Escaparazzi by Felipe Budinich 2011-08-30T04:07:00
Ha! Super fun! I love the take on the old Snake sort of game.
Foon → Ludum Dare Explorer → Users → kirbytails7
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | Sushi Pit Cephalopod | compo | 163 | 3.69 | 3.68 | 4.03 | 3.13 | 3.58 | 3.36 | 4.00 | 3.21 | 63 | ||
| 2015 | 33 | You are the Monster | Beat Eaters | compo | 2.69 | 3.21 | 35 | |||||||||
| 2015 | 32 | An Unconventional Weapon | Pong Tank | compo | 450 | 3.28 | 3.11 | 3.89 | 3.64 | 2.96 | 2.26 | 2.00 | 3.27 | 52 | ||
| 2014 | 31 | Entire Game on One Screen | Seven Lightyears of Bad Luck | compo | 366 | 3.38 | 3.36 | 3.28 | 3.55 | 2.79 | 3.35 | 2.22 | 2.82 | 75 | ||
| 2014 | 30 | Connected Worlds | I've Got the World On a String | compo | 709 | 3.06 | 3.02 | 2.91 | 3.34 | 2.79 | 3.36 | 2.47 | 2.83 | 88 | ||
| 2014 | 29 | Beneath the Surface | Run, Run, Robot | compo | 360 | 3.38 | 3.47 | 3.07 | 3.09 | 3.11 | 3.64 | 2.56 | 2.92 | 87 | ||
| 2013 | 28 | You Only Get One | ($SRCROOT)\dungeon | compo | 429 | 3.09 | 2.81 | 3.00 | 2.65 | 2.51 | 2.35 | 2.63 | 2.84 | 89 | ||
| 2013 | 27 | 10 Seconds | 10.00s...10.00s...10.00s... | compo | 483 | 3.13 | 2.95 | 2.73 | 3.36 | 2.88 | 3.00 | 2.12 | 2.68 | 100 | ||
| 2012 | 24 | Evolution | Explore, Evolve, Escape! | compo | 240 | 3.21 | 3.12 | 3.07 | 3.71 | 2.71 | 2.26 | 2.19 | 2.52 | 84 | ||
| 2012 | 23 | Tiny World | Glue Galaxy Rescue! | compo | 483 | 2.88 | 2.77 | 3.40 | 3.17 | 2.58 | 3.22 | 3.05 | 2.75 | 100 | ||
| 2011 | 21 | Escape | Shotgun Man Will Shoot You | compo | 403 | 2.33 | 2.25 | 2.33 | 3.08 | 2.85 | 2.70 | 2.00 | 2.50 | 4 |
Ha! Super fun! I love the take on the old Snake sort of game.
Super fun! I wonder what context would allow someone to transform between a knight and a princess at will...
Thanks for the comments! If anyone has any details on what sorts of glitches are happening, I'd like to see what can be addressed.
Makes me think of "The World Ends with You." Very nice!
I definitely got a bit freaked out when I saw something following me. Also, random maze generation is pretty sweet, if not a bit erratic; I got placed right next to the exit one time I played.
=) I like the dinosaur guy.
Pretty fun, and I'm diggin' the level-up jingle!
Fantastic! I love the concept.
Definitely a tough challenge, but it's nice that there's no waiting time to start over.
Lovely! I'm wowed at how well this concept works, and I appreciate the intuitive controls and objectives, without having to explain anything beyond the first screen.
Pretty interesting game, but the controls are a too touchy to really get a good experience out it.
I really like the idea, but the controls make the game brutally difficult.
Very good, and impressive scale! The controls are pretty non-intuitive, though.
Well done! I'm wondering if it'd be better to have less of the challenge from all of the enemies and more from limiting the amount of paint...
For being just GarageBand loops, the music is pretty nice.
Very good! I love the twist of having the teleport. There's certainly plenty of potential in this one...
Very fun and great challenge! I would prefer strictly keyboard controls, though.
Absolutely great! I would love to see this expanded into a fuller game.
Very fun! I love having the different choices for the towers when they're placed. It's a very interesting variant on normal tower defense games.
Pretty fun! Also, I also found a bit of glitch where killing an enemy with the gun and immediately punching where it was gives points for both.
That's odd about the audio not working in Firefox...I guess I hadn't thought to test it.
Oh, and thanks for the comments, everyone. =)
I guess I had considered adding some enemies if I had had the time, but I also like the idea of obstacles. I'm going to try to take some time in the next few days to clean up the bugs and do some polishing, so maybe I'll add some things and put up a second version of the game.
And I suppose, technically, Katamari is already about space...
Good job on the coding. Given that it's rather tower defense-esque, I'd like to have more info on what types of enemies are in the wave, ranges on turrets, etc.
Very nice! I liked having the ability to place blocks after digging them up, very Minecraft-esque.
Reminds me of Rez or Fotonica. Very fun!
I've mentioned this on some other tower defense games: The game would be more enjoyable if you gave more information on ranges, health/damage, etc. Still a solid game.
Very well done! I really like how the UI is worked into the level design.
I'm definitely a fan of the concept.
Not bad! It got a little boring after the first couple of minutes, though, but it looks great.
I'd like to see a more intuitive editor, but I love the concept.
The button mashing! I really liked not knowing what to do and figuring things out. Very nicely done!
I was really hoping you'd keep up the adventure/platforming stuff instead of just making a survival game, but I still enjoyed it.
Not entirely sure what was going on, but it's very pretty. =]
Simple and very fun, and I loved the music!
This is just wonderful. If it had some chill ambient music in the background, I could probably play this for hours.
Even better: Project the flowers onto the walls in my house, and play a persistent version of the game in real space.
The dinosaur got stuck for me. I like the style!
Thanks, all! The goal was to have a tolerable amount of grinding, sort of like a dungeon crawler, with advancing enough each time to keep it interesting. Glad you liked it.
Thanks for all of the comments!
@Brassawiking Yeah, I realized afterwards that I should have done that.
@nuria You can press the down arrow on the menu to skip to the end. Also, the camera bit was initially a design choice, but I didn't think to adjust it at any point.
I really like the size-changing concept!
Very cool! I just used a triangle for most of it...
Pretty addicting. I got to 1337 then got tired of it. Definitely great for having so little development time, though the difficulty could ramp up just a bit over time. Although, as an endurance game, it works well...
I can't get it running, either. It says that I have no input source, or something to that effect.
