 3.14 | 3.19 | 3.09 | 1.14 | 2.66 | 1.20 | 3.23 | 2.63 | |||
| 2016 | 37 | One room | One Roomba | compo | 237 | 3.44 | 3.69 | 3.50 | 3.67 | 2.47 | 24 | |||||
| 2015 | 33 | You are the Monster | The Tour | jam | 1039 | 2.50 | 3.62 | 2.08 | 2.56 | 45 | ||||||
| 2014 | 29 | Beneath the Surface | Firefly | jam | 491 | 3.00 | 2.57 | 3.19 | 1.89 | 3.64 | 3.20 | 1.92 | 3.63 | 88 | ||
| 2013 | 27 | 10 Seconds | Defuse | compo | 647 | 2.97 | 3.19 | 2.94 | 3.88 | 2.13 | 2.00 | 2.37 | 52 | |||
| 2013 | 26 | Minimalism | The Shadows | jam | 340 | 2.94 | 2.29 | 3.28 | 3.22 | 2.94 | 3.11 | 3.53 | 26 | |||
| 2012 | 24 | Evolution | The Debate | jam | 218 | 2.58 | 2.50 | 2.31 | 3.15 | 1.36 | 3.59 | 2.48 | 52 | |||
| 2012 | 23 | Tiny World | Pale Blue Dot | jam | 117 | 3.10 | 3.08 | 2.92 | 3.79 | 2.51 | 3.30 | 3.18 | 3.48 | 100 | ||
| 2011 | 21 | Escape | Escape from Monster City | compo | 256 | 2.85 | 2.70 | 2.78 | 3.28 | 2.63 | 1.05 | 1.91 | 3.35 | 26 |
Hahaha I really like this one. And these are my favorite sounds ever.
Awesome, I'm really jealous of your level design skills!
Pretty good start.. one thing that would really help is having a longer reach, as I couldn't ever punch the bad guys without getting hurt myself.
Like others have said, it's a great concept, but the game sorta made its most important piece unnecessary by not making the monsters hurt you. I'd love to see this one fleshed out a bit more.
As others have said, the timing in this game is really well done. That's sometimes hard to get right, but you did a good job with it. Tell your parents that they're keeping you from valuable educational activities! (I'm not being sarcastic, I can't think of a much more educational experience than trying to jam out a working game in 48 hours)
I usually hate games that resemble other games, but I think you added enough really cool features to make this a nice homage. Good work!
This is an awesome start, and I can see this becoming really addicting with some better graphics and a few more surprises. Well done.
Awesome graphics, awesome idea with the thrusters, basically everything everyone already said.
Nice job! I actually like the bite-sized levels, and I could definitely see people playing a couple at a time on their phone as they're waiting in line, on the bus, etc. As people have said, it would be even better if it had enemies/traps/danger to avoid or destroy, but you probably already knew that!
And this is just me thinking out loud, but how hard would it be to create a level editor to allow players to trade levels?
This is my favorite game on LD21 so far. The upgrade thing makes this really addicting!
Nice job!
This seems like a good start, but as others have pointed out, it's too challenging, half from lack of direction and half from bugs.
Also, I don't know whether this is in your control, but I'd be willing to bet that a lot of people hit the "back" button when they saw the ad at the beginning of the game.
This is delightfully depressing. Well done.
I'd like to rate this, but I feel like I shouldn't after reading that you cheated with the 12 hour extension. That's a shame.
Nice job... this didn't start off as a game for a different theme, did it? ;-)
This is an awesome start and I'd love to see where you take this with more time!
What lilserf said.
I liked this game! It kept me interested enough to play through the whole thing, which is more than I can say for most other entries!
I don't usually like games like this, but this one was fun!
I love the feel of this one, really well done!
This is an awesome start, I'd love to see where you take this next!
This is an awesome start and I'd like to see what you do with it next! I'd love to see this as a multiplayer with more powers and enemies.
I actually quite enjoyed this game, although I couldn't figure out the right strategy to win. And I'd be willing to bet that this game started out as an idea for a different theme, didn't it? ;-)
This looks interesting, but I just get a black screen with a NPE in the Java console:
Exception in thread "AWT-EventQueue-2" java.lang.NullPointerException
at litd.client.Game.mousePressed(Game.java:387)
Is the web (old) link broken? It doesn't work for me :c
It works now, must have been a hiccup on my end. Nice job!
Hahahaha:
If... -reload.
I don't think you were supposed to use the extending submission time to make any changes to your game, but otherwise this is really nice work.
Awesome idea, and really pretty, but I couldn't quite figure out what I was supposed to be doing.
What Shigor said.
The graphics are awesome, but I can't really dodge the cars very effectively. Maybe it would be better with a little warning just before one shows up?
Hey cool, you were mentioned on Wired: http://www.wired.co.uk/news/archive/2011-08/23/ludum-dare-21
Really nice! I also went with an "escape the city" type game, and about halfway through developing my game, I realized I should have gone with a maze generator instead of randomly placed buildings- great minds think alike, maybe?
I don't want to be a jerk, but I wouldn't be surprised if that "Donate" thing is scaring people off from playing your game. You might try linking to a personal webpage instead. Just my $.02 though.
Awesome, and a really creative take on the theme!
Yeah, I have to say that forcing players to register and login probably scared a lot of people away from this one. Setting up a guest account would have gone a long way to fix that.
This is one of my favorites. It's really creative and actually matches the theme really well, and you did an awesome job of slowly introducing game elements in a fun way without any text. Really nice job.
By the way, you're a DC guy, aren't you? I used to live just down the street from Shady Grove! Now I live near Silver Spring. You should sell this game to WMATA, haha!
This is an awesome start, I'd love to see what you did with this after some time for polishing.
This is the first game that actually made me smile. The "surprise" still feels weird to watch, it's breaking all the rules!
I really really love the idea behind this game, but I can't quite get it to work :c
Am I doing something wrong?
Maybe a hint about how to get past the first level would help!
Really nice start. To take it to the next level, you could have the other cars respond more to being hit- let me knock them out of the way, or into each other, or into the cops! Or make the cops more aggressive so I have more of a reason to escape them - and give me an oncoming traffic lane that I can swerve into to cause the cops to crash!
I think it's a sign of a good game when you make the players start imagining what they would add. You've done that. Good job, especially for your first time around.
Awesome work, Mini Troll!
Nice work, although on your page you say you fixed a minor oversight after the competition ended. Isn't that not allowed?
Draknek: Thanks, and you're absolutely right. I started implementing a few different "win scenarios", such as giving the city a boundary, or recording the time or distance walked, but nothing felt quite right. And given the time constraints, I didn't want to implement something half-assed, so I left it open.
LumdumDareisCool: Sorry you feel that way! Did you play long enough to run into any monsters? What specifically do you think should be improved? And just out of curiosity, how do I play your entry?
Bloodyaugust: Thanks so much! You pretty much just made my day.
As for plans for the game after the competition, I suppose that depends on what kinds of ratings it gets. If people seem to like it, I'll spend some time fixing it up, adding an ending, etc. I'll keep you posted.
Thanks for playing!
Thanks marudziik! The title screen does say that you're trying to escape the city, and I tried to keep the text to a minimum, but even so, people tend to click through text descriptions. So maybe I should have added a short one-liner at the start of the game, or as the game progresses?
And yeah, the game goes on forever, and the building/monster respawn algorithms leave much to be desired. I plan on fixing both when the contest is over.
But hey, really good but unfinished is pretty much the best I can hope for in 12 hours! Thanks again for playing!
Awesome that it works on Linux- which version did you use? And there are no sounds, so I'd be worried if you did hear anything! And, sadly, there is no way to actually get out of the city- that will come in the post-competition version. Thanks so much for playing!
Yeah, the game doesn't really have an end- for now, it's mostly a "see how long you can survive while escaping the monsters" game.
And I know about the monsters spawning inside buildings, another thing I couldn't quite get to in time.
Both of those things will be fixed after the competition! Thanks for playing!
Yeah, there's definitely a bug that will freeze the game (it's not exactly common, but it's common enough to be noticed by a few people). I realized the bug about an hour after submitting, doh!
Thanks! I think you're absolutely right- I'm not usually big on sound (I usually play games muted, listening to other music), but I think some mood music would go with the mood lighting pretty well. I'm definitely making a post-competition version, and I'll shoot to add that to the list of enhancements. Thanks again for playing (and for the hilarious video)!
Thanks to everyone for playing!
Matthias- Awesome, that's exactly what I was going for!
Wally- Yeah, the next version will definitely have a goal, and hopefully it will also have sound.
Mjiig- I'm pretty okay with it being playable for a few minutes! :D
angrygeometry- Thanks so much! I'm also playing with different perspectives for the next version.
Orz- Wow, thanks a lot! That makes my night (although now somebody will inevitably argue that it's the worst game ever, haha).
Make A Game- Haha, thanks, that's pretty much exactly the feeling I was going for- creeping around corners and not knowing when something was going to pop out at you. I'm thinking of actually making the sounds tell you how close you can get- maybe something like a heart beat or slow music that gets faster as you get closer to a monster. That's just an idea though. Also, thanks for appreciating the 3D building effect, that's pretty much the first thing that popped into my head when I thought of this game.
Again, thanks everyone so much for playing and commenting!
Thanks guys, I agree with all of that. I'm thinking of adding a "warmer/colder" mechanism to help you find the exit (guess I should add an exit, too). I'm looking into sounds and music, too.
This was my first time messing with 3D, and even though it's just cubes and not actually 3D, I'm pleased with the effect.
That's understandable. I'll be releasing a more polished version as soon as I get time after the competition. Do you have any ideas about what kinds of things would keep your attention longer? Thanks for playing!
Awesome start to a creative idea, keep up the good work!
This is an awesome start for a first time attempt at writing a game, and I really hope you keep at it! I actually really liked the slippery controls and thought they were quite fun, although it felt more like a hovercraft than a car, haha.
Don't take any criticisms too hard, and consider this a lesson learned- some of the best games here are just circles and rectangles without any art at all. Art should be the last thing you worry about when you make a game, and that's an important lesson to learn, so your time wasn't wasted.
Just think- you've done more in 48 hours than most people who think about game programming ever do, so if you give yourself another month, what awesome things could you pull off?
Interesting control scheme, it would be nice to see some longer levels!
Nice mix of gameplay mechanics!
Good start, although like everybody else, it took me quite a while to get used to the physics and controls.
Great graphics, great idea. It would have been even better had you used dragging instead of clicking, that way the player doesn't have to spam clicks to get things done. Awesome start though!
What.. the.. what.
(Blatant self-advertising ahead)
Nice little game, but you might consider using Static Void Games instead of dropbox- it's designed for Java/Processing developers and comes in handy for contests like Ludum Dare. Just upload a jar and a thumbnail image, and you have a full website for your game showcasing applet, webstart, and downloadable jar version of your game. Check it out if you get a chance: http://StaticVoidGames.com
Same as the others. I'd like to play it, but you didn't provide a link to your actual game.
This needs quite a bit of work to be playable, but good start for just 48 hours of work.
This is really well done. It's pretty perfect, and with more levels and variety this could be a really addicting full game. Great job.
This is a fun concept, but it went a little too slow for me. This might be because every second the clock counted down actually took several seconds, so maybe the game was lagging in general. But it wasn't clear what I was supposed to be doing. I managed to find one item and push it back to the center, but after that it was just a sea of blue. The engine is there to be improved upon though, and that's great work for 48 hours.
I wanted to play this, but nothing shows up. I'm using the latest version of firefox.
Interesting concept, and I like the double jump animation. Needs some polish and balancing, but good start for 48 hours.
I guess I don't have xna on my machine. I wanted to place this because we named our games the same thing!
Great concept, and I loved the growth of the tiles. The framerate dropped to an unplayable level for me though, so I had to give it up. Also, it would be cool if there was some kind of punishment for just destroying the whole planet to get 3 artifacts, haha! Great job!
The basics are there, it just needs some polish. I almost finished the game, but I kept getting in a situation where a resource spawned too close to the crafter, so I had no way of picking it up without also creating the seaweed seed (which I already created), which sent me back to waiting for flowers to respawn.
And just a note on how you're coming across- people aren't asking you to patch your game, they're just telling you about their experience. So for you to just say "yeah not gonna patch that" or "I fixed that error already" (if you fixed it, people wouldn't be seeing it) comes off as a bit rude. It's probably one of the reasons you're not getting many votes or comments. Take that how you will.
Also, this is a Java game, so why not offer it as an applet or a webstart, or at least a jar? I don't like downloading .exe files on my computer, and this just seemed to be a wrapped-up jar file anyway. That's another reason you aren't getting many votes. You might consider using the free Java hosting I offer at http://StaticVoidGames.com.
Interesting level setup and take on the theme, and like the others said, the difficulty curve is a little too steep, but this is an awesome start.
This was a fun little game. The controls took some getting used to, but the idea is there and finished. It would be cool to see some more variety in this, but this is a great start for 48 hours of work.
