The Super Fair Trial Show by Gabriel 2013-08-28T07:56:00
The controls feel extremely polished and the game is pretty damn fun. The 10-second rules theme was neat but I didn't feel added much to the game overall.
Foon → Ludum Dare Explorer → Users → Kidney
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | Nut Commander : Squirrels In Fear | jam | 526 | 2.54 | 2.10 | 2.87 | 2.58 | 2.70 | 2.62 | 2.47 | 2.36 | 56 |
The controls feel extremely polished and the game is pretty damn fun. The 10-second rules theme was neat but I didn't feel added much to the game overall.
I loved this game, and the process of figuring out each level was enjoyable in a way like Advance Wars/etc.
That said, I was lost for about the first 90 seconds (and slightly frustrated) because I did not understand the resource -> actions system, and also the initial placement of my home was not ever listed as a step, despite being quite an important part of the strategy. (Yes, I really somehow did not understand what was going on there. It boggles me too now that I know it.)
Overall, the concept and execution of this game is fantastic, well done.
This game was neat and innovative, but I could not stand playing it for very long because I found the controls cumbersome. Too long to get up to speed, too slow max speed, and too restricting when hitting (getting caught in) piles of other physics objects.
(Also, I played the web version, but I tried both versions and the speeds were the same for me in each so I do not think the issue was hardware/software; just the player :P)
This is a great game for your second ever, and kudos to you for tackling something outside your comfort zone. Quick tip, you are using the pathfinding grid to calculate the movement, but you did not account for the length of diagonals, artificially increasing movement speed.
I really wanted to play this in my quest to find game that aren't 10-second checkpoints. However, it does not run.
Windows 7 64bit
Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: silver.exe
Problem Signature 02: 1.0.0.0
Problem Signature 03: 521bf4c9
Problem Signature 04: MonoGame.Framework
Problem Signature 05: 3.0.1.0
Problem Signature 06: 512ba03d
Problem Signature 07: e45
Problem Signature 08: 6
Problem Signature 09: System.DllNotFoundException
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
While the 10-second checkpoint concept is a bit restricting, I did like the use of the blue trail to limit your movement, especially on the 4th level. Good job!
The concept of this game is great, pre-selected actions was sort of the way I was trying to interpret the theme as well. In fact, I like your implementation much better than any of the ideas I had. Then again, this might just all be me being a sucker for board games and victory points and such :P
Same as the last 2.
While I think this game is far to hard to win without taking notes or memorizing, it is very fun and original. I love the use of the theme. Overall, it was very enjoyable, and I just wish I was able to keep 10 things in my short term memory :)
I actually liked the argument mechanic so much I've been thinking on how it could be made more accessible. I hope you don't mind a suggestion!
I think that the last 2 arguments used on a juror should appear on them. Not if they were right or wrong, just a running display of the last 2 used. The remainder of the game would stay the same.
This would let the player shift the memorization task to "which jurors have I successfully figured out", which would be much easier than "which argument for which juror"; and hopefully still be challenging.
That makes it way too easy, nevermind. The 2nd round of shots would all be successes... Maybe if the juror launching the next argument flips their Vote sign around briefly before their plane appears. So you can't just straight compare.
@folmerkelly
Haha, thanks glad you like it! The general end idea was to have a frantic theme to everything, but we didn't get in the particle effects for explosions and shockwaves that would have helped the playscreen be more exciting and engaging. :)
-- sorry for double comment, clicked too soon...
@tlasol
There is a 'squirrel' model that begins near the middle top of the screen which is basically the goal you knock the nuts towards. It really needs an arrow or highlight or something to make it visible, I am sorry, hope this helps!
I'm hoping the lack of ANY effects, particles, sounds, etc when the attacks launch (they currently just do the physics effect they are) is a lot of what makes what is going on hard to follow. This is coupled with some attacks launching at second "0" after the countdown, so they do not even have the secondary launch marker (nuke spin) before they explode. Leaving you seeing nothing but it's effect on the nuts atm.
That's quite an impressive score for the way that level is! I think I had somewhere in the 17ks once, but who knows what build that was :P
I'm hoping to get a lot of the polish in and a full set of levels this weekend (fingers crossed....). But I'll be sure to make a more prominent post if I do.
POST MORTEM : http://www.ludumdare.com/compo/2013/08/30/nut-commander-post-mortem/
UPDATED RELEASE : http://www.chronosapps.com/nutcommander2/
Agreed, I have tried to correct this in the updated release.
Have you played that one? http://www.chronosapps.com/nutcommander2/
Let me know if he is still too hard to find ^^