It's reeeeally laggy for me...
Not bad. The controls are kind of iffy, and the music is...hit and miss.
Very neat idea. I didn't notice at first that the lasers travel over time, which is pretty cool.
Nice idea, but it's pretty simple. Variable terrain, or something like that, could make it more interesting.
My graphics card can't quite keep up. It looks pretty cool, though.
Nice mechanic. It's a bit slow with having to wait a cycle before switching robots.
Short but pretty well done. The pace of the levels is quite good.
I didn't see any reason to not stay shrunk the entire time. There is no downside to it, right?
I think the dialogue trees are a bit broken? I started clicking around and suddenly I was winning.
All-around, it's pretty good.
Very nice! I think there's a bug with sprinting when you die keeping the sprint state active?
Very nice! As noted by others, dying with a chicken still brings it back to the hole, so that removes really any challenge, but it's still enjoyable.
Pretty fun! And I wonder where you got the idea from... ;)
Very good use of the theme, and the visuals work very well.
Very cool mechanic! I like it.
Wow, lots of levels!
Interesting and simple.
Not much of a game, missing the theme, and a bit rough around the edges...
...but stunning. Wow. I love the music and the atmosphere.
Cute and fun!
Interesting idea. The bullet collision is spotty (though bullet collision tends to be tricky).
Aww...This sounds really cool, but the RAR file isn't extracting. Some files might be corrupted somehow?
Not great gameplay-wise, but I like the backgrounds.
Not too bad. Nice job going for some path finding stuff. As Kidney noted, diagonal movement is faster.
I think the pseudo-educational part of it is a great concept. I could see quick games like this being really useful.
Interesting idea. The game files are pretty big...
Lovvvvve that title screen!
The invisible walls were somewhat bothersome.
Simple, solid, and very fun!
Not bad, but there's some bug that makes second pass as though they were half-seconds (and I'm not sure how to recreate it), and the kid can jump forever.
I like Mastermind!
Very nice atmosphere
Waaaay better than what I was doing at 13. Good job!
I'm glad to see that you're getting started into game making so (relatively) young. Keep trying and get better!
One thing that would help a lot: The instructions aren't very clear. It took me a while to figure out which way to go and what I was supposed to be doing.
The file size! It's so big! Also, the window is too big! =/
I like the font for the menus, though.
Simple and quick. I love the Gameboy feel!
Definitely a good plan for the theme. Too bad there wasn't time for more content.
I'm on Windows 7, and the window for the game pops up and closes immediately.
Very entertaining!
Really fun with the free-form movement. Good job!
Pretty good! It's a little too easy to just get stuck and have to start over, though. I suppose that's part of the idea...
=/ Sorry, I guess I didn't quite get it. Do you give the controls anywhere?
I definitely like the concept. While having limited controls is usually a bad thing, the need to click each tile individually really makes this, I think.
Cool idea, but it gets a little stale after a while.
Definitely could be cleaner, but it's really fun!
It was a bit laggy for me, but the quality is exceptional for the amount of time. Well done!
Not bad. The character sprites are pretty decent. Don't let your age lower your expectations, though.
Pretty interesting idea!
Very cool!
It seems a bit short; 7 items is within working short-term memory, after all.
Nice and simple. Sound effects and animation are a bit buggy; the creaking seems like it should only occur when landing on a platform instead of just when overlapping it, and face direction during jumping got off.
Head shots AND hat shots? Love it.
Not too bad. Audio would be nice.
I'm diggin' the graphic style.
Very interesting...It'd be nice to see it be a bit longer, but it's a very cool idea.
I like the drifting. It'd be cool to see this without the theme, I think.
Interesting idea. I got to day 5, but I found the inability to kill people while invincible from taking a hit to be very bothersome.
Man...I have to get all of the coins!
Reminds me of Chip's Challenge. Of note - Your timer is slower than real-time.
The rapid clip definitely kept me going until I beat it. Very good!
Hehehehehehehehehh...Quick and silly. I like it.
However, you didn't make the music yourself?...
Nice idea! Intentionally losing can be pretty enjoyable.
That ion strom. Very interesting idea. It'd be great to see it expanded on.
It's a little easy since the blue enemies always move to the right, so you can just stay on the left side.
Very neat concept, and really fun to play!
This is really cool!
Dang...Yeah, it seems like they've been trickier than I thought. I figured they'd be easier to get the hang of, but people seem to have trouble. Thanks for letting me know!
Thanks for the comments!
@Zephyr89 - Sticky wall jumping would be helpful, yeah, though unfortunately I think it would take some reworking of my engine code for some reason. It's pretty messy right now...
@Ludipe - I had thought about the level ending immediately when you reach the goal, but that has two problems: It isn't as in line with the theme (I think), and it disallows things like the first switch level where you can get pushed out of the goal area. Also, yes, hard is good. I just want to make sure that it's not so hard that no one can finish it.
No audio? What browser are you running?
@Rick Hoppmann - Huh. It works fine in Firefox on Windows, and it's supposed to be cross-platform...I guess there's something up with my engine code, then.
@3beards - Thanks! Automatic pick up, huh...I suppose that would be nice, yeah. I coded it so that keys could be used to press switches, but I never actually made any levels that require that.
@jay griffin - That's why I included multiple buttons for each control. There could just as well be space, though, yes.
@avh4 - Thanks!
@Twistedsnail - I don't remember that coming up in the movie...Guess I'll have to watch it again.
@Kragnir - The waiting is for theme and for some level design.
@mklee - Thanks! Glad you liked it.
@Zeppelin - I know. I'd like to think I did better than most of them. To be frank, I first had the idea for this a long time ago but never did anything with it, so when the theme came up I figured I'd just go with it.
@Zeppelin (being defensive, whatever) - I would also point out that I've designed some puzzles around having the timer, rather than simply inserting the timer into a platformer. Obviously you're free to your opinion, but I should hope you won't dismiss my game or others simply because I went with the most apparent general idea (unless you're simply fed up with them, which is totally fine).
@Zer0Kelvin - I was originally going to design some levels where you'd need to drop a key on a switch for something, but...I forgot.
@nathan - Thanks!
@ZeppelinCaptain - No problem. Thanks for coming back! Your original point is valid, yeah.
I'll just say it here since the idea seemed more intuitive when I designed it but no one who's played it has "figured out" what I meant: To do the "Trust yourself" level, it's (supposed to be) easiest to move all the way to the right side on the second level, so that the tiny platforms are exactly a jump-distance apart.