Cool start, it would be pretty easy to turn this into a full game with different levels, powerups, etc.
Web link gives me a 404 :C
Interesting concept, although this seems to fit many of the other themes. Alchemy, build it then use it, evolution, etc. Anyway, great job.
Good use of 3d, but the mouse sensitivity and jerkiness made it hard for me to play. Looks pretty, though, and it seems like a good start that just need some polish.
This is pretty fun for how simple it is. With some polish and some variety, this could be a great little game.
That voice legitimately creeped me out. +5 for mood. I also really liked how he didn't say the same thing every time. This could be a fun full game, with creepier minigames that match the voice. Release it around halloween and you'll be a millionaire.
Cute take on the helicopter genre of games. I wonder how it ends!
Seems like you started this thinking the theme was evolution or alchemy? Anyway, interesting premise, but it would have been cooler with more "weapons" or tools to help shape the environment.
This is a great concept, and your idea with displaying the stats will make it a little more obvious what's going on. Also, it was a little annoying to have to keep opening the inventory, especially if part of the game is to combine different inventory items to create new ones. This is a great start for 48 hours, and I'd be curious to see what you do with it from here.
Very pretty game, interesting mechanic with shrinking things to solve puzzles. Could easily by made into a more full game. Well done.
This was fun! It could have been a little longer, but this is good for a competition. Let me at the sun!
This is pretty awesome. I couldn't get through any adamantium level (I get stuck in the pink stuff even with full strength) so I couldn't finish it, but the idea is a great take on the theme. With some variety and some help (like a list of things you've combined and what they did), this could be a really addicting full game.
Interesting concept, and with some of the features you talked about implementing, this could be a great little game. Great job.
You might consider using the free Java hosting at http://StaticVoidGames.com. I'm the creator of the site, but I think it beats dropbox.
Didn't work in firefox, couldn't click any of the buttons. And I'm pretty sure you can't fix things like save/load after the submission time ends.
Great concept, with some polish this could be a pretty fun game. I think you forgot to reset the coin and health counters upon reset though, so it made replaying after dying rather difficult.
Good that you learned a lesson, and the logic for the puzzle is there. But clearly way too short, even for a Ludum Dare game.
The game crashed my firefox before I got a chance to play it. :c
Your web link looks like a zip file? Most people expect to play a game in a browser when they click on the web link.
This was really fun! I'm trying to come up with something nobody else said yet, but you did a great job. It would be cool to see bigger levels and different kinds of natural disaster, but this is a perfect start. Great job.
This was a really enjoyable concept. It's fun to experiment, but it would also have been good to know what affect my actions had- for example, I'm still not sure how I made it rain. But this is a great start, and it would be awesome to see you expand on this.
Ironically enough (since my game didn't work for you), this game didn't work for me at first. I had to enable my Java cache. After doing that, I like the basic ideas here. It was fun trying to accumulate a bunch of moons and become indestructible, but the black holes seemed overly powerful (but then again maybe they should be). All in all great job, and it would be cool to see where you go from here with this as a foundation.
Yep, the cache is on by default. I turn it off because I don't like clearing out my cache whenever I update a program. I know there are other ways around it, but this seemed to be a catch-all fix.
And yep, it was the webstart version. The error said something about a native library requiring the cache be activated. It's probably not a big deal as anyone with enough knowledge to turn their cache off in the first place probably can decipher the message and make the easy fix, but it might be something to keep in mind.
I don't play games on kongregate, as their forced ad video and "join now!" spamming got to be a bit much for me this Ludum Dare. Looks like it would have been fun though.
Nice little game, fit the theme nicely. You might consider using the free Java hosting at http://StaticVoidGames.com. I'm the creator of the site, but I think it beats dropbox. Either way, good work.
This is a fun concept and pretty well done overall, but there didn't seem to be any consequence to me just holding in space the whole time. Maybe make it so pressing space lunges you forward and sends the robots back further?
This is perfect. I want to give a more useful comment, but I don't think you should change a thing. Perfect score, except n/a audio.
This was really fun for how simple it was. It took me reading the readme to realize I could click to launch asteroids, but when I did, it got surprisingly addicting. Great work.
This was pretty fun, and the transition effect was well done. This is a great start, and it would be cool to see you expand upon this with more levels and variety, maybe some polished graphics. Great job.
This game is adorable, worked great, and made me laugh. Plus you get an extra point or two for leaving my favorite comment ever on my game, haha.
Did you know that there is an actual comic book character named Science Dog? http://www.comicvine.com/science-dog/29-42574/
This was a little bit too difficult for my tastes, but it is quite polished and fun for people who enjoy games that make them punch the keyboard. Great work.
This could be an interesting concept, but it needs a clearer relationship between what the player does and what the player is supposed to achieve. With that and some variety, this could be a fun little game.
This was pretty addicting and really well done. I think this is one of my favorite games of this Ludum Dare. And hey, we gave our games the same name!
I have a stupid question, but if you had a Java program, why not simply convert it into an applet and/or webstart instead of redoing it in html 5?
I feel like there's a relatively involved and logical system at work behind the scenes, but it's covered up by random smashing into other balls, which is fun too. The game could be a little bit more responsive- as it is, your ball is affected too little by you, and a little too much by the other balls. Reversing that would go a long way towards getting people to enjoy the feel of the controls, I think.
This is a great little game, and it's an awesome start to what could be a big final version. Well done.
This is a great concept, and if you implemented the features you mentioned, this would be a really fun little game. Nice work for 48 hours, as the underlying engine is there and works great.
Nice premise, but like others said, it would have been cool with better sounds and graphics, and especially if you had played up the atomic bit- start out as helium, collect particles to get more electons?
Also, in the later levels, this game crashed my system. It was just a lot of beeping and then firefox died.
Interesting concept, but I couldn't get past the second level because I always got smashed upon growing. I'm probably missing something obvious, but reading other people's comments makes me think that a more gradual difficulty curve would get more people to play for longer. The concept is definitely there though, it just needs some tweaking, so great work for 48 hours.
This is a great start, and with some polish this could be really fun. Control over your speed and some powerups would turn this into a 3d version of a galaga-like game, which would be awesome. The graphics are really well done, but they get rather lost in the translation when actually playing the game. Great work, especially for 48 hours and your first LD.
This is one of my favorites. Very creative use of the theme, cool mechanic, great job.
A little self-promotion, but I offer free Processing and Java hosting (as well as tutorials, a forum, etc) at http://StaticVoidGames.com. Might be worth checking out for the future.
I like the concept, and the art, and the rotation effect. But I had to admit defeat because I couldn't figure out what to do after getting the jump upgrades (I think that's what they were?). Still, this is awesome work for 48 hours. Nice job.
Great game, one of my favorites. I try not to repeat what other people said, but they said it all. Great art, fun gameplay, good use of the theme. Nice work.
I couldn't play this because half the game was cutoff by ads and "share me!" links.
Very well done. I could definitely see this being a game for mobile devices, people playing one level at a time as they wait for their train.
I liked this! It would have been cool to have more warning than shooting at enemies who are still off-screen, but I like the premise! The space dinosaur made me laugh.
Little slow and difficult to maneuver and kill the bad guys, but it's a great start and a fun game nonetheless. With some polish, this could be a great standalone game.
This was really fun. I could see this turning into an fun typing game that kids play to learn how to type. It's interesting how accustomed to certain letter combinations my hands are. I cannot type a Q without typing a U. Great job.
This seems like a fun concept, but I didn't really know what was going on. Clicking on the planets did something, but what? And I seem to run out of bullets for no apparent reason. But the engine is there, which is great work for 48 hours.
Cool little game. Some variety in the gameplay would really take this to the next level.
This game has a ton of potential, and it's really involved which is impressive given the time constraints. I think you already pointed out some of the areas for improvement, mostly in letting the player know what's going on. Also, some kind of checkpoint or revive system would be really nice, as it really sucked when I was saving up for an upgrade just to be taken out by an enemy ship just as I'm about to dock with a space station. Is there no way to restart other than to refresh?
Interesting concept, but it was a bit hard to strategize since there was no way to tell where the planets were going to be. Great work for 48 hours though!
I used to love this kind of game! Nice work, you obviously put a lot of time and care into this, and it shows. You should extend this into a full game and put it up on a website somewhere, if only to be able to say that you did it.
Hahaha, nicely done. This is a great start, and it included a surprising amount of variety (different enemies, different kinds of levels), especially for an LD game. Great job.
This is pretty awesome. It would have been even better if you made it more obvious what the range and recharge times on the abilities were. This is a fantastic start and only needs a few tweaks to be a really great game.
I'm not sure why, but this was pretty addicting and managed to really suck me in even though it was so simple. The mood was really well done (I thought the crickets were real at first), and with the added features you were talking about, this would be a really great game.
This is an awesome example of what Processing is best at- using primitives and colors to make deceptively pretty, interesting, and interactive visuals. I really liked the day/night switch, nice touch. It would be even better with high scores and some more variety, but this is a great job.
You might want to check out the Minim library for sound in Processing, it's served me pretty well so far. Also, you might consider using the free Java and Processing hosting at http://StaticVoidGames.com. I'm the creator of the site, but I think it looks better than dropbox.
Cute start. I could see this becoming one of those "toys for rich kids with ipads" things.
This was a fun little game. It would have been even better if I could shoot the sad faces.
This is a great concept and an awesome execution. Really well done.
I almost quit the game before giving it a try because of the loud video ad played at the beginning of it. You might want to compare your ad revenue to how many players you're driving away before they even play. Up to you.
But I did end up giving it a chance, and it ended up being a really fun game. Great job.
Awesome idea, it would be cool to see this with more levels and some polish. Great job.
I'm not good at this type of game, so I couldn't really get into it. Especially because Ludum Dare games have a tendency to break or not work on all browsers and systems, so I'm never sure if I'm missing something or if there's a glitch. So it would be nice if games like this had an in-game hint system or something. Either way, this looks like a pretty involved start, so kudos on getting something working and looking this polished in such a short amount of time.
Interesting idea and control scheme, but it was a little arbitrary whether a jump would result in victory or death.
I'm struggling to say something that hasn't already been said. Great job. It would be cool to see more bite-sized levels of this one.
Like others have said, you've got the basics here which is great, but they need something else to make this a playable game.
This game is simply beautiful.
I liked the mood of this one, but it would have been cool to see the concept explored a little further. The "change sizes to solve puzzles" idea has been done in 2D quite a few times this LD, so it was cool to see it in 3D. Nice work with the time you had.
This seems like a fun idea, but I didn't really know what was going on after I figured out I could click to fly around. A little tutorial, even if it's just a written paragraph, would have gone a long way to clear up whatever people are missing.
Hahaha this is an awesome idea. It's a great job for a beginner, and now you have a platform to add things to, like different kinds of enemies, powerups, jumping, the works. Awesome job.
This is some self-advertising, but you might consider using the free Java hosting I offer at http://StaticVoidGames.com. I'm working on adding game development tutorials to the site, and we'd love to have you!
I love the creative take on the theme and the un-game approach. It maybe could be more fleshed out, but the idea is very refreshing.
The concept, although not exactly original (hey neither was mine), is pretty fun. But the gravity was a little bit too random to really keep me playing for more than a couple levels. If you made the physics a little more fair, this would be a pretty great start to a platform for a more involved game. Good start, but it needs work to be a contender.
Great art and gameplay. The final boss had me punching my keyboard, I'll let you decide whether that's a good or bad thing. Awesome work.
I tend to enjoy games like this, but even the hardest bullet hell game should have some pattern or chance of escape. There were too many situations where I seemingly died randomly to keep me playing long. Plus the boss noise was just gross. But you do have a good engine for this sort of game started, and that's great work for 48 hours.
This is great. I played until I was the last guy, but then the framerate dropped to an unplayable level and I had to quit. Perfect take on the theme, really well done.
I agree with what everybody else already said. Great start, especially for 48 hours, and now you have a foundation to work from.
Little shameless self-promotion, but you might consider using the free Java game hosting I offer at http://StaticVoidGames.com. At the very least, it looks better than sites like media fire.
Hahaha this was hilarious. And it made my cat REALLY curious about the sounds coming from the computer. I love weird games like this, so great job. There are some issues that need some polish (hairball comes from the middle of the cat when it's big, one of the legs is not colored in one of the frames), and more levels and variety would be cool, but this could be a ridiculous and addicting little game.
I really wanted to finish this game, but as soon as I got the gun the framerate dropped to an unplayable level. Good start though, I'd like to see you finish it.
Really awesome take on the theme. Nicely done.
Excellent work. I agree that the game felt a little slower than it could have because of the "long" timeouts between turns. But if you threw in some more variety (different kinds of tiles for example), this would be a really addicting game. Great job.
I don't like to repeat comments, but I don't know what else I could say that hasn't already been said. This is awesome. It's really impressive that you came up with a fun set of rules and simple gameplay that can be fun and addicting in such a short amount of time. Great job.
I feel like I'm missing something because I didn't really know what to do. I like the idea of using different blocks to create new elements, I just wasn't sure where to go from there. Great visuals and everything works perfectly though, so this is good work for 48 hours.
This is awesome, and I love the art. For some reason I was unable to shoot while going diagonally up and to the left. I could go in every other direction while shooting, but not up and left. This is a fantastic prototype though, great work.
I want to like this, but I've played it twice and I'm still not exactly sure how my actions affect the music. Maybe I'm just musically illiterate and therefore not the target audience. But the idea is really awesome!
I like the idea and the art, but the gameplay definitely needs some tweaking to be really playable. Just tone down the sensitivity, and the game will be much easier to keep track of. This is a good start though, and with some polishing, could be really fun.
Interesting take on the theme. The controls got in the way of the game a bit- it's a game about words, so it would make more sense to use the keyboard for input than the mouse. I see you experimented with that in the post-compo version. But all in all this is great work for 48 hours!
I really liked this, and I thought I knew what I was doing, but then more guys showed up without me realizing it and they all starved to death. Great job, but some more indications about what's happening would turn frustration into more fun.
I don't love games like this, but you set up a great atmosphere and story given the theme. Kudos.
Great start, and it would be more addicting if it got faster or had enemies or something. Really well polished for 48 hours!
What the.. I don't even? I think I love this game. This is my new favorite Ludum Dare entry. First perfect score I've ever given out. I love the ridiculous blend of animation, video, simple gameplay, humor, everything. Well done.
This was awesome. It would be cool if the ant did more or had some special abilities or little problem solving things it could help with. But this is great as is, especially for 48 hours of work. I wouldn't be surprised if this ends up in the top 5.
I like the concept of having the freedom to get in your ship and attempt different goals on different planets in whatever order you want. With some polish and some organization of the objectives, this could be quite a fun little game.
Pretty, simple in a good way, really well done all around. It might have been interesting to just have everything available all at once (I mean the buttons would all be visible, not that the resources should already be accumulated) and then have the player figure out how to accumulate resources to work the way up the creation chain. Now you wait for a new button to pop up, wait to be able to afford it, then click it. I really enjoyed it, but maybe making it less obvious would quell some of the critics?
Interesting concept, and it could be greatly improved with some polish and maybe some preconfigured defaults that would go a long way towards showing people what they should be doing. Not really a game though, and not really the theme.
This was a great game once I got into it. The controls were a little hard to master, but once I did, I played all the way through. Getting bigger and better ships was a really nice touch
I think this game would have more comments if the very beginning of the game was a little more welcoming. Maybe some tutorial levels or something?
I'd love to see more of this game. More involved upgrades would be cool, and maybe defending the planets you own against hostile invaders? You have a great platform that can be expanded in so many ways here.
This is a little self-promotion, but I'd love it if you put this game on the free Java hosting I offer at http://StaticVoidGames.com
Idea seems good and the art is great, but it goes to a black screen for me after the second level. Not sure if that's a known issue, but either way this needs some polish to be really playable.
I've stopped playing games on kongregate. Here's why: http://www.ludumdare.com/compo/2012/05/07/a-gripe-about-embedded-video-advertisements/
I played all the way through before realizing I could shoot. D'oh.
This is a really fun concept, and I'd love to see more levels (maybe easier ones!). I managed to finish it, but the learning curve might be a little steep to keep many players going. Awesome work!
"I hope you will enjoy it as much as I enjoyed doing it." Haha gross. Did I just play a video game as your sperm? Interesting conception (pun intended), and with a little polish and a longer "story", this could be a pretty neat little game. Well done.
This is really cute. Some variety, maybe some enemies, along with some more puzzle-like aspects would take this game to the next level.
This is a cool little game, I'm surprised it doesn't have more ratings. Great job. With some polish and more variety, this could become a very addicting game.
I tried to play this game but I got blocked by a "join now" wall and a forced ad video. This is why I don't play games on kongregate.
This was pretty fun. The ship's turning sensitivity made it a little hard to aim, and different kinds of aliens (maybe sensitive to different kinds of powerups?) would have added some good variety, but this is a great job for 48 hours of work.
Wow, well done. This might be my favorite so far.
Oooh, pretty! As others said, the explosions were a bit much, but I gathered that's what you were going for, so I dig it.
Great innovative concept and cool take on the theme!
I love ridiculous games like this. My only critique is that there weren't enough flying wolf heads floating in space, and I'm only saying that critique because I'll never get the chance to say it again. Great job.
I had trouble getting into this one since I had no idea what to do. The idea seems interesting, but without feedback it was really tough to know what was happening. Also, it seems slightly unfair to have the post-compo version be the default version while the competition is still going on.
Nice little game, could easily become a full game with more levels and some polish. I did see one glitch, but that was because I was screwing around and managed to launch myself off the left side of the screen, which then got stuck in an infinite loop of respawning me under the ground and letting me continually drop to my death!
I really liked this game. It took me a while to figure it out, but I did manage to finish the tutorial levels and beat a few randomly generated ones.
The ability to select multiple guys at once, for example by drawing a box around them, is an absolute must, and it would be a good idea to make it more obvious what's going on- the bouncing animations made it hard to tell what was going on in the middle of a big pile fight.
Also, some shameless self promotion, but you might consider using the free Java game hosting I offer at http://StaticVoidGames.com. If nothing else, it beats dropbox.
I get an error saying the connection timed out when I try to play the web version.
This reminded me of the boxhead games. With some polish, this could turn into a great full game. Well done.
This game is adorable. Zelda-esque, with rpg elements and super cute graphics. Really well done.
Cool start, but like others have said, the slowness of some of the puzzles where you're just waiting for the bad guy to run into something sorta took me out of it. With some polish this could be really great.
This was really fun. You've got an awesome game here that would be really easy to add more powerups and different kinds of enemies to, which is awesome work for 48 hours. Great job.
This was pretty fun, even though I had no idea what the plants were really for other than to look pretty and give me the bombs that built more plants. I tried using the bombs against the enemy, but that just made me land on them and killed me. But the engine is there and ready to be expanded upon, which is great work for 48 hours.
Awesome take on the theme. I like the solving puzzles by using karma mechanic. Some of the physics and collision detection need some tightening, but this is a great start to a very interesting game. Great job.
Thanks guys!
My original intent was to overload it with real pictures from NASA and to make it slightly scientifically accurate, but I had to settle for just giving the names of things you run into.
I wanted it to be casual, mostly just listening to Carl Sagan and looking at pretty pictures, so I probably should have made the controls less sensitive. So if you're having trouble with the controls, try clicking closer to the Earth- the closer the cursor is to the Earth, the less of an effect clicking has on your movement speed. Slower is better for this game.
Anyway, thanks again for taking the time to play it!
@Kvisle, the site seems to work fine in Chrome for me? I think the http:// is required, otherwise the url gets resolves as a relative path. Can you elaborate more on what you mean, if you have the time?
Ack. They both work fine for me so I don't really know how to debug that! I know "but it works on my system!" isn't a valid excuse, but the game doesn't include anything that shouldn't work with linux. I'd be curious to hear if anybody else is having issues.
Thanks so much for the kind words, guys. To be honest I wasn't very pleased with the result at first, but I'm glad that at least part of my goal was accomplished!
To further explain where my head was at when creating the game, part of the "goal" of the game isn't to finish it as fast as possible, but to just sit and listen and think about what Carl Sagan is saying, maybe look at the pretty pictures. I imagined the player spending the first minute or so just watching the earth drift slowly through space, listening to the beginning of a pale blue dot. Then maybe a large object would appear that would cause the player to avoid it, then a small one appears.. but instead of just crashing into it, the player could try to get it to orbit earth or something.
I know that slower games aren't very easy to portray in contests like these where we're trying to play as many games as possible, and I know the control sensitivity and top speed should have been toned down a little to encourage a slower, more "casual" experience. Lessons learned! But perhaps it's better to leave both in there- casual players are more than welcome to dive into the atmosphere by clicking closer to the earth (which results in smaller changes to the speed), and players who really care about winning can still do that as well?
Anyway I'm just rambling and thinking out loud, but my main point is THANK YOU for playing and THANK YOU for all the encouragement! This and The Carl Sagan award that MurrayL gave me pretty much made my day, haha.
Jojo, that's strange since it seems to work for almost everybody else, and I just checked it and it hasn't gone down or anything. What is the error?
Okay, I updated the applet and webstart jnlp files to take your advice. I'd love to hear from some linux people about whether or not that fixed it, as I have no way to test that. Thanks for taking the time to let me know what's up.
Awesome. Thanks again for taking the time to explain the issue to me!
The idea seems interesting, but I couldn't really get into it as I had no idea what was going on. Also, the game froze up when I tried to warp, on firefox 12. I switched to chrome and it seemed to work okay, but I still had no idea what was going on!
Creative twist, if a little difficult at times. But if you did copy the game from YMM, that ain't cool.
This game was really fun while it lasted, but at about 35/40 planets the framerate dropped to an unplayable level. Great work though, I could keep playing this.
The idea is there, but the placement of the objects seems too random to be fair. There were a few situations where my only choices were to die by bug zapper or die by venus fly trap. But if you work on the balance and add some more variety, this could turn into a fun little game. Good job!
Under the table? Ack! Why didn't I think of that!!!
Cool idea and fun execution. The spawning and slow initial speed made it a little too difficult to be really addicting, but with some polish this could be a really fun game.
This was awesome, very clever take on the theme and the Mario genre. Very impressive variety of levels, enemies, everything. I'm not sure this is strictly kosher with the Ludum Dare since you don't have rights to use Mario, but I'm not going to take any points off for it as it's not like you ripped the art or anything. GREAT work.
Interesting concept, although I wasn't sure what my end goal was. Was I fighting the bad guys, or trying to avoid them? Was I trying to go somewhere, or collect all of the little squares? With some polish, this could be a good game. Great start.
I agree that this could be a pretty fun little game with more powerups and variety. Great start. Plus it makes me want to watch the movie Innerspace.
To be honest I don't know what silverlight is, so this didn't work for me.
This is pretty well done. I think one of the reasons this doesn't have more ratings is that it was hard to see the "start" button at the very beginning, so a lot of people probably closed it out without trying it. It's a shame really, because this game was short, sweet, and pretty fun, and that's coming from somebody who doesn't usually like this kind of game!
This game had me yelling and swearing, and I actually reversed my hands because I was tired from hitting X so many times with my left. But I did keeping saying "okay one more try" which means it was engaging and addicting, which is great. That being said, I'm not sure that adding the shortcut after submission is kosher given the 48 hour time limit. It's not the end of the world, just something to keep in mind.
This is a difficult little platformer, made even more difficult because I'm not left handed! But the basics are there, ready to be expanded upon, which is awesome work for 48 hours.
Like others have said, you shouldn't use Java 7 yet unless you need it, as pretty much nobody has it and the error message isn't exactly friendly. Also, since this is Java, why not offer an applet version? I offer free Java hosting at http://StaticVoidGames.com, might be worth checking out.
This is a fun concept, and a great fit for the theme- perhaps a bit of a commentary on vapid suburban life? But I had trouble matching who was where, especially with the darkened screen at night. I'd be curious to see how you expand on this after the competition.
The idea is fine, a platformer where you have to collect all the things to get to the next level. But the execution (which I'm guessing was thrown in to cover up a bug you couldn't fix in time) made that a bit pointless as it was harder to eat the apples (collision seemed wonky, couldn't eat while moving, why do we have to press space at all) than to just jump on the cake a bunch of times, which doesn't make for a very fun game. But you do have a basic platforming engine up and working, and that's great work for 48 hours. Just give it some polish, and it'll be a lot more fun.
The engine is there and seems to work great, but it needs more gameplay elements to be really enjoyable. The screen gets a little hectic at times, but that could be part of the fun.
You mentioned that some of the sound effects weren't yours, but that goes against the rules of LD that state that everything must be created by you within the 48 hours, otherwise it's a jam entry. I know the rules are a bit relaxed, but fair is fair.
I don't think the rules are a big deal, I was just letting you know because I know they can be a little unclear because of how relaxed they are. I actually sorta dislike that rule, because using creative-commons sounds should be like using open source libraries, which is completely acceptable. But either way, nice work!
Great start to a game, and it could be even better with different kinds of ships, weapons, powerups, more variety in general. Good work.
This seems like it has a lot of depth, but I had no idea how to play. A tutorial level or two would have gone a long way to helping players get into the game. Good work for 48 hours as the engine seems to be there, but it needs some work on usability front to be really popular.
I am definitely using "dammit woman, why must you destroy my dreams?" the next chance I get.
Cool game, you can tell you put a lot of time and care into it, and it shows. Had me laughing more than once. PUUUUNY HUUUUUMAN. I played this all the way through instead of doing laundry.
Great start. I'm not a huge fan of minecraft derivations, but this shows some real potential given some more features and some polish.
This is adorable. Great little platformer, cute visuals, and an awesome song. Great job.
The engine is there and seems to work perfectly, and it was fun enough as is. But it seemed like the walls were meant to do something. Either way, great work for 48 hours.