If it's still too hard...well, shoot. I'll fix it in the easy mode version.
@Foxtacy - It has music and sound effects...What browser are you using? I've been having trouble with Firefox.
@theholychicken - There was slow falling at first, but...then it somehow got rid of itself. To unlock rave-color mode, you need to get a perfect clear, which is 3 deaths.
And thanks!
@urth - Yes, I realized that could happen a while after I submitted...It's only with that one level, but yes, that one should be fixed.
Thanks for all of the comments!
Next time I have wall jumping in a game, I will make it better!
Lasers + Cats...but no laser cats.
Heh, I like it - quick-paced exploration with a wacky theme.
Pretty good. I think it'd work better with conic lines of sights for the guards...I think I saw that mentioned in another comment?
Very nice mood! I get some of that vindictive AI feel from it, and I like the font and colors that you used.
Very nice! I liked the simple design to account for the lack of light.
It's a bit too slow (guessing because of performance constraints?), and the mouse control is slow as well. But, blowing up stuff is always fun. Dodging said stuff after the explosion is a nice twist.
OH NO DEAD! Well done.
Very fun and clever!
Nice job with the visuals.
Fun game! It could get more challenging, though. Also, I was able to get out-of-bounds on the bottom-right side of the tower.
=) Gotta love mashing!
So many balls!!!
The title screen is hard to make sense of, but the rest of the visuals fit the game's theme well. The game doesn't seem to really go anywhere, with just one enemy that keeps coming.
Pretty solid. Ran well on a Galaxy S3 except for the graphics; I had a lot of flickering triangles. Quite fun regardless!
I, um...what? I like the fast loading time.
Pretty simplistic, but it looks very good.
Very interesting...A very good cynical Tetris reflection of life.
Agreed that some simple background music would be very helpful.
Nice use of the theme on this one!
Definitely better than my first game. Too bad it couldn't be longer, though.
I got a crash on hitting space the first time. Opening the debugger, I got an error that song playback failed because the song might be DRM protected, or something to that extent.
Pretty solid, though not terribly fun without any real challenge. The main mechanic was somewhat tedious, but at least there wasn't as much backtracking as there could have been.
Simple and clean. I like the concept, though I think the dual control scheme would work better with some puzzles. Nice atmosphere, although it feels a little preachy.
Very interesting idea. I ended up spawning repeatedly in positions from which I couldn't possibly win, which seemed a bit unfair. The spinning camera is good for the challenge.
I liked the dagger/1 for throwing the farthest (although I think the rapier/3 you could stand on by attacking straight down?). It feels a little uncontrollable in a very fun way, and I appreciate having the enemy health bar be a part of their design.
Nice voiceovers. Side note - You misspelled "received."
Pretty fun! It gets really easy once you get a few power-ups, though.
Seems solid, but it's still unclear how everything works.
Simple and definitely challenging with multiple balls. It would've been nice to see the expected paddle physics.
Not a bad idea, but I don't think it works unless you get the Breakout physics properly; if you can't aim the ball, there's no way to manipulate what resources you get except for the 2-for-1 selling after each round.
Heh. Quick, clean, and fun. Very nice!
Not a bad idea, though I think having a greater variety of more obscure colored things might work better. Also, you should have a kill plane to respawn the player if s/he falls too far.
"FAILURE! FAILURE FAILURE!" Heh. Quite good for just an hour.
It could maybe use some more mechanics (though nothing in particular comes to mind), but it's still pretty fun.
The boomerang is super fun!
Cool idea. It's a little strange to require keyboard input to advance the level but mouse input for everything else.
Tedious, but compelling. The visuals look quite good even for just basic geometries.
Nice concept and clean execution, but it doesn't seem very fun.
"Romeo is the bomb." Very nice!
Nice. I like the aesthetic. It looks like enemy collision doesn't happen after scoring on an enemy.
Pretty fun. The controls are a bit unwieldy, but not necessarily in a bad way. Why is diagonal movement so fast, though?
Asteroids-karuga? Fun and simple.
Nice and clean, with an interesting mechanic, and procedural generation is always fun (check out my entry =D). I like how the music changes when the dimension is switched.
The controls are very fluid. Very solid.
Heheheheh...The blend of animals, chivalrous things, and ridiculous animations works really nicely. Very fun!
Interesting. I'd almost think to see it more like a puzzle game - get X demons per yard, or something. Nice job.
I like the simplicity, and the audio is nice and clean.
Not too bad. Nice job getting any kind of image recognition for a game jam. It would be nice to be able to see when the number would be about to change, or something like that.
Also, the graphics are extremely realistic!
Not a bad idea, though the gameplay is pretty repetitive with just the three enemies, and the cutscenes are longer than the gameplay (secretly subtle satire?).
I was going to make a note about wanting audio cues for the voice, but then the sweet chiptune track came in. Some sound effects for the text would have made the audio just perfect, I think.
Simple and polished.
Quite simple, and quite fun.
Heh, silly and fun.
Definitely digging the animations
The Dropbox link appears to be broken.
I really like the atmosphere.
"Woo! That was really good!"
I think the scoring system needs some adjustment; mashing all of the keys gives a perfect score every time.
Silly and fun. It's a little inaccurate on proper condom use...and proper Dylan use?
It seemed too hard at first without reference points, but I got the hang of it. Quick and fun!
An interesting play on a simple concept. Side note - You misspelled "treads."
Pretty nice. Boids behavior is always nice. I couldn't figure out how to choose different animals, though.
Really solid! This is much cleaner than I expected it to be, and it's a very unique take on the genre.
Simple and polished, with a strong style. Nice.
Nice art! I was very unsure of the objective when I started...
Good job getting something done for your first entry! The idea is pretty interesting.
Pretty fun. I like the depth you get with just a few different movement patterns.
Very nice idea!
@Lost King - Yes, it is pretty hard. I should probably fix that...
@Baknik - What browser are you using? Also, you might have run out of uses for the attack you were on (Q/E cycle attacks).
@Baknik - Also, yeah, the collision is pretty messy. I need to go back in time two years and tell myself and my friends to comment their code.
@zconnelly13 - D didn't work? That's strange...I'll have to look into that one. And, you can't see the next room so that it's a surprise!
@pusheax - I hadn't heard of that before...It looks pretty neat. I was initially aiming for something like Binding of Isaac (but less...stylized).
@Ryusui - No, there are no health drops or anything... (Also, nice icon.)
@ryann - Engine problems...I had to spend to long on some collision bugs and couldn't fix others.
@runsintowalls - You've gotta conserve your ammo! =D It also helps if you get one of the rooms with the blue crawly bugs, since they're the easiest to kill.
Thanks for playing, all!
I again need to apologize for the buggy collision. I'm assuming that the main problem is the paths between rooms? I can change the collision on them so they're easier to go through but will let you get out of bounds if you try...though I suppose there's no incentive for going OOB. Hmm...
Heh, very nice! The ambiance while working is very nice, and I love getting to actually play the game made in the game.
Heh, I think I threw someone off the screen after he was unhappy? Or maybe that's what happens. Charming!
GROOVY! I like the font a lot.
"...Revolutionary. Lost King delivers a knock-out one-two punch to industry convention. 10/10"
"This is the best game you will ever play...Period."
"...Brilliant..."
Pretty fun. Collision with corners is a bit off, but it isn't a problem.
I like having no UI for aiming, but everything seems too far away to hit.
I'm impressed by the amount of content here. Not too hard, and also very fun to just watch. Well done!
It takes a little while to ramp up, but the last few stages are pretty interesting. Very nice!
A very interesting concept, and I like the chalk art.
Pretty fun. I like the lighting effects.
Quite fun. I wasn't sure how to not lose, then I couldn't tell how I could lose.
Interesting idea, but it feels like it should be less linear. Also, typos and misspellings seem pretty bad when there's only text.
Wow, that was absurdly fun! The audio really helped keep the pressure up, and I like the style. Well done!
"This will be on my Tumblr!"
Very nice! I love the style, and it's fun to just mess around.
Superb. I love it. The wall-jump/double-jump combination is really satisfying, and the visuals and audio are great.
Minor note - I did notice a collision bug; when walking just off of the side of a pushable block, I couldn't move left or right.
Woah, this was really cool! I didn't think there'd be much strategy to it, but after upping my depthreach a bit I started thinking things through more. Well done.
Very solid and simple. Having certain tiles randomly flipped at the start is a nice touch to make the puzzle more challenging.
I'm really digging this game.
Very solid! I love the style, and the idea is really cool.
Nice entry. I like the lemonade stand feel but with being able to move around.
Pretty cool! It was nice once I started to get some valuable stuff. The music is nice.
Also, I clipped into the corner of an unbreakable rock and fell off of the bottom of the screen.
Aww...sad ending.
Really cool! I'm digging the style, and it's a good challenge to get through. Well done!
Super cool! The style is clean, the visuals are pretty, and the game is really fun.
Honestly, I just didn't know how to get past the blue part. It might be a bit too cryptic, at least for the very first puzzle. Pretty effects, though!
Nice and simple. I like how the mechanic changes subtly as you progress deeper.
Simple but fun. Good job!
Heh, nice. I like how the tunnels carved themselves out irregularly.
Nice entry. It did seem that there were too many enemies to really make progress, but perhaps I just wandered into a corner.
Simple and polished. I like the audio.
Brief but enjoyable. It didn't seem possible to spy on everyone in one playthrough, though. Perhaps that's deliberate.
An interesting concept. I'd be curious to see how you could take advantage of the indirect control for puzzles, or maybe have some timing-based challenges with more buttons to press above-ground.
I like the hex style, though it doesn't quite fit with the sprites. Nice choice of music.
Solid. The lava looks very nice. I also like how the gates will follow you even if you stray very far away from center.
Pretty simple, but still fun. Agreed that a bit of audio would have been really nice.
Heh, nice little story.
Not bad. The atmosphere is nice, although the vocal quips are a bit trite. I like the mechanic!
Very fun and very polished! It would be nice to have a bit more time to scout things out before the knights start spawning.
The game looks pretty cool. A bit tricky, but definitely a good challenge.
Mechanically, it has that retro feel for sure. Pretty fun!
What's here is pretty solid. The style is nice, and if the controls were a bit more fluid I could see this developing into a fun maze game or maybe an auto-scroller.
Now you just need some microtransactions - $1 for pairs of gloves and shoes, $2 to change your cough voice.
Fun but a bit hard to understand at first for how simple the rules are. Also, the collision on the cards is very bad, considering that they're just rectangles. Nice style, though!
Never heard of the engine before, but this is pretty nice!
Heh, I like the kind of pieced-together feel. Nice job getting it together.
Heh, nice name.
Pretty fun, but the controls need some work. I couldn't stop clinging to walls that sometimes didn't exist, or just getting stuck in the falling animation while hanging on a wall and not being able to move.
The singleplayer didn't crash for me, but I couldn't do anything but move around slowly. Multiplier worked all right.
The sound effects are pretty loud. Also, after falling through the floor a few times, the reset point ended up underground, so I couldn't continue. Seems like a lot of content, though!
Heh, pretty fun. I like how I could get out of bounds with both sharks.
I don't see the game here, but the background is nice.
This is a really cool concept. Nice job!
Pretty nice. The controls for the menus are a bit odd.
Very nice. Good first LD game!
(As it happens, I also made an endless runner, if you'd like to take a look.)
Rule #1: Never reveal your mistakes! Still, I like how you worked it into the ghost section. A fun and fluid game for the amount you finished.
Wow, very good spin off of Super Hexagon! I like how you've adapted the concept to fit your theme. Being able to rotate the faces to different paths makes for neat moments of trying to rearrange which one will take a forced sad face.
A fun idea, although I think it's important to be able to see more blocks on the screen so it's not as luck-dependent and so you can plan a route a little bit more effectively.
Wat. I got really huge right away!
I like the multi-genre(ish) gameplay, and that sweet cupcake buttocks (or are they legs?).
Interesting format. The suicide option seems unnecessary and potentially distasteful.
A fun little game. I like the two layer approach, although it doesn't seem to really impact gameplay in a meaningful way. The audio transitions are nice and smooth.
Also, I think this was pointed out already, but the included shortcut doesn't point to the right location.
(As it happens, I also made an endless runner, if you're interested.)
The .exe took a long time to start up.
I like the mechanics, but the game is way too hard. If the flames weren't so prevalent at the start it might be more manageable.
Wow, such theme. Much fun. Very audio.
Nice choice of music. Your level generator is a bit off; I got stuck a few times behind impassable walls.
(I made an endless runner too, if you'd like to try it.)
As others have pointed out, the trial-and-error approach isn't terribly fun. Nice work on the birds, though.