This was a great take on the theme, and it's good to see games that aren't just games. It would be nice to see this explored a little further, but the post compo version doesn't seem to load for me.
This is a great start, and I like that the size actually changed in a way that mattered, which is better than most games like this (including my own). It would have been better with more levels and variety, but this is good work for 48 hours.
A little self-promotion here, but you might be interested in the free Processing hosting at http://StaticVoidGames, as well as the upcoming tutorials. Might be worth checking out in the future.
Pretty awesome, would have been even more awesome with a stupid ai to play against.
It worked for me, I'm on windows xp with Java 7.
Are you using any Java 7 features? If not, you should consider sticking with Java 6 until more people have 7.
As for the game, the idea was fun, but the game seemed too unfair to really draw me in. I did really like the multiple death screens though. But you do have a working platform, which is great work for 48 hours.
And since this is java, why not offer it as an applet or a webstart? You'd definitely get more votes and comments. I offer free Java hosting at http://StaticVoidGames.com, which is a site that helps you create those versions automatically. Might be worth checking out.
This was really fun! I could have kept playing this, especially with powerups and more variety. Great job, especially for 48 hours.
One thing that keeps bothering me is the loud video ad that kongregate plays every time I want to play a LD game for a few minutes. It's not your fault so I'm not taking points off or anything, but it's getting annoying enough that I might stop playing games hosted on kongregate. I'm not sure if there's a way for you to disable that or not, but it's just a general gripe.
This is an awesome concept. The hit detection needs some work, but the basic gameplay idea is great. As others have said, it would have been good to know what was going on with the circuits. I took a little bit of that in college, but I still had no idea what the components were supposed to be. It was still fun though, and with some polish, this could be an awesome game or a teaching tool.
This is a little self-advertising, but you might consider checking out the free Java hosting I offer at http://StaticVoidGames.com. We'd love to have you.
I like the idea here, but the only way I could figure out how to win was by removing all the boxes. This is a fun concept, and it would be cool to see you explore it a little further. Good work for 48 hours!
Wow, this was awesome. I didn't realize what I was supposed to be doing until I came back and read the comments, then I opened the game again and played the whole way through. You might make the goal a little move obvious, but then again, maybe that's part of the fun.
Where did you get the version of the song you used? I'm looking for it online, but all I can find are scratchy recordings. I'm trying to put together an LD23 soundtrack: http://www.ludumdare.com/compo/2012/05/12/games-with-awesome-songs/
I couldn't play this game, because it wouldn't take any input. I tried making sure the game window had focus, still no dice. I'm on Windows XP.
This is done in Java, so why not offer an applet or webstart version? Assuming you fix the input bug, more people would be willing to play those versions. I offer free Java hosting at http://StaticVoidGames.com. Might be worth checking out.
Cool game, nice idea. Reminded me of this: http://www.digyourowngrave.com/arachnophilia-spider-web-game/
I like the freedom and outdoorsiness (that's a word now) of your game, though.
This was really fun, especially for how simple it was. Great work. The countdown and high score thing really upped the replay value. With some more variety (like enemies or powerups or a way to extend your time), this could be a really addicting little game.
This is awesome. I really liked the Zelda-with-a-blaster-gun feel, and everything was really well-polished and fun. You've addressed some of the other complaints, so my only complaint is that the game lacks its own webpage. The webstart worked great for me (and should for anybody, including the guy who said he couldn't play it on a mac), but now I want to post a link to it on facebook! I guess I'll use this page, but it would be cool to see it have its own page, along with an applet and whatnot.
I see you guys have your own site, but I do offer free Java game hosting at http://StaticVoidGames.com, might be worth checking out.
Anyway, great job! Good to see a fellow Java developer make something that the language can be proud of!
This is a great start. Nice controls and visuals. Now throw in some enemies and powerups, and you're done!
This is a fun start, and I like the visuals. The ufos seemed a little too random to be fair, especially with no way to fight back. But I echo what everybody else said, great job!
I wasn't sure what I was supposed to be doing, or even if what I was doing was actually having an effect on the game. Some more info would have been good, or a background to let me know I'm moving. I feel like there's a good start here, now just polish it off and you'll have a playable game.
This is a really great start! I love the idea of upgrading and downgrading skills depending on how much you use them. I'd make it more obvious what was happening and why though- I ended up being unable to move at all even though I was basically spamming left and spacebar. The achievements system was a really nice touch too.
This is a great start. The zooming in/out system worked great, and you can see the beginning of a really interesting game here.
But the downside of starting with something so ambitious is that I had no idea what I was supposed to be doing! How do I build things? Maybe a tutorial level would help with that?
Anyway I'm curious about where you take this after the competition!
You've got a start to a game here, but like others have said, there are issues with gameplay and knowing exactly what to do. I'd recommend spending some time polishing it up and making everything a little more obvious.
This is great. I had trouble figuring out what to do with the skulls, but this idea is wonderful and I'd love to see it expanded into a full game. Great job for 72 hours!
The applet didn't seem to load for me, no error though. So I ran the jar instead. It ran fine, but the window wasn't tall enough to see the "press s to start, h for help, q to quit" bar at the bottom until I resized it.
While the jar is running, I do continuously get this exception, although it doesn't seem to effect anything:
java.lang.NullPointerException
at java.applet.Applet.getAppletContext(Unknown Source)
at java.applet.Applet.getAudioClip(Unknown Source)
at java.applet.Applet.play(Unknown Source)
at misson20000.ld.ld24.Evolution.playSound(Evolution.java:114)
at misson20000.ld.ld24.Evolution.tick(Evolution.java:190)
at misson20000.ld.ld24.RunnableTick.run(RunnableTick.java:26)
at java.lang.Thread.run(Unknown Source)
As an ant, I managed to get out of the underground area (nice work on the springs!), but then I couldn't get back in to the rest of the food and had to restart. But then I replayed it and collect both foods before going to the surface, but it then says I only have 50/100 food and I can't get passed that screen- tried collecting both of the things on the surface as well.
Overall you have a nice start to a platformer- collision detection and jumping work, and you even have cool springs working. It needs some tweaking (like when you're only half under a block but can't jump), and the game needs to be a little easier, but this is good work for 48 hours.
As for deploying as both an applet and a jar, you might check out the free indie Java gaming site I have at StaticVoidGames.com - it lets you deploy your game as an applet, jar, and webstart. Might be worth checking out instead of using dropbox.
This is perfect. You've invoked a game style (Smash TV-esque) really successfully- it feels like the start to a real game. I can't wait to see where you go with this one.
Oh, and I beat it on the first try too! Probably all those years as a kid dying over and over again in Smash TV.
Everything worked fine on my phone, and this is a good start. Some more variety and tighter controls would take this to the next level.
This is really ambitious, but like other people are saying, it's pretty hard to figure out what I'm supposed to be doing. Maybe a tutorial level or something would clear up any confusion. Great job for 48 hours!
The web link gives me this error in chrome: Error 111 (net::ERR_TUNNEL_CONNECTION_FAILED): Unknown error.
I love the concept here, but I had to use the walkthrough to figure out what I was supposed to be doing. Great job, I'd love to see this expanded even further- maybe you can get saner and more 3d?
The idea is there, but like others said, I had trouble with the game confusing my camera movements and moving the squares around. It works great on my phone though, and with some polish this could be pretty fun, so good work for 72 hours!
Cute little game. Everything works great on my phone. Could use more polish, but great work for just a few hours!
This is a fun idea and it was good to just play around with, but it would have been cool with some more game elements- maybe some bad guys? Different levels that different traits would be good for? Overall great job for 48 hours!
What everyone else said. This is really well done- you somehow had me inventing a backstory and caring about the kittens even though they were just cubes. That's skill.
This is really well done. It would be fun to see this expanded- more ships, more upgrades, more levels!
I love the idea here- modifying an evolving land to build resources and obtain goals. That's really well thought out, and it did draw me in for quite some time just clicking around and exploring.
But the downside of using an involved game mechanic is that it's harder for players to jump into and start playing. I had some trouble understanding exactly what I was supposed to be doing. I know you had the help screen and I did read that, but a tutorial level or on-screen hints would have explained things a lot better. Maybe in a post-compo version?
All in all, this is awesome especially for 48 hours! I love the idea of the evolving land, and I'd be curious to see what you do with it after the competition.
Haha thanks! That's what you get for asking people for their favorite quotes on science and religion.
This is a nice start. Now that you have a working game, you can polish it up into a fuller version. Nice work for 48 hours. And hooray Processing!
What everyone else said. Great job.
This is really polished, nice job.
I like cellular automata, but this seems like only a small extension of the CA available in the examples included with Processing. You probably could have done more with it, especially if you were working from existing code (that might be against the rules too, fyi). At the very least this is a good start to something that could be fun to play with after a little polish.
Wow. This really blew my mind. It was extra creepy because a coffee table in the game was placed exactly where it was in my living room. GET OUT OF MY BRAIN. I can't wait to see what else you come up with.
This is a nice start, and others have said, the trees were a nice touch but the player is too close to the right edge so it's hard to control. But everything worked great for me, so great job.
By the way, if you're looking for a better host than dropbox, you might consider the free Processing hosting I offer at http://StaticVoidGames.com. Either way, happy coding!
I really liked this game. The collision detection could have been a little more intuitive (such as the attack direction), but overall this was really enjoyable. I liked the minigames such as pleading innocent at trial, and could see this game being expanded into a full version.
By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. We handle LWJGL automatically. Either way, nice work!
This was a cute little game. As others have said, some music and some more variety and design would really take this to the next level, but this is a great start.
By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. I'd love to see this game there!
You had me at laser horns.
I liked this game, but it could use a little polish to make it really playable. For example, I had no idea what to do until I went back and looked at the help. Then I was able to kill the unicorns in about 2 seconds, but I had to wait the rest of the time for the princess to show up. When she did, she was stuck underground and went off the right edge of the screen, but I still killed her with the laser.
But you have a working engine, and I love the humor here, so great job. By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. Either way, happy coding!
I have a random question: why did you put your game on its own host, but the source on mediafire? There's absolutely nothing wrong with that, but I've seen quite a few people doing exactly the same thing. If you have your own custom host, why not just put the source there? Again, nothing wrong with it and I'm not complaining, I'm just really curious!
This game was really great, and the ending made me laugh out loud. Seriously impressive work, especially for a 14 year old!
By the way, if you want a better host than dropbox (which is blocked by many firewalls), you might consider the free Java hosting offered at http://StaticVoidGames.com. This game would have fit in great with our December holidays theme!
This is a pretty good start, but the controls are a bit clunky. There's probably a better way to go than making the user spam W and space- I ended up skipping past the level screens by accident. Some more variety would be nice, but this is a good start.
By the way, if you're looking for a better host than dropbox, you might consider the free Java hosting I offer at http://StaticVoidGames.com. Our uploader automatically handles LWJGL. Either way, happy coding!
I actually really liked this game. The simplicity is a good thing, and the story-telling voice-over that at least seemed to be responding to what I was doing was perfect. Some more variety would be great- different kinds of houses and villagers (army?), or maybe a way to go from the village to the next level which is a city with tougher resistance, etc. But this is a great start for a single weekend.
By the way, if you're looking for a better host than dropbox, you might consider the free Java hosting I offer at http://StaticVoidGames.com. We handle LWJGL automatically, and I'd love to see this game there! Either way, great job!
As others have said, I love the idea here, but the ui isn't very intuitive. Remember, we've never seen a game like this before, which can be hard to keep in mind for a game you've spent hours or days (or longer!) developing.
One easy way to make it more intuitive is to simply add tool tips to every component, explaining what it does. You might also think about making the impact of the player action more obvious: animations, changing borders and colors, etc. I think this idea is worth sticking with, even if designing a ui can be a pain!
By the way, if you're looking for a better host than dropbox, you might consider the free Java hosting I offer at http://StaticVoidGames.com. Either way, happy coding!
It worked for me, but I wasn't sure what to do. I tried robbing a bank, but my money just kept going negative.
A lot of people aren't going to appreciate being redirected to adf.ly and then to mediafire for a Ludum Dare game. You might consider the free Java hosting I offer at http://StaticVoidGames.com. We let you use your own (unobtrusive, unlike adf.ly and mediafire) ads, but honestly I'd work on the gameplay before thinking about monetizing this.
This was a fun start, but like others have said, the controls were a bit difficult- for example, did the left arrow key do anything? I managed to get over 200,000 points just by holding in right and spamming the up key. But overall this was a nice start and worked great for me.
By the way, if you want a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. Our uploader handles LWJGL automatically. Either way, nice work!
I like the idea here, but as others have said, the monster seems a bit random and kills me a little too easily. Perhaps making it visible underwater and increasing the ship's move speed, or giving a way to fight back (fire a gun that produces more toxic waste that you have to get rid of?) would help with that. But this is a great start, and it worked fine for me.
By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. Either way, nice job!
I liked this one, and it is reminiscent of a few other games that have been pretty popular in Ludum Dare. I liked that you had different kinds of guards and cameras, the variety was a nice touch.