Pretty cool. Reminds me of Spy Party or Assassin's Creed. Good job!
Silly and fun concept, and it's fun to play. Well done!
Interesting. The style is pretty nice. Rotating the level is cool, but it doesn't seem mechanically relevant.
Interesting concept, but I really can't tell how to win.
Fell through the floor a few times, and the ball physics are a bit odd, but I like it. The music is nice, too.
Box/10. Would box again.
I couldn't connect to any servers, and the camera seemed to get in weird positions. Very box, though!
Very pretty, and it's fun to be able to dig so fast. I did notice a bug where you can stand close enough to a wall and dig at it without destroying it, so you can get lots of food and gems very easily.
I couldn't plant more than about seven plants before the giant caught up. Nice-looking plants, though.
Agreed, this would be better with an objective of some kind. Still nice, though. Some music would help as well.
Also, it wasn't clear to me at first how I was dying so often, though I did figure it out.
Delightfully clunky and conveniently topical. Great job!
Plays nice, well done! I do think it would actually help if I knew how many parts I had left to collect. Also, the tread marks are a nice touch.
@terraco: Thanks. That's the current plan, if people like the game.
@madhoe: Did you notice any particular details when it killed you, things like how you were falling? I'll take a look and see if it needs tuning.
=) Glad you like it!
@Raiyumi: Yeah, I think I should have turned the sound effects down a bit. The stages are randomly generated, so I don't know for sure what blue wall you hit, but you can only hit the blue walls and not explode if you're jumping.
@Dietrich Epp: I thought about respawning at the same floor, but since there isn't an end to the game it wouldn't really make sense.
@theholychicken: Hmm...Okay, thanks. I think it's just a collision bug. I noticed occasionally that landing directly on the corner of a block counted as running into it.
Thanks! I think I should put up an easier version since most people seem to not be getting far (although it's post-compo, so that doesn't affect judging). I seem to have a problem of making my games too hard...
@Lemming: So you were wall-jumping while changing to level 2? If so...well, that shouldn't be possible, so I'll have to investigate. Thanks.
Yeah, I unfortunately waited until the last few hours to do music, so I had to roll with what I came up with. I'll try to match the pace to the rhythm if I take this further. Glad you like it, though!
Huh, maybe something gets messed up after changing to level 2 a second time...I guess I might have actually not tried it. Not sure. Thanks for the info, though.
Same, needs both to run on Windows.
Pretty smooth. I think having some large amount of health at Easy would be better, as I was confused as to whether or not there was health at all.
Very cool concept! I also got stuck in the menu seemingly at random.
The multiple color palette options were a nice touch.
A bit finicky, but I love it. I think this should just be something that happens every LD.
A fun idea, but the pace is a bit slow. Also, I still don't understand how it actually works.
Pretty nice. The music sets a nice atmosphere.
Pretty interesting. Doesn't seem very thematic, but pretty fun.
Chrome blocks the download. =\
The controls could be given in-game. Nice implementation.
Side note: I fell off and then fell for long enough that I hit the kill plane and respawned before I could get back onto the game area, soft-locking the game.
A bit jarring at first, but a nice little game.
Pretty nice. There are a couple of bits with adjacent opposite time locks that can cause some quick flashing, which is a bit bothersome.
Very solid, with attention to lots of little details. A very pleasant experience.
Pretty interesting, and the music is very nice.
Simple and fun. The music is nice but strikes me as not quite fitting.
Pretty nice. I couldn't tell when the game would change worlds, though.
Sorry, but I have to rate this down for the interface. I simply don't understand the game, but it seems like it would be very fun with a more intuitive and understandable UI. (I didn't even notice the End Turn button for a few minutes.)
The music is nice.
Very fun, and a great concept!
Heh, pretty nice.
Cool concept, and a great atmosphere!
Very nice. Past 4 screens things definitely get interesting. I like it!
This game is wonderful! I really like it. Having to move your ships quickly to keep them alive keeps things moving, and building your own connections between planets is quite satisfying. Well done!
Nice touch being able to rebuild the snowman with more snow.
Pretty nice. I like the slight differences between stages having a good impact on the play.
Not bad, but there doesn't really seem to be a point to limiting abilities to specific tiles. Also, the recoil to taking damage got my pinned in the corners repeatedly.
Very interesting style!
Pretty nice. The gameplay seems a bit bland, though.
Pretty fun. The game was a bit laggy for me.
Heh, pretty fun.
Note: The game crashed on me with "Uncaught TypeError: Cannot read property 'map' of undefined (game.js:908)"
Pretty interesting. It'd be cool if the two worlds were a bit more connected, so things like islands in one world corresponding to something else in the other world.
Pretty fun, but I've seen some similar games that have more direct interaction and are, I think, more fun for it. Also, the music grew pretty insufferable after a few levels.
A nice little sandbox. Enjoyable to play.
Nice aesthetic. Do be sure to render your UI above everything else. Also, having the camera mapped to arrows proved cumbersome.
From the description I was expecting something more like cellular automata (Conway's Game of Life), but this is also good.
What's there is quite good. The concept seems pretty fun, especially being able to pick up the warp points. Good job!
Cool. Straightforward and cool. A nice little game.
Pretty interesting. Good job!
Pretty fun. It'd be nice if the movement were acceleration-based instead of just velocity.
Nice and fun. Asgard is very pretty.
Heh, fun and challenging.
Not bad. The concept is cool, but the gameplay itself is pretty plain.
Not bad. The collision doesn't seem to match up with the character position, and the extra movement with the mouse seems extraneous. Also, be sure to draw your UI in front of everything else.
Not bad for being made so quickly.
The controls were tricky with having kind of fast horizontal movement with the screen wrapping, and I got stuck in a cloud. Simple and fun presentation, though.
Pretty good. It seems that enemies don't really do anything, though? Also, the music doesn't loop.
Pretty nice. I like started with no ammo, and the collapsing aliens are nice.
This is a really great concept!
Works fine for me.
Learning how to scope well is tricky. Hopefully this has proven insightful for you.
Also, be sure to proof-read your text. I counted 8 mistakes in just the text you have. ;)
I'm also getting this blocked by Chrome. Maybe, I dunno, they see "fire" and "bug" as an .exe and freak out?
I'm not sure what the actual loss condition here is? I had one block fall because there were no reachable platforms, but I could play as the other until walking off of the screen. Is this intentional?
Not bad. A bit of the stretch to fit the theme to it, I think.
Pretty neat, although very difficult. A local versus mode could be really fun.
Tough and precise. I like it.
Pretty fun and quite challenging. Nice job.
Pretty nice. Definitely a good challenge on the hard difficulty.
Simple and clean. The difficulty ramps nicely.
Great idea! As noted, the design is a bit artificial, but it's really neat.
I like how the accuracy started very low and could be upgraded. Also, the multiple endings were nice.
Simple and nice. The little smoke puffs are nice.
I was certain I fixed the -1 lives thing. Whoops. =) Must've been more sleepy than I thought at the end.
Thanks!
@KrisDevelopment: I feel like any attempt at story, though, has to overcome the whole drilling-through-entire-planets thing, or I suppose it could be silly like Katamari...
@jackyjjc - Yeah, I ran out of time for menus and since I expected to anyway, I didn't put them in initially.
@Chaoseiro - Thanks. I did do a boss theme, but it wasn't any good. And what "void" thing?
@Sunflower - Thanks for the honest feedback! I was concerned with the pacing of the game being to quick, since several of my previous games have been seen as rather hard, so I thought to ease into it a bit more. I think it would've been more effective if I had introduced a second boss sooner, personally, but I didn't have time for a fourth boss (and hardly for a third) and wanted to keep some content. And yes, the instruments are a little "bit-crushed" for effect.
@Dietrich Epp - Yes, the bitcrusher effect was intentional.
Pretty cool. I loved the intro cutscene.
Nice idea doing a card game. However, the rules aren't very clear on how combat really works, and some of the mechanics feel tacked on for the sake of adhering to the, uh...inspiration. ;) If you're going to borrow ideas from another game, make sure you have specific reasons for each one.
Pretty good, though it would be nice to have something compelling to do while en route between planets (beyond the fairly tame enemy ships).
Nice atmosphere, but a bit simple. The ending comes pretty abruptly; it would've been nice to have seen it resolve a bit more cleanly, but I suppose that happens with a game jam sometimes.
Very nice. I like the gradual transitions between text and the simple images.
Hard work is never in vain. Remember what you've learned for next time. =) That's what game jams are for!
Pretty nice. I don't see why the larger planets don't merge more quickly, instead of having tiny hitboxes at their foci.
Also, I think your bug with planets refusing to merge occurs when two planets are close to merging (oscillating around each other) and then are separated. That's what seemed to happen, anyway.
No bugs for me. Kudos on using your own engine.
Topical and enjoyable. I think the scoring needs tuning, though; arresting everyone as they appeared seemed too viable.
Pretty good. Do be careful with your color choices, though; some text and visuals are hard to read.
Nice and goofy. The audio balance is off, though.
I like how part of the puzzle is realizing that it's a puzzle. Nice little game!
Very nice aesthetics!
Very cool! I also dig the WarioWare vibe.
Very nice, and cute ending. =)
I blew up a bunch of cars, but then they just stopped spawning and I couldn't progress.
Enjoyable and very pretty! I really like the scale, and nice visual touches like swaying bridges and flowing water help things feel dynamic.
The mechanic is pretty cool. Nice game.
Ha! Level 11 can be skipped!
Very fun, and a good take on the theme. I like how it escalated at the end.
Oh, shoot, you can overheat! Fun game.
Nice clouds!
The framerate was not constant for me, so most of the game wasn't in sync with the music or would fall in and out of sync. I also fell in a pit at one point and the game didn't recognize the death.
Neat idea. The levels don't seem well-designed for the double jump, though (and I also didn't know about the double jump until reading comments).
Pretty fun. Can the cows die from getting shot? I didn't notice them getting hurt.
Why did I leave the telephone over there?? Nice game.
Pretty fun. Do be careful of spelling errors.
Cool idea. I think the volume of enemies interrupts the flow of jumping around, especially with having to move so quickly to get a gold streak going.
Pretty cool. It'd be nice to have some indication of what the next level is so that the deaths can be more planned out, since levels have to be replayed.
Very nice. The controls are pretty smooth.
Pretty nice. A bit more backtracking than I'd like, though.
Interesting concept, although depending on the initial board configuration things can go heavily in favor of one player. Also, the visuals are very busy; it's a bit hard at first to figure out what's going on.
Pretty straightforward, but still fun to play. I'd be hesitant to try to make something more of it, though.
I really like the intro sequence. Good job getting smooth cutscenes in! I don't see how the karma part fits in to the gameplay, though.
Pretty slick, and fun to play. I like the use of the computer screen instead of a HUD for the UI.
Very nice. The diagonal matching really adds to the mechanic, and the style is very clean.
Nice first entry! I'd recommend organizing your files better next time. Also, 5 seconds for power-ups to despawn seems to short; I can't travel across the screen in that amount of time, I feel.
Simple and nice. A title screen would be helpful so that there's a bit of time to think, although I did notice later that there's a pause button.
Good for a few laughs. I like it. I did notice a few of your audio triggers getting hit multiple times, though ("It's a hard-knock life! It's a hard-knock life! It's a hard-knock life!...").
Definitely onto something fun with controlling multiple units, and the particles are nice.
Be careful of your drawing order. The monsters were drawn underneath the couch, and I thought I could avoid them by staying on the couch.
Nice use of the theme.
(=^_^=) -> (=O,O=)
That is what the cat does. I would have liked to have more things to throw, though.
Pretty cool idea. The charging sound is a bit too loud.
Nice. The music is pretty good.
Be careful about snapping the player position with the jump-through platforms; I got snapped outside of the 6th level.
Agreed that the tutorial should be in-game. Nicely done, that aside.
Pretty nice, although I think it would be more fun having tighter control over your group, to try to dodge the occasional stray zombie.
I like having your health and ammo be shared!
The challenge ramps up pretty nicely. I think doing A-D-1-2 for controls is a bit odd, since it makes 1 and 2 tricky to press.
I see the mechanics all there, but they just needed some more time.
Also, be careful of grammar and punctuation mistakes.
"YOU SHALL HELP ME RESTORE THE TOWN TO IT'S FORMER GLORY."
Wrong "its!" =O
Interesting how the actual size of the space affects color spread instead of adjacency, but I wonder if that actually changes the playstyle at all? The net effect seems the same.
Simple and fun. It was hard to put down!
Very cool mechanic. One problem(?) seems to be the spawners moving a fixed number of spaces, which I think prevents them from reaching certain spaces.