By the way, if you're looking for a better host than dropbox, you might consider the free Java hosting I offer at http://StaticVoidGames.com. Either way, nice work!
As others have said, the difficulty understanding the game is a pretty big hurtle. Remember, we've never seen this game before, so we have no idea how to play! That can be hard to keep in mind after you spent hours or days (or longer!) developing a game because everything seems obvious to you.
But the idea is definitely there, so with a little more polish and focus on playability, this could be a cool little game.
By the way, if you're looking for a better host than dropbox, you might consider the free Java hosting I offer at http://StaticVoidGames.com. Either way, happy coding!
This is a good start, but as others have said, it needs some work to make it really playable. Being able to move in multiple directions would be a start, or being able to move in a different direction than you're facing. A more interesting AI would also help, and maybe more variety- maybe give the planets gravity, and taking over a planet gives you more resources? Just some ideas, but the fact that I played it and thought "now what if this game had this in it?" is a good sign that you're on the right track!
By the way, if you want a better host than mediafire (with its awful spam advertisements and popups), you might check out the free Java hosting I offer at http://StaticVoidGames.com. Either way, happy coding!
This was a pretty fun little game. I had trouble avoiding the cars, so being able to move horizontally would have been useful- or even better yet, a way to send small cars flying off into bigger ones!
By the way, if you're looking for a more Java-centric host, you might check out the free Java hosing I offer at http://StaticVoidGames.com. Either way, nice work!
Hahaha this game is great, it made me laugh out loud quite a few times, which is a surefire way to make me love your game. Was it possible to get past the raptors?
By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. I'd love to see this game there!
This is a great start, and now you have a nice platformer engine that you can work from. As others have said, some more variety and some more dynamic controls (acceleration, gravity, etc) would be great, but everything is here and works great.
By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. Our uploader handles deployment automatically. Either way, nice work!
I thought I got the same glitch as SonnyBone, but I realized that we're both just midunderstanding the message. I thought I received 10 dollars for drinking the milk, when in fact the message is saying "now go get 10 dollars" by robbing banks. Once I realized that, the game worked great.
By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. Either way, nice work!
This is a cute little game! There were some small glitches as others have mentioned- the display is a bit shakey because you're constantly checking collision with the floor, getting hit by an enemy apparently sent me flying off into space, and when I restart after dying I respawn to where I left off, which immediately ends the game again.
But you have a working game and a nice platforming engine that you can build from, so great job!
By the way, if you're looking for a better host than dropbox, you might want to check out the free Java hosting I offer at http://StaticVoidGames.com. Either way, nice work!
I really like the idea here. It took me a minute to figure out that the playing field on the left was draggable, and another minute to figure out what was going on and what I could do, but once I did it was pretty fun. I wasn't sure how to save up the green stuff, but somehow I managed to buy a triangle guy and nobody seemed to be able to touch him, so I won. Also, the jar crashes when I try to open up the help menu.
This is a great start though, and with a little polish to make things more obvious, this could be a really fun game. I could see this being played on a tablet with two players. Really great start.
By the way, if you're looking for a more Java-centric host, you might check out the free Java hosting I offer at http://StaticVoidGames.com. I'd love to see this game there!
Worked great for me on Windows 7. I like this take on the theme. It was pretty hard though, and maybe things like places you can hide (under trees?) would help with that.
By the way, if you're looking for a better host than drop box, you might want to check out the free Java hosting I offer at http://StaticVoidGames.com. This would have fit in perfectly with out December holiday theme! Either way, nice job!
This was a good idea, and with a little polish I could see this being really fun- a few more surprises like roaming enemies for example, or the ability to interact with multiple planets at once? Also, putting together a web version will probably get you more votes for next time.
With that in mind, you might consider the free Java hosting I offer at http://StaticVoidGames.com. It has automatic support for LWJGL!
This is a really ambitious almost-rogue-like game, which is great. You have all the pieces there, which is really impressive, now you just have to polish them up to make it all more intuitive.
By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. We support LWJGL automatically. Either way, great job!
I tried playing this, but it just says I failed to stop my clone halfway through the into voiceover. I can't figure out what I'm doing wrong. Sounds fun though.
Also, your deployment seems really wonky. I'd recommend putting all the files you need directly in the jar, signing it, then using jnlp to access the proper permissions. Also, that jar file is pretty huge.
You might check out the free Java hosting I offer at http://StaticVoidGames.com, which handles most of that stuff (except the huge size) automatically.
This is a fun idea and could make an interesting 2-player mechanic, with each side able to help or hurt the other.
By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. Either way, nice work!
This was a really great entry. Simple and to the point, and everything worked great. It would have been nice to have more control over how my units attacked (for example being able to choose which square I attack from instead of it choosing one for me automatically), and I apparently died for no reason on level 2 (it just said I lost, but I had all my guys and none of my bases were captured), but overall this is a great game and could definitely become something more.
By the way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. I'd love to see this game there! Either way, nice work!
I really liked this game! Pretty perfect: good visuals, well balanced, and actually fun to play. Great job. It wouldn't surprise me to see you on the leaderboards.
By they way, if you're looking for a better host than dropbox, you might check out the free Java hosting I offer at http://StaticVoidGames.com. We just added Android support too!
This is a really great idea. I'm currently playing through Shining Force 2 (an rpg exactly like this one), so it was particularly interesting to play as the boss.
By the way, if you want a better host than dropbox, you might consider the free Java hosting I offer at http://StaticVoidGames.com. Either way, nice work!
Like Beanalby said, the download page contains five download buttons. I'm a little paranoid about viruses, so I'm not comfortable clicking a random one to find out what it does. Sorry.
I do offer free Processing hosting, without all those ads, at http://StaticVoidGames.com. It might be something worth considering, just think of all the people who didn't play it because of this but didn't leave a comment about it!
This is a simple but fun take on the theme. It's really well-polished and a great example of what can be done in two days. Awesome work! And it's cool to see other libGDX people!
This was pretty cool. It would be neat to see this expanded into more puzzles, it's a weird mechanic that could be pretty interesting.
Since you're using Processing, I'm curious why you didn't post an applet/webstart version though, since most people like to play web games? Anyway, nice job!
10/10 would play again
This is a nice execution of a simple mechanic. I could definitely see it expanded, but even as-is the length is very impressive. I was a little confused at first, thinking that the game was broken before I realized what to do. And I did manage to shoot the balls off the edges of the screen a few times- not sure if that's a bug or a feature though! But as always, awesome work showing what can be done in 48 hours.
This is a cute little game, I especially liked the sad-sounding music. I could see leveling up being worked into this (with stuff like higher jumps). A little more variety would be cool (enemies? powerups?), but this is a great start, especially for 5 hours of work.
This was pretty fun, and shout out to a fellow libGDX developer!
It might have been easier if you used a grid approach where each color takes up a row and you can move them by rows instead of free-form like it is now. That also would have probably been easier to program!
But I liked this a lot, so great job.
As others have said, this is a really neat concept and a great use of the theme. I could see the being expanded into a full game.
I really liked this one. I could see this being a fun Android game, controlled by tilting the device.
I like this take on the theme, and the controls worked perfectly which made it really addicting.
I did encounter a few bugs- one when I kept "bumping" after driving through the grass, and another where I was in 2nd place the entire race but still lost. That one happened twice, so I'm pretty sure I can't win. :c
But like I said the controls worked perfectly, and I could see this being a really fun little racing game. The wheels on the car even changed direction when you turned, nice touch!
I tried to play this on Android, but all I got was a white screen. :c
I really like the idea here, but as others have said, it would be better if you limited the number of blocks and showed where the hedgehogs are coming from. My tactic turned into dropping as many blocks as possible randomly and hoping for the best, which is probably not how you meant the game to be played.
The solution dropped by the solve button failed on the fourth level for me.
Overall, really nice work. I'd play a full version of this game.
I played this on Android, and like you said, it was pretty slow. I actually liked it once I got the hang of it, and could see playing a version of this after the jam. Nice work.
I was really intrigued by what I could see, but the text was waaay too fast for me to read. Plus I never saw the movie, so I have no idea what's going on. I like the style though, would like to play more like this in the future!
Aah my memory is so horrible, I'm so bad at this game! But I really like the idea here, and great job for your first Ludum Dare!
Tried to play on my galaxy nexus, got stuck on a black screen with a blue bar at the bottom that randomly changed width. Looks interesting from the screenshots though. :c
Woah. There's an impressive amount of stuff going on in this game, especially for having been developed in 48 hours. The downside of that is that it can be a little hard to figure out what's going on at first. A tutorial level or something would be great. You do a great job of increasing the difficulty of the enemies over time though, so awesome job overall!
This worked really well, but it was way too hard. I just ended up clicking random blocks and getting angry, kinda like what I do when I encounter a rubik's cube.
That being said, with some polish and maybe a tutorial level, this could be a really great game. Nice work, especially for 48 hours.
Hahaha I really liked this one. It was a little slow, but also a little difficult to see where the blocks were. Some more variety would be nice, but overall this is a great start. I'd definitely play a full version of this game.
Hahaha nicely done, VERY TASTY!
It was a little simplistic and the fish overlapped a bit too much, but the idea is solid and the whole thing is well polished. Great job.
This is a great start and really well polished, but it's a little too simplistic and easy. Nice job for 48 hours though.
This is pretty fun, but does it have an ending? It seemed to cycle through all the games infinitely. Might have been better to cycle through the games once (maybe have 6 games for a total of 60 seconds?) and have a score at the end that you could try to beat.
But overall nice job, and I really dug the art style. Keep up the good work.
Hahahaha this is great, all fives across the board.
Like others have said, using music created by other people is technically against the rules, so this should probably be a jam entry. Ludum Dare is pretty relaxed so plenty of people break the rules, but doing so will probably hurt your score. But most importantly, congrats on making a hilarious game in 48 hours!
Nice work, reminded me of Smash TV. I agree with what other people have said about the difficulty (especially the guy with the green orbs). But great job for 48 hours.
Great minds think alike! I actually like your implementation better than mine. I could see this being a mini-game inside a larger game when you have to unlock a door or something!
This was great. I was so sad when one of the kittens drowned right in front of me!
I don't see what this has to do with the theme.
That being said, I really like the idea here. I would definitely play a full version of this game. Some polish would be nice, and there were a few buggy interactions (being the nice guy I am I tried to cause large accidents, cars just drove over top of each other!)
Nice work though. 4/5.
Thanks for playing!
@ethankennerly: I actually tried to gradually introduce the tangles and ramp up the difficult as you go. The first few levels only have 1 curve in them, then more curves are added as you play to make it harder. The problem is that there's a big different between 1 and 2 curves, but then less of a difference between having 2 and 3 curves, even less for 3 or 4 curves, etc. It's an interesting problem though.
Thanks everybody!
I agree that sound would be nice, it just didn't happen.
@HeroesGrave: the same kind of crazy person who leaves exploding red barrels next to groups of enemies in every shooting game! :D
@Kramin42- they are indeed cubic Bezier curves, and I did try to get rid of the kinks, but this is the best I could come up with. I'd be interested to hear how you'd do it!
This is a really neat idea, although the pizzas and toppings were a little too small. I'd definitely play a polished version of this! Also, kudos on using libGDX!
This is really cool. I played on Android, and it works pretty well. Only problem was I couldn't slide the slider, and one time the display only showed 88 instead of the countdown.
Small bugs aside, I really like this; it's one of my favorite games so far. Are the sequences procedurally generated? I would definitely play an expanded version of this game!
I played on Android (phone, not tablet) and it was a little hard to drag the guys. It didn't seem to detect most of my drag motions, and when it did the guys moved very slowly.
But this is a great start and I could definitely see this being expanded into a full game. Nice work.
I really want to play this game but it doesn't seem to run on my phone! (Galaxy nexus, jelly bean)
This is a pretty cute little game. I could definitely see playing more of this if it was expanded a little!
Hahaha this was really funny. Might be my favorite game so far. Nice work using Processing!
This is a really nice start, but it devolves pretty quickly into a random click-fest. I would play an expanded version of this.
This was pretty well done and nicely polished. You should definitely build on this and add upgrades and whatnot to make it really replayable.
Your android link leads to a zip file. I have android and a ps3 controller, so I'd love to play. Maybe add some directions or something?
This is an interesting concept, but the platforming is a little bit too clunky and a little bit too difficult, which makes the game more frustrating than fun. With just a little bit of polishing though, this could be a really fun game!
You might want to use SvgExe to convert your Processing sketch to a self-extracting runnable jar that everybody can run! http://www.ludumdare.com/compo/2014/04/24/deploying-processing-use-svgexe/
I didn't really know what to do, and the movement and lighting didn't really make it *fun* to explore. You also might want to check out Box2DLights which does all the hard work for you. And you might want to deploy as a runnable jar instead of a zip file, people are lazy and hate unzipping files.
This is an interesting idea, although like you said, I was almost constantly losing health despite still being in darkness. I think this mechanic could be pretty interesting if you polished it up a little!