Nice, and with just a bit of wit for humor.
Boing! I like the use of the next level as the character.
Pretty nice. I like the aesthetic - Reminds me of the Incredible Machine and those old CD-ROM games.
I think this would work better if the light bulb had some ability to help the drop.
Pretty fun. Everyone gets mad at me whenever they kill their allies, though. =(
Nice audio transitions as well.
@Sandcrawler - Hmm...Now that I think about it, I forget why I separated out the shoot button. I think I wanted the distinction between the automatic fire rate and mashing.
@Fonserbc - Oh, whoops, I guess I assumed the health bars were noticeable enough!
@BaneStar007 - Thanks for letting me know. I actually noticed that the keyboard controls are just not working correctly. Fixing now!
@badlydrawnrod - =) That's the idea. Thanks for the video!! I'm glad the title screen kind of works for getting a feel for the controls.
@Jellycakes - Yeah, I've noticed that as well, unfortunately. Now that I think of it, perhaps mouse for aiming would have worked better.
Thanks for the comments!
@Murchurl - IMO, the maneuverability with dual sticks (keys) makes the controls smoother, though I didn't actually try it with one stick at any point.
@JFern - Glad you liked the post-mortem!
I didn't think there was anything too jarring in it, but yeah, there are some note choices that could be better.
I thought it sounded strange without a bullet SFX and figured this one wouldn't be too distracting.
Golly, I haven't thanked anyone in a while. Thanks, everyone!
Cheeky, and I love the punny names.
Looks nice. For some reason, both audio tracks started playing simultaneously after I picked the flowers.
Not a bad first attempt. In the future, consider making dialog skippable; reading is much faster than listening.
Good use of a kettle! It has a charming clunkiness to it.
It was unplayable for me due to slow framerate, even on Fastest graphics. But, some comments:
- Don't make menu fades take so long. If you end up having a game with anything more than a main menu, that long of a fade gets old fast.
- I'll assume you didn't set up any background loading because of the time constraints.
- I'll also assume there's nothing fancy like a BSP tree for dynamically loading assets, though maybe that's handled by Unity's rendering.
Oh, I guess that was it...Probably that's not helpful, though. I'm not sure why the framerate was so bad for me.
What was used to make the music? I rather like it.
Fun! The physics feel odd, but in a good way. Nice music, too.
One mosquito. It's always just one dang mosquito. Thanks for not making your mosquito nearly as enraging as a real one.
Quite fun, though. I did notice eventually that the mosquito movement is on a loop.
Also, it would help if the cursor were locked to the game window in some way.
Very cool, and nice difficulty. I really like the concept, and it's fun to play.
Never ever make a menu that flashy ever again. I thought it was fine in the game, but reading the instructions was hard. Unless you were going for that, in which case good job.
Interesting. One note: Don't make the text fades so slow.
Heh, neat. I can't whistle, so I sang at it. Good name, too.
Nice, but I disagree with how you've scaled the costs of items linearly. The interest for Cookie Clicker (the only idle game I've played) comes with the vastly exponential growth. Also, slight score increases every second would be better than a large, infrequent boost, as it would be easier to check back in and see how things are going.
Cool theme. It'd be nice if the shooting were more...unconventional.
Heh, nice, if a bit heavy-handed with the lesson. I like the this-was-someone-else's-game concept.
Pretty fun. A couple of thoughts:
- Having to switch between buttons for movement and right stick for grappling is cumbersome. Is that deliberate?
- Have you ever played a Worms game? I'm thinking Worms World Party specifically. They do grapple + move + retract/extend on the same stick and jump + release on the same button, and I think that'd work well here. You might also be able to support keyboard that way.
- Wall movement is nice.
Nice. Note: Don't require separate controls just for the menu.
Simple and enjoyable. It's hard without being able to detect things behind you, though.
Nice vibe. A few recommendations:
- Why have stairs? They aren't fun, and I never used them.
- Is the critical path supposed to be to the camera right away, or is it more nonlinear?
- The blue bar is hard to see.
This is the crappiest game I've played so far? I mean that in a good way.
BWAAAAAA! Lasers! The platforming is kind of weak. Since the objective is to shoot baddies without hitting the core, perhaps free 2D movement would work better?
Wow, so many people! Thanks!
@ironleonem - I do agree about 2 vs. 4 paddles, but I want to test out the 4 paddle idea for another future game.
@Evergreen Games, @JoshuaBurr - Similarly, I want to test having movement in one direction. I suppose I hadn't just tried it both ways...perhaps that would be better.
@kikijin - I won't say that the current controls are great, but it was worse earlier. I had one button per paddle, and that was just awful.
@trappytrap92 - I am sad about having no music! =( I don't like blaming not having time as an excuse, but mid-Saturday I really ran out of motivation. I'm really glad people like it as-is, though!
@jacketsj - Uh-oh! It looks all right now...Thanks for letting me know.
"more a toy than a game"
Depends on your definition of a "game." ;)
It's fun. I smiled. Do keep in mind, and perhaps this is just the limited timeframe, that a game that is all text should probably not have grammatical errors, etc.
Fruuuuit! Nice idea. I like the intense music.
Neat! I like that the game kind of plays itself while you do something else.
I did have trouble with the aspect ratio. Also, movement speed being a fixed time for any distance was odd.
Pretty good. It's a bit slow to ramp up.
Nice. I'd like to not have to hold Shift to run. Maybe hold Shift to walk instead? Although, it doesn't seem like walking is useful in this game.
A fun game, and it has a nice unsettling vibe, but I share the sentiment of it having shock value for the sake of shock value. I don't know what your original plan was such that you had settled on having fetuses so early (and I'm not saying don't do that), but I'm not convinced that some other theme wouldn't have worked better.
Like, something like Binding of Isaac is fun and is intentional with its aesthetic, but this seems fun despite its aesthetic.
Nice. The movement feels sluggish, though, probably because it's force/acceleration-based?
Very nice artwork! The game's fun, although it takes a bit to remember which weapon is which.
Very nice. Great use of music! I love the walking jingle.
Great, of course. I didn't play for super long, but my commitment to excellence remains undeterred.
Definitely seems like you get a lot of leverage out of the engine you have!
Fun! Very floaty, but the movement is nice and fast.
Nice game feel here, though I feel like some of the scrolling and fading effects are too smooth to feel Game Boy-esque?
Nice. A few things:
- Be mindful of using arrow keys on a web build. Up and Down arrows might end up scrolling the page.