This was great, one of my favorites so far. I'd definitely play an expanded version of this. More enemies, weapon types, upgrades, etc could make this a big hit!
The graphics and sound were great, and it's cool to see a Spine game on here! But like others have said there isn't much gameplay here. You're invincible when you're attacking, so just spamming that seemed to be an automatic win. I'd definitely play a game with this style though.
This is an impressive start. Like others have said the movement and hit boxes need some polishing to make them more fun, but this is great work for 2 days!
I get a 404 when I go to your "android" link.
This was pretty neat. I would play an expanded version of this, could make a fun puzzle game.
I played through the whole thing, maxed out my stats, and found the box. Pretty nicely done. Now that you have the basics, adding a little variety will go a long way.
This is a fun start. Like others have said the collision detection is a little *too* sensitive and the movement can seem a bit jerky, and with some polishing this would be a really fun game!
This is a great game, one of my favorite so far. I would definitely play an expanded version of this. My only gripe is that when you die, your health should restart- restarting with 1 health point gets old pretty fast.
This is one of the best games I've seen so far. At first I saw the rocket-jumping and thought "oh, cool!" and *THEN* I saw the gravity shifting. Played the whole thing, loved it. I would definitely play an expanded version of this.
I think you would get a lot more exposure if you rated more games. Right now it says you only rated 3, and you need at least 20 to show up in the main results. I only found this because I was searching for other libGDX games.
This is a pretty cute little game. You've got all the basics working, which is awesome work for 48 hours. If you polish it up and add a few more features, I could see this being quite an addicting game. Nice work!
Nice work for your first "real" programming project! Now that you have all the basics working, you'd be amazed at how much more it feels like a game when you add stuff like a title screen, maybe a timer that runs out before you catch all the fish. Adding different types of fish and levels would make this really fun too!
Pythong, that means you have an old version of have installed. Try updating your java, which you should do anyway!
This was pretty good. I enjoyed the general gameplay, and I was trying really hard to save up for a shovel! But the lava trapped me every time. It might need some balancing to make it easier for new players, but this is a really awesome game for 48 hours of work!
This game shows some promise, but the characters jumping around randomly and the non-obviousness of what's going on in the map make it pretty frustrating. This game could be really fun if you made it easier to actually control.
It started as a casual hobby: I'd swim along the surface, admiring the glints of silver and gold that caught my eye from just below me. Almost like a daydream, something that I'd like to reach... someday. People have these kinds of dreams all the time; the kind that never quite turn into plans, but aren't just mere fantasies either. I could have gone my entire life just looking and thinking without actually doing anything. Most people do.
Eventually, I became determined to turn my dreams into reality. Maybe the key was letting go of the plans and schemes that occupy the human mind and just allowing the sea to claim me. Without really thinking about it, I dove below the surface. It felt as natural -and as clumsy- as a child taking her first steps. I probably made a few mistakes. Hell, I probably still do. But the point is, I did it. I reached down and grabbed the treasure that had been haunting my imagination, and I dragged it back to the surface.
But now what? That's when I met Santiago, a man with a past befitting a sailor: half mysterious, half embellishment, and pinch of downright insane thrown in. But Santiago was a good guy. We quickly hit it off, and he agreed to purchase any treasure I found. After that, Santiago followed me everywhere, almost like a shadow.. or maybe I was his shadow? I would look up to the daylight, and there he was. Greatest man I've ever known.
All of a sudden, what was once just a dream became my daily life. And I loved it. Forgive me the pun, but I dove right into the lifestyle. Diving for treasure and bringing it back to Santiago quickly became my life. My flesh, my blood, my being. My life. Down. Up. Down. Up. It was thrilling, it was an adventure, and it was everything I had dreamt of come true. Soon I was not just diving, but hurtling towards the abyss, collecting more gold in one trip than most men see in a lifetime. I was the best. I had the best gear. Nothing stopping us. We were rich, not just in treasure but in company, health, and aliveness.
But the tragedy of the human condition is that the thrill of the chase quickly becomes the burden of having. The girl who once longed for the 50s was now bored with the 2500s, the monotony of being unchallenged. Luckily Santiago was always down for a chat, which became as necessary as oxygen towards the end.
The day started out like any other: I put on my oxygen mask, my pressure suit, and my delving apparatus, just like I had done a million times. I had a few light-hearted words with Santiago, and I wished him well. “Goodbye, Holly.” He knew. But he also knew not to stop me. Maybe it was the look in my eyes. Maybe he was as finished as I was. I'll never know.
I dove, flying towards the murky depths like a rocket in reverse. Listening to the music of the ocean. Ignoring my oxygen and pressure warnings. Waiting to be claimed by the depths one last time.
This was pretty clever. I would play an expanded version of this game. Might make a fun Android game!
This was pretty neat. Cool lighting effects, cool moody music, interesting control scheme. Like others said it was a little hard to figure out what to do at first- something as simple as a little message at the beginning might help with that. And yeah, the game seemed to crash randomly, so I had to stop playing it! But great job, I hope you develop it further!
This was really well done. I was afraid this would be just another digging game, but the puzzles are a nice twist. I played it all the way through, nice work.
This is a good start, but like you said, there isn't much gameplay here. Polish it up and finish it, and it will make a pretty cute game!
This is a nice start. The graphics were too dark to really see what was going on, so be careful about relying on Box2DLights *too* heavily.
This is a great start to a fun little game. But did you really make it for ludum dare? Didn't really see the theme and I would guess it took more than one weekend to make!
Good start. A little variety would go a long way here: different types of attacks, different types of zombies maybe?
This was an interesting game, and it has a lot of promise (did you use Spine for the character animation?). However, like others have said, it was either too easy (just dig straight up) or too hard (can't see bullets, the aiming didn't always seem to work). But I hope you polish it up and expand it a bit further!
It's cool that you seem to have an engine working, but like others have said, it's a little too restrictive to really be playable. Polish it up and you'll have a nice little text adventure.
Nice take on the theme. It got pretty repetitive and frustrating that I couldn't dodge or block the bullets, but maybe that's the point, haha.
I'm not a huge fan of flappy bird clones, but everything worked great. Nice job.
Cute little game. It's not very engaging though because the one-hit-death rocks come out of nowhere.
This is an interesting idea, but the game seems impossible more often than not.
This is a good start, but like others have said, there wasn't a lot of actual gameplay here. This would make a great starting point for a neat little shooting game though.
Like others have said, Ludum Dare is about making new games, not submitting old ones. Especially since you haven't rated anybody else's game.
This didn't seem to respond to any of my input (tilt or touch) once the game started. I'm on a galaxy nexus with jelly bean.
I'm trying to run the android version but I get an error saying my phone can't open the file
Worked well on my android. I like the idea, and great work on your first ludum dare! With a little polish and a more forgiving learning curve, I could see this being an addicting little game.
Cute little game, and nice job working in Processing! How did you end up creating the runnable jar with Processing, since the latest version only exports for the current system?
This is a nice start. The gameplay was a little slow though, so you might think of ways to make it more engaging for players.
Congratulations getting a platformer working, that's pretty great. Now you just need to polish it up to make it "feel" more fun. Things like moving while in the air and adjusting the player speed go a long way.
This is a really good start. But like others have said, it was a little bit too difficult to navigate the world. I ended up stuck in a corner!
This is a really interesting take on the theme. But using sounds from freesound (even if they're publicly available) means you should have entered the jam, not the compo.
This was an interesting idea. The game was pretty unforgiving though, which made it more frustrating than fun. Maybe start off with something a little easier so new players can get used to the controls?
This has a lot of potential, but there isn't a lot of gameplay here yet. I could see an expanded version of this being really fun though, reminds me of those Indestructable Tank games.
Give me a cannon and another boat to shoot at and this could keep me entertained for hours!
This was a really interesting mechanic. You maybe should have made the "jump through" mechanic more obvious, as I only discovered it after reading through the comments. Also you might want to add the ability to cancel digs, as I ended up quitting after accidentally digging on the wrong square too many times. Reminds me of Ibb and Obb.
How do I download the apk? If you're looking for free android hosting, you could check out static void games. (I'm the founder)
Cute game, nice polish. There's actually a lot going on in this game, so great job. You might want to think about modifying the fish movement, maybe adding acceleration and more "fish-like" movement, that will go a long way to making this feel like a "real" game.
I'm playing on android. Like others have said, it's pretty difficult to control. The circles don't always respond to touch, and when they do, it's not in a very predictable way. But I like the idea here so I hope you keep refining it!
Like others have said, I have no idea how to play this game. Might want to add more details in your description.
This is a clever implementation of a simple idea, which is exactly what a ludum dare game should be. Like others have said it took me a minute to figure out what I was supposed to be doing. Also this might work better with tilt controls. You might also want to fix your android link so it's actually a link.
This is a good start, except it's impossible to get back to the start point once you start digging. Maybe make the jump height higher or decrease the gravity. Also, you might consider deploying as a runnable jar instead of a zip file. People are lazy and most people won't bother unzipping it.
Interesting idea, although it didn't have a lot of gameplay elements in it. I would check out an expanded version of this!
You might want to post a runnable jar instead of a .rar file
This was pretty fun, nice work!
This was really clever. One of my favorites so far. I would like to see an expanded version of this, maybe where you list the commands in order instead of placing them. Could be used to teach programming concepts similar to Light Not. My only gripe is that the buttons were too small on my phone.
This was a cute little game. Hello from a fellow Box2DLights users! It would have been better with some obstacles that I could maneuver around to trick the enemies though, as-is it turns into a "run away and slowly be killed" game, haha.
Like others have said, this is a good start. But the ship movement was too slow for it to be really fun, and I also quit after the window closed when I pressed escape to exit a menu.
I feel like there's an interesting game here, but like others have said, the movement makes it pretty hard to get into.
Cute- reminded me of Krusty's Super Funhouse for Sega Genesis! I think the first screen should say "press X" for people with a keyboard though. Pressing A didn't do anything.
This is great. It's a complete game, and it's cute, and it's funny, and it's fun to play. I could definitely see this being expanded into a more complete game. This is a perfect Ludum Dare entry.
Cute and complete game. Would be more fun if it was faster- maybe with a smaller, less sluggish feeling character? Maybe some physics? But you've got a complete game here and that's the whole point, so great job!
As always, great job. Very cute, and I wanted to get to the end of it. But I feel like it was designed for a controller, so playing on a keyboard was pretty difficult. I ended up getting stuck inside the castle. Might consider having the mouse click trigger a jump, that way I could play with the arrow keys (only up and down seemed to work) instead of the "looser" wasd. Just a thought, but overall it was good!
This is cute, although sometimes it seemed to not get the letter that I typed correctly (or maybe it was showing the wrong letter). Also, it might be more fun if there was more time to type and maybe more things to type?
The embedded version didn't work for me (never responded to key input or got past the start screen), and I think the link in your description is wrong. I followed the web link (in firefox), but it seemed to get stuck on the loading bar.
Worked on my Galaxy Nexus. Congrats on making a complete game with a beginning, middle, and end. The character felt a little sluggish, but other than that it worked great.
This was really awesome. Cute. Creepy. Funny. Complete. And I could see it being developed into a full game. This is a perfect Ludum Dare entry.
Interesting idea, and it's cool to see something different than the typical "you're a monster in a platformer game" take.
It's cool to see somebody using Processing.js, and it's awesome that you made this for your granddaughters! It didn't load for me in chrome (lots of errors in the JavaScript console), but it did work in firefox- although without any sound. This has been my favorite game to see so far- it's refreshing to see a different approach to Ludum Dare!
This was great. It took me a few tries to understand what was going on, but it was addicting enough that I kept retrying until I beat it. I could see this being a really neat "educational" game about slavery for kids in school. Nice work.
This is a cute game, but I'm very bad at this "poke around randomly until you find the thing" types of games. I couldn't even find the key!
This worked on my Galaxy Nexus. Congrats on making a complete game, and now you have a base that could be polished up to include better graphics, more gameplay, etc. Nice work.
@iossif: Thanks. I purposely left that up to the "player" to decide for themselves. I'm not making a political statement or anything, but I will say that walking through Arlington in real life leaves me with a feeling of... complicity... that I can't quite explain in words, and this "game" was my attempt at capturing that emotion.
Thanks Quij! I think you're the first person to really understand what I was going for with the theme!
(That's my fault, maybe I should have made it more obvious, but I wanted to leave it up to the "player" to decide for themselves.)
This is a fun idea, but it's a little too much "work" to play. Maybe consider cutting down on the wall of text and the difficulty of the strings, at least at first?
Congratulations on finishing a game, that's what Ludum Dare is all about! You've got all the pieces connected, now you "just" have to polish it up and make it more obvious what's going on: are the balls hurting the player?
I also wanted to say thanks for your comment on my game, I think you're the first person to really understand what I was going for with the theme!
This is a really fun idea, and I could see this being expanded into a really addictive little game. Like other people said, it would have been neat to have the blocks based on the image you upload, or maybe to see "bosses" of larger chunks of your image? Either way, it's cool to see a new approach to the theme.
Cute game. Switching between the mouse and keyboard felt a little too much like work, but overall it was well put together. Nice job.
Cute little game, although I couldn't really see anything in the darkness!
When I try to run this on my Galaxy Nexus it says "can't open file" and doesn't do anything.
Your web link says that your account has been suspended. :(
This was enjoyable. Would have been cool to see some pictures!
I feel like I'm missing something. I pick up the key, go to the door, and the key goes back to the floor but the door doesn't open. I can repeat that, but...? Anyway hey at least you got something working, and that's always a good thing!
Fun little demo. I wish the player would have sideways momentum instead of going straight up though.
Nice animations. But like others have said, the movement felt a little too slow, or too stiff or something. It's really important for movement in a game to feel fun, and that can be a hard thing to get right.
I liked this. Nice idea, fun little game. A little more variety in the player's attacks would have been nice. Or at least let me move while swinging, or make the attack time shorter so it feels a little more responsive.
Nice, complete little game. Like you discovered though, probably not a great idea to use the alt key in web.
This is really cute. Maybe more of a puzzle than a game, but still fun. I almost couldn't figure it out. I admit that I looked through the source to make sure it was even possible to win! But I eventually figured it out and it was pretty satisfying. Nice little bite-sized game that hints at bigger possibilities, which is pretty much perfect for a Ludum Dare entry. Great work!
I'm not seeing a way to give ratings yet, but I'll definitely do that as soon as I figure out how!
This was really cute. Nice artwork, solid gameplay. It took me a few rounds to figure out what I was supposed to do (ohh you can throw the crown, I get it). It would have been cool if you implemented some very basic AI opponents to play against, since most people are probably playing by themselves. This could be as simple as a few if statements that make the opponents fly towards the crown and then towards the player, with some randomness thrown in there to make it interesting.
Hahaha, this made me laugh. I could definitely see playing a more polished version of this: Neko Atsume meets Cookie Clicker?
This feels like a pretty complete game, so nice work! I think the gravity should have been a little more spread out: more effect further away from the planets, and less effect closer. Anyway, it's awesome to see another Processing user here! (I used P5.js for my game). Have you thought about using [Processing.js](http://happycoding.io/tutorials/processing/processing-js) to deploy your Processing sketch as HTML and JavaScript?
Not much to add to what everybody else already said, so I'll just say nice work. This felt like a pretty complete package. It was hard to tell what was going on sometimes, but overall it was pretty fun.
This worked pretty well. I would definitely suggest making the movement more responsive- it goes a long way if just moving around in the game world is fun!
This was a really creative interpretation of the theme. It would be cool to see that idea fleshed out into a bigger game.
I just saw that you used Processing, nice! I used P5.js for my game.
Nice moody game. I could see this being polished and released as a "real" game, which is just about the best thing a Ludum Dare entry can be. I'd maybe make the movement a little more responsive, that way it's fun to just move around. But overall great work!
The basics worked pretty well, but it didn't really feel like a full game. I could be it being polished into a pretty fun toy though. Side note: you might not want to insult the player! :p
This feels like a really solid start to a bigger game, which is exactly what a Ludum Dare game is supposed to be. The controls were pretty good. With a little bit of polish, the wall climbing could be really fun. I couldn't get past the falling level though- we tend to make games that are way too hard!
The basic controls worked, but this wasn't really a game. I didn't really know what I was supposed to do, or what building the solar panels really did. I'm guessing you were going for some kind of resource management game?
I really like the idea here. It was a little frustrating to have to wait until a stop sign and click the mouse to look at the phone: why not let players press the spacebar or something to show the phone while they drive? Some variety would have also been nice. The closed streets were a nice touch, but maybe you have to switch between the phone and driving and avoid crashing? Anyway this is a nice start, which is exactly what a Ludum Dare game is supposed to be.
Saw your changelog. Note that you aren't really supposed to continue development after the judging begins. You can link to an alternate "post-compo" version, but your original version should not be changed.
It felt like there was a lot here, but I couldn't get past the tutorial because nothing happened when I clicked the "next day" button?
This was a really funny idea. Like other people have said, the UFO felt a little slow. Maybe make it a little more responsive so it's more fun to control? Some variety would also be cool: maybe different kinds of animals, maybe other UFOs that fight back? But this is a good start that opens up a lot of possibilities, which is exactly what a Ludum Dare game should be!
This was a neat toy, maybe not a game though- and that's completely okay! I could see this being polished into a more full game, maybe with the cubes being rendered as buildings? The ball might be a runaway wrecking ball, and you smash up a city for points? That actually sounds pretty fun!
This is a really solid start to what could be a bigger game, which is pretty much exactly what a Ludum Dare game should be. Nice work! It would have been nice to see some variety: maybe you have to take a different path because back because something is on fire, or maybe aliens come on board that you have to fight. You also might think about simplifying the controls, since it was a little cumbersome to have to click the mouse. I think the movement would be more fun if you automatically picked stuff up when you were near it. But overall nice work!
I really love the idea here. This feels like a prototype for a bigger game, which is exactly how a Ludum Dare game should feel. I would love to see an expanded version of this where powers get introduced slowly over time, that way you could get a better feel for them instead of trying to juggle them all at once at the very beginning. Overall really great work.
This worked well and made sense. It felt a little incomplete though: maybe think about adding a twist that makes your game unique to you next time.
The basics worked, but this didn't really feel like a game. It's a good start, but it needs to be fleshed out to really be a game. Also, if you didn't create the sprites or the sounds yourself, then you need to enter the jam instead of the compo.
Oh wow, this was REALLY well done. Honestly my favorite entry so far. The only piece of constructive feedback I can think of is it was a little tedious to drag each item onto the board, so I was hoping or a "add all to the board" button or something. But that's such a minor thing. Really great job. 5/5 all around.
Also kudos on using libGDX!
@p-r It's mostly random, with some weighting so each choice is good for one color component (R, G, or B) and less good for the other two, with one choice that's bad for all of them. Getting stuck at the "endgame" is common, and is probably more the fault of the random number generator than it is yours. Thank you for playing!
Nice moody design. The jumping felt a little fast to me, but I liked the graphics after I could see them!
This was pretty ambitious, nice job. I had some troubles with the controls though, I think the mouse sensitivity might have been a little too high for me, and it was a little laggy which made it hard to click on things. But the graphics were pretty great and the crafting system worked well, so nice job!
Like dob said, I couldn't figure out how to pick up the sticks, and when I tried to chop down a tree it decreased my health. Maybe a tutorial or an intro level would help? But overall this felt pretty complete, and the footprints were a nice touch. Also I enjoyed the music so much that I just let it play for a while!
This game worked really well. Reminds me of Smash TV for Sega Genesis. I could see this being developed into a full game, and I could see myself playing that game quite a bit!
Nice, I like experimental pieces like this. Like you mentioned, the audio can get a little noisy (my cat was VERY alarmed), but overall I liked the idea. I could see this turning into a cool interactive art exhibit.
I'm trying to play the web version in chrome and I just see a gray box.
This was a nice relaxing garden. I wasn't quite sure why the leaves were bad, they didn't seem to affect anything very much? But that was okay with me, because it was fun to just watch my garden grow. I could see this being turned into an interactive art exhibit. Nice work!
This is really well done. The mechanics were intuitive, and being able to purchase stuff between rounds gave it an extra hook. I played it all the way through to the end and enjoyed it the whole time. Great job!
Nice relaxing game. I could see this being fleshed out into a more full game with stuff like hazards, so you'd need to collaborate more explicitly with your partner. This is a really good proof of concept, and I enjoyed playing it. Nice job.
This is a fun start. I had some trouble with dropping things when I was trying to pick stuff up, but I liked the little ducks chasing me around. I could see this being turned into a full game!
I could see this mechanic being developed into a pretty cool game. Maybe you draw a map that is then overlayed onto a planet? The core of this game worked well, nice job.
I really liked this! It reminds me of a little (maybe Flash?) game I played a few years ago with a similar idea. (I can't find it now, if anybody knows what I'm talking about let me know!) I could see this mechanic being fleshed out into a full game, maybe you get new pieces as you destroy enemy ships? I would play that! Nice job, really well done.
Interesting take on the theme. The naked guys made me feel a little depressed, which might have been the goal? Also there was something really... lonely? about seeing a ribcage with a single arm attached to it fly through space. Not quite sure how to explain it, but this game made me feel weird. Nice work.
The core of this was really solid. I could see this being expanded into a full game, with different kinds of enemies and weapons. Nice work.
This is a pretty cool idea. The mechanics worked well, but I had trouble with the wall creation- something about pushing the opposite direction just didn't fit in my brain! I think it might help to have an introduction to the basics, something like a tutorial level or even a more gradual learning curve that focused on one aspect at a time. But overall this was well done!
This is a nice moody little game. I might have wanted a little more control over where the water goes, but overall I really liked this. I could see this becoming a really cool interactive art exhibit. Nice work!
This was well done and felt very solid. I was a little frustrated by the delay between turning around and attacking, but that made the payoff of infinite rocks feel more rewarding. Nice work!
Like others have said, the mechanics were a little difficult, so I wasn't sure how to grab the falling things. I did manage to catch a few and put them in the middle strand, and I was curious to see what happens when you collect all of them! Maybe lower the threshold for whether an object is grabbed?
I wasn't sure how to get past the login screen? I actually resorted to looking it up in the code, but when I entered the right username and password, the chrome tab crashed. Looks like an interesting start from your screenshot though!
Wow, this was REALLY well done! I really enjoyed this. I laughed out loud a few times, and I really really liked the art. The minigames were a nice change of pace, although the maze one was very difficult for me. Overall this is one of the best games I've seen in this Ludum Dare. GREAT job!
I couldn't read the words, but the controls were intuitive enough that I got through the battle. I really like the art style, and the gameplay felt pretty solid. I wasn't sure what to do after the first battle, but I would have kept playing this one. Nice work.
The fading effect was really clever, it reminded me of the Ludum Dare winner from a few years ago where you played as a snail and the game window got bigger a your shell grew. The music and sound effects added to the mood, and I laughed out loud at the end. This is a solid entry and a good example of what a Ludum Dare game should be.
This was really cute, especially the sleeping sprite. I wasn't sure what to do with the watering can since apples seemed to grow no matter what, but this ended up being a nice little relaxing garden. It would be fun to see some variety, maybe some different plants and creatures. Good work!
I love the hand-drawn style. And I kept the tab open just to keep listening to the music. I would love to see this as you keep working on it!
Overall this was pretty good. It was a little hard to play with a trackpad, but that's more a limitation of my computer than your game. I liked the enemy animations, and I laughed when I realized you outsmarted me- I was trying to cheat by killing a bunch of enemies to get a lot of money so I could do my whole garden at once, but you made a good call by limiting how much money you could have at once time. That created an interesting balance between planting the garden and killing the enemies. Nice work!
It took me a few tries to understand what was happening, but after I got the hang of it I thought it was a clever mechanic. I think it would be more fun if the field of view was expanded and the whole things was a bit faster, but overall this was a nice, well-scoped entry. Nice work!
@jonah Thank you for playing! If you made it to level 10, that's really impressive. If you're curious, here are the solutions to all of the levels: https://imgur.com/a/lTWsTRU
@sheepolution Thank you for playing! If you're curious, here are the solutions to all of the levels: https://imgur.com/a/lTWsTRU
If anybody is looking for other Game of Life games, check out [this entry](https://ldjam.com/events/ludum-dare/46/cellular-automata) by @baturinsky. So good!
This was pretty interesting. I really like the idea here, I could see playing a complete version of this. Nice work!
Wow, this is REALLY well-done. This is my favorite Ludum Dare game so far. I'm a little jealous that you incorporated the Game of Life in such an interesting way- I had some similar ideas but my game ended up not being quite as interesting as yours. But mostly I'm just happy for you! Seriously great job.
This was an interesting mechanic, although I couldn't quite figure out what decided whether the fire spread or not. It ended up feeling like a twist on snake, which is a pretty cool new take on a classic. Nice work!
This was great! Nicely scoped, polished, and an interesting mechanic. I also really liked the audio. Version 2.0 might make it more obvious when something is about to fail, but this is already really solid.
From one Game of Life fan to another, this is great. Most Game of Life implementations throw too many buttons and dials at the user. I like the simplicity here- sit back and appreciate the beauty of [emergence](https://en.wikipedia.org/wiki/Emergence). I also love that you used this as an excuse to try something new (GPU programming), and that you gave your wife a shout-out. This whole entry made me quite happy.
I really like the idea here. It took me a few tries to understand the controls- I kept holding up trying to accelerate, not realizing you accelerated by default. But after I realized how it worked, it felt pretty smooth. Like others, I'm not sure how to get through level 2, but I enjoyed just playing around with the visualizations and the sounds. I like that you did something a little different than most people. Nice work.
This was a unique take on an old classic. I felt like levels 11-13 were a bit unfair (especially the one where the top and bottom moved really slowly), but I finally got through them and made it to 18 points. The switch to 3D was unexpected, in a good way. All in all this was a solid entry, nice work!