- The game's framerate differs from the web to the Windows version, as evident by the scrolling text speed.
- I got stuck in place a few times. Not sure if that's common.
- Groovy music!
It's a dating-recollection sim? Interesting...
Nice idea. Seems really easy; perhaps the balance isn't quite there. I like the music.
Not bad. I didn't understand the loss condition from the intro sequence, though.
Nice. I'd recommend not using mouse input for menus if your game only uses keys to play.
Not sure why I didn't include instructions, but they're there now. Anything UI related would be non-trivial to fix or describe, but I'd be happy to hear all complaints.
Very cheery. The music fits nicely.
A couple of thoughts:
- The bullets could stand out a bit more, by size, color, etc.
- It might be nice to know how many citizens remain.
Congrats on the first game! It didn't seem like the bullets actually do anything?
WOOOOO!
Butterflies! :D
A nice start! Also, never admit that the product's unfinished. ;) Own it! Make it showy! "Well done! You win! Hooray!" after the first level, or something.
Interesting premise. I like collecting the things to use against the boss.
Very stylized! I like the feel, though the random generation is pretty shaky, and the enemies don't feel terribly meaningful as a source of points since there are already point orbs, nor as a reason to dash since I want to dash to just avoid things. Fun to play, though!
Nice work for such a short period! I like the way the car controls.
Nice. I feel like the controls could be better implemented with regards to the theme (i.e. it feels like a design that warrants more buttons), but otherwise not bad!
Good implementation of the concept. I like how I wasn't expecting the multi-tasking at first. The UI could be a bit more intuitive, but who has time for A/B testing for a jam? ;)
Very fun! I like the feel and I love the audio.
Some of the resolutions are off.
Very nice atmosphere! There's something I don't like about the controls, maybe the camera behavior or just that I can't tell which way is up, but as a whole it feels very good.
Reminds me of: http://kotaku.com/a-game-that-imagines-a-happy-ending-for-a-tragic-loss-1742203440
Nice, good use of two buttons. I would have liked to have had an easier time of aerial movement after an uppercut, since platforms would sometimes end up pretty far apart.
Very nice! I really enjoyed the mechanics, though they were hard to understand without explicit description (though I'm sure there's a more effective UI that could be done).
Also, I got past the part with the pillars of the same height that you need to tumble across, but I ended up soft-locking the game in the tunnel by falling off of my collapsing tower onto an inactive but not destroyed block, so I couldn't move.
Very fun. Oh, right clicking reduces the charge. Well...I didn't want that anyway. ;)
Nice. It was hard to figure out what to do (I thought it was a tower defense game, so I didn't think I needed money to build units), but pretty fun. I couldn't tell which effects were my units dying vs. enemies dying, though.
Nice. It feels like there should be more to do, but I like the variety in the flowers that are present.
Playing in the embedded player doesn't work well with the space bar?
Not bad. It feels like there's no motivation for action in the game? Like, there's no tension to make the gameplay enjoyable, I feel. I kind of want it to not be turn-based, so that I can sit back and watch the crops grow and then have to time when I harvest them that way.
Nice. Definitely a lot of content. I like the style, though there are some oddly inconsistent elements, e.g., the SFXR sound effects against the more instrumental music, or the unique font for the FREEZE text.
Nice. It's goofy and fun! Be sure to have a kill plane in case the player falls off.
Nice. It's kind of hard to see the enemies coming with the camera angle and the color choices.
I can't get the executable since Microsoft thinks there's a Trojan associated with the download. =/
@donvermo - Whatever makes you feel like an octopus. ;) The animation delay on the tentacles plus the penalty for dropping sushi countered spamming in my scant testing, but I didn't do any external playtesting, so I'm not surprised.
Thanks for the comments!
@tanjent :) Glad you enjoyed it! (I had forgotten about the key limit thing! I hope that doesn't make anyone feel less like an octopus.)
@Imagos - Thanks!
@YinYin - Yeah, I forgot about ghosting (are you mashing too much? ;) ), but I wanted to optimize for eight sticks instead because octopus!
@thecatspajamas - What? It totally only uses 2 buttons! ;) I mean, unless you play just keyboard, but that's the, erm, non-standard control scheme?
Nice. The seed shooting feels pretty solid.
Regarding the yellow platform, consider having it instead wait for a certain amount of time and then move at a reasonable speed, which should accomplish your intended goal without being tedious (and not reveal itself if viewed from the side). ;)
Simple and a nice concept, like a beat-em-up where the movement is done for you. Nice! Audio would be nice, though.
Very nice! I enjoyed the particle effects and the use of a second camera for the zoomed-out view. The menu seems poorly designed, though; you could put instructions there instead of in-game, and there seems to only need to be one button, so you could probably also use key input instead of mouse.
Nice. I didn't get a good sense of the theme from the game, and some music would have been nice. Nice visual aesthetic though!
Nice. I enjoyed the flocking behaviors and the player movement. It took a while to understand what to do, though; I didn't know what was good or bad for a while.
Simple, and it works well with the music. Any real computer would only use numbers that are powers of 2, though. ;)
I could hear some audio from the game when I clicked around, but nothing rendered beyond a blue square. =\
Simple and fun. Nice job!
Nice. I like the idea of controlling multiple tentacles that way, though it seems like if I just focus on a couple of tentacles the game won't end, as I'll spawn new ones as the old ones die.
Nice. It's hard to tell what to do immediately, though. Perhaps you could use more diverse colors so it's easy to tell things apart? Also, your game over screen icons are hard to identify.
Nice. I like the choice of colors and visuals. (But why Eb's when collecting orbs??)
Well done on a first LD! I also like the effects on the beetle for speeding up - the squishing against the wall, the shaking of the frame, etc.
Interesting format! The intro sequence is lengthy.
Nice. It definitely needs something more to avoid being almost trivial (it's always put a marble down unless a neighbor is the same color), but it feels nice to play.
Nice! I'm not 100% on all of the mechanics (elevators? especially illuminated ones), but it's solid. I like the reflectivity of the surfaces so even if I miss, I still get information.
Very nice atmosphere! I feel like the placement of the fires could be better so that I won't wander off aimlessly somewhere.
Oh, also, I had trouble with clicking out of the game when playing it windowed. FYI.
Very nice! Seemed like the gorilla was definitely harder than the lion, and it felt a lot like I could mash and just dodge as needed, but still fun.