I like the idea here. I felt like I didn't have a lot of control over what was happening, but that was okay because just watching the shapes fly everywhere was fun. I could see version 2.0 of this being really interesting, if you have to control the boat to catch more cargo. Reminds me of tetris in reverse, where you control the stage instead of the piece. Overall this was interesting and got me thinking, which is always a sign of a great Ludum Dare entry. Nice work.
This worked really well. It took me a bit to understand how everything interacted, but once I did it made sense. If you make a version 2.0, I would maybe make the whole thing visible with more frequent events, that way the player spends more time solving problems than they do looking around. But overall this was really well done. Nice job!
This was a really unique game! It was intuitive but more challenging than I expected- how hard can it be to type one letter at a time, right? I found myself wanting to play "one more round" every time I lost. Great job!
This was really cute, well-scoped, and it felt the most like a "real" game out of everything I've played so far. Like others have said, I kept running into the back of spears, but for a 72-hour prototype, this is really solid.
A lot of the pieces are here, so nice job finishing!
This was well done. Like others have mentioned, I think it would go a long way if the movement was a bit more dynamic, maybe with acceleration and a little control over going forward and backward. Also I think it would add a lot of character to give the swarm a personality: maybe you're a duck with some ducklings, or a cat with some kittens or something. In any case, I found myself being sucked into playing this, so nice work!
This is really impressive, especially if this is the first game you've ever finished! I thought the level design introduced the game rules really well, especially the part where you can block enemies using the brain. I would maybe have the restart go back to the current room rather than the beginning of the game, but that's a minor thing. Overall this is really great, nice job!
I love that your kids helped you come up with ideas. This was nicely scoped, and the ending made me sadder than I thought it would. Overall this is a really solid entry, nice work!
This was really fun, I especially love the slow motion! For some reason I always end up spinning and cartwheeling out of control, but I like the frantic-ness of it all. I found myself wanting to play "just one more round" every time I lost, which is always a sign of a good game. Nice work!
This was a really nice change of pace. I liked the idea of the circles adding up to something more beautiful when they were closer to each other. Nice work.
I also made a game inspired by John Conway. Check it out if you want!
This is really well done! Reminds me of the "Type Your Heart Out" game I made for the Global Game Jam back in 2013, where the theme was the sound of a heart beating. Your version is way more fun than mine!
Zizicaca! This was fun and worked well. I had a little bit of trouble with jumping while I was going up ramps, but I learned to let myself "land" before trying to jump. I had trouble remembering which portals led where, so it would have been nice if the map indicated that, or showed my path or something. But I was able to "beat" the game (or at least finish it) so those are all minor things. Overall this was fun, so great job!
@recher Thank you! I don't really participate for the ratings, but if you want some help, you should see some stars right below the game that you can click. Sometimes the site can be a little buggy, but that's part of the fun of Ludum Dare!
@fabdynamic oh wow thank you so much, that's awesome to hear. And thanks for the feedback!
@cryptomnesic Great idea! The post-compo version will have DLC for different emoji packs, and I'll be rich! 🤑
@fractal That's fair. I actually went back and forth trying to decide whether it was cheating. I decided that it was okay because I never treat the emojis as images, only as text. That means it's up to your operating system and browser to display the emojis, exactly like if I was using any other text character.
Not sure if that changes your opinion at all, but that's how I justified it in my brain. 😺
This was fun, especially after I figured out how powerful the up and down keys were. It might have been nice to have some way to replenish health, but everything worked really well, so nice job!
This is a really interesting use of the theme! I enjoyed playing through this. A couple of the levels felt like I was trying random things rather than planning out my route, but this worked really well and was totally fun, so great work!
Every time I press space, the webpage scrolls down instead of doing anything in the game, even after I click in the game or even try fullscreen. Is there something I'm missing? Your game looks fun, so I'd love to learn how to play it!
This works now! This was pretty good, bouncing around the planets was fun. I would have maybe liked to see some more variety between the levels, and maybe a consequence that prevented you from just spamming the space bar, but this is a great little prototype. Nice work!
This is cute, and I actually liked the floaty feeling. The main difficulty came from not knowing the layout of the level which felt a little frustrating. Adding something like a minimap, or showing the full level at the beginning might help with that. But overall this worked really well and was pretty fun, so great job!
This is really well done, and a great take on the theme. It felt a little hectic trying to read the popups before they went away, but I think that was probably part of your goal! Overall great work, this is a really solid entry!
This is an interesting mechanic. Like others have mentioned, I found it a little confusing so I ended up clicking around randomly. Having a few hints would go a long way to making this a little more accessible. But overall this worked really well, so great job!
This was cute, and I liked the floaty controls. It might have been nice to show which color key I was carrying, because I tended to forget it as soon as I picked it up. Also having a map or showing the whole level at first would make the game more about planning instead of exploring randomly. But overall this worked well, so great work!
This is really great. It was a good mix of relaxing ambience with enough of a challenge to keep it interesting. The levels were well-designed so I didn't get lost, and I ended up spending a half hour on this- way longer than I've spent on any other Ludum Dare game! The idea of different ships is really great too. Nice work!
Like others have mentioned, I wasn't quite sure what to do. I realized after reading the comments that it was a multiplayer game, but when I joined a station it seemed to already be destroyed and the only button was the quit button. Attempting a multiplayer game for a Ludum Dare entry is super ambitious though, so kudos!
Hahaha this is a great use of the theme. I had a little trouble coordinating the space bar and the A and D keys, I wonder if you could have used W for jumping? Eventually I have up and travelled up the hill without the rock, but I thought this was really creative and fun, so nice job!
Like other people mentioned, it was hard to understand what to do. I feel like there's a fun game here, it just needs a little easier tutorial or something that explains what to do. Starting with smaller levels might be one way to do it, or making each tile a little simpler would also help. It would be cool if it got more difficult over time rather than starting out on hard mode. But all in all this worked well, so great job!
I love the art style, and the mechanic seems interesting. But when I tried counting the change and clicking the "here's your ticket" button, nothing happens. (I'm playing the HTML version.) Is there a step I'm missing?
I enjoyed this mechanic. It was simple enough to be intuitive, but challenging enough to be interesting. I found myself having a lot of "almost got it!" moments, which is pretty fun. Like others said I had some trouble clicking the green / red circles, so it would have been nice to have a bigger game window, or at least more forging click hitboxes. But overall this was fun and I enjoyed playing through it, so great job!
This is really cute. I really like the art style and the jokes. I wished the attack was a little faster, or maybe that I could cancel it by moving. Towards the end I tried to just run through instead of fighting the enemies, which turned out to be a bad strategy as I had a screen full of enemies and the boss at the end. Overall this was really enjoyable, great job!
Greetings from a fellow Wikipedia game creator! Woah this was really slick. I spent a solid 90 minutes on this, which is WAY more than I spend on most Ludum Dare entries. It took me 32 steps to get from Cyril Bassett, through monarch, novel, and poem, and back again.
I found myself really wanting a search feature, and I ended up going to the pages in my browser and using ctrl+f over there. I also admit to using Wikipedia's "what links here" feature to cheat, but I feel like that was part of the fun of solving the puzzle.
Overall this was REALLY well done. Amazing job.
@wizkid Thanks! I figured it would be a little tricky, so I included a "show me the answer" button just in case. For what it's worth all of the connections came from real Wikipedia articles, but maybe I should have chosen them a little more carefully to introduce the concept a little bit better. Thank you for playing and for your feedback!
@liammasters Thank you! I had the exact same though of randomly generating new levels. I'll probably do that as a post-compo follow-up!
@johnnysix Thanks! Yeah the Wikipedia API opens up a lot of really cool possibilities. I might have to play around with those ideas after the compo!
@impbox Oh wow I just tried your game out, amazing! Out of curiosity was @rouge-dragon the other Wikipedia game you saw, or is there another one out there?
@impbox Hahaha awesome, let me know if you see any more. It's really cool to see how we all took the same idea in different directions!
@100th-coin Thank you! If you get stuck you can click the "Show me the answer" button, but maybe that takes away some of the fun. Thanks again for playing!
@colapolka Thank you! Funny enough I found myself going down a lot of Wikipedia rabbit holes as I was making the game!
@rhoff95 Thanks! I could see spinning this off into its own website with high scores and the ability to submit your own challenges. I'll save that idea for a rainy day...
@briibot Thanks so much! I'm so glad the connection with the theme resonated with you, it was a lot of fun going down the rabbit holes as I was trying to decide which ones to use!
This was really great. The mechanic of switching between players to solve puzzles worked really well, and you did a good job of throwing that same mechanic at different situations to keep it interesting. I could definitely see this being made into a full game, maybe a couch co-op? But overall great work!
I'm not sure if this is just on my computer, but I'm having an issue where I can't see anything in the water: https://i.imgur.com/a1B7hsC.png
I only realized what was happening when I watched your video, where you can see things (including the cat) in the water.
But I love the idea here, and I had a good amount of fun just hopping around for a few minutes. Let me know if there's a way to fix the water issue and I'll give it another try!
@johnnysix That version worked for me, thank you!
Here's my updated review: this was a cute premise, and the art was perfect. The cat was a little too fast and jumped a little too high for me, but it was fun to hop (and swim) around in the world. I only realized I could eat the grass and throw up because I spent so much time above the water in my first playthrough, so it might have been cool to draw more attention to that. I was mostly just eating everything I could find, but I managed to beat it. I could see expanding this to include other ingredients with other colors, which would let you add more levels. Overall great job!
At first I got an error saying my browser (latest chrome) didn't support WebGL: https://i.imgur.com/HyUEoxr.png
But then I remembered I disabled hardware acceleration a while back. When I re-enabled that, it worked fine!
I liked the mechanic here, nice work! I could see polishing it up and making the grappling a little more forgiving- some of those corners were really tough! But overall this was a really solid entry, so great work!
Woah, this feels really fleshed out for a game jam entry, nicely done! I had some trouble running into things or the monsters hanging out on the spawn point, but overall this worked really well and was super polished. Nice job!
This was a nice moody little game. The music and the darkness went well together. It would have been cool if predators would have been attracted to the light as well. But I enjoyed swimming around as a cute little angler fish for a few minutes, so this is a perfect Ludum Dare entry. Great work!
This worked really well. At first I expected the rocks to fall more slowly, giving me time to get out from underneath them. After I figured that out, I found myself wanting to get further and further! Nicely done.
Wow. I think we have a winner. I doubt I can add much that other folks haven't already said, so I'll just say thank you for giving me a fun game to play for an hour on my Sunday morning. I can think of a bunch of fun ways to extend this, and I'm sure you can too, which is a sign of how solid this foundation is. I really enjoyed this and played until I had purchased every upgrade. Really well done, great job!
This worked really well, and the sound effects and music were great. I found myself wishing I could just leave swords on the ground whenever I walked over them when I already had a sword, but I suppose that's what makes this a puzzle game. Maybe instead of a sword it could have been a spell or something that you pick up, like an aura that surrounds you? At least then I wouldn't have to yell at the little guy to leave the swords alone! But this was really great, nice job!
Woah, this legitimately creeped me out. I had a little trouble figuring out where the monsters were using the lidar, so I ended up mostly running through those parts and hoping for the best. But I managed to reach the end, and I felt like it was the perfect length. The sound was perfect, and honestly made my heart beat a little faster. Overall great job!
I really love the idea here, it's unique and a great take on the theme. I think it would have been a little easier to read if you had bolded some of the words. I could also see maybe putting the names of the fish on the same page where you need them, although I could see that being an intentional choice to keep the player flipping back and forth. I was really impressed by how much content there was! I might need to come back to this one and see if I can finally finish it. Great work!
I loved the mood of this game. I'm using a trackpad, so it was a little hard to press keys, move the cursor, and click the mouse buttons at the same time, but that's probably my fault for not having a real mouse. I might buy one just to play more of this game!
Great work! I love abstract arty games like this. It might have been cool if ejecting the pieces (memories?) gave you more time, or if maybe you could build up bigger and bigger. But even as-is, it was a great meditative piece. Nice job again.
This was GREAT. It's my favorite so far, and a refreshing take on the theme. I laughed out loud a few times, from both the animations and the poems. I'm guessing that you randomly chose words and then did sentiment analysis on them, but the generated words were often contradictory (a positive word and then a negative word). That might have been what you were going for, but I found it hard to guess at the ending sentiment score based on, say, 3 positive words and 3 negative words. But overall I really loved how unique this was. Kudos.
Nicely done! The mechanic worked really well, and I found myself wanting to try just one more time over and over again. I always felt like I could get further the next round, which is evidence of how well this worked. Great work!
Wow, you and I made almost the exact same game! Great minds think alike!
It was interesting to see the different directions you took the idea. Adding a timer was a nice way to add some intensity, and I liked how you started out with single-click paths to reinforce the concept.
Nice work!
Nicely done. I liked learning the enemy eye's movement patterns. It reminded me of Pac-Man, and a little of Number Crunchers which I loved when I was a kid. I would definitely play a post-compo version of this!