Composition with Yellow, Red, and Blue by DaveDobson 2013-04-29T23:04:00
Very cool game. And it looks really polished. But could you make the intro the next time a little bit shorter?
Foon → Ludum Dare Explorer → Users → klianc09
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Little Dudes Planting Stuff so They Don't get Eaten | jam | 524 | 3.31 | 3.21 | 3.42 | 4.26 | 2.68 | 3.26 | 3.36 | |||
| 2022 | 50 | Delay the inevitable | Bomb Shift | jam | 885 | 3.38 | 3.55 | 3.69 | |||||||
| 2020 | 47 | Stuck in a loop | Lethal Loop | jam | 1079 | 3.31 | 3.42 | 3.28 | 3.02 | ||||||
| 2019 | 44 | Your life is currency | Conway's Currency | jam | 717 | 3.28 | 3.04 | 3.68 | 3.84 | 3.24 | 2.90 | 2.98 | |||
| 2017 | 39 | Running out of Power | Neuropower | jam | 81 | 3.98 | 3.67 | 4.30 | 3.76 | 4.05 | 2.15 | 3.48 | |||
| 2015 | 34 | Two Button Controls / Growing | Colony 3028 | jam | 358 | 3.49 | 3.17 | 2.76 | 3.27 | 2.73 | 2.51 | 2.86 | 3.13 | 80 | |
| 2014 | 31 | Entire Game on One Screen | Hyper Soccer | jam | 435 | 3.28 | 3.32 | 3.61 | 3.42 | 2.63 | 2.56 | 2.50 | 2.82 | 100 | |
| 2014 | 30 | Connected Worlds | Hello, Alien! | jam | 47 | 3.94 | 4.02 | 3.62 | 3.90 | 3.58 | 3.55 | 3.82 | 3.51 | 100 | |
| 2014 | 29 | Beneath the Surface | Below Earth | jam | 252 | 3.39 | 3.38 | 3.17 | 3.38 | 3.21 | 2.68 | 2.74 | 3.00 | 91 | |
| 2013 | 27 | 10 Seconds | Goat Tower | jam | 361 | 2.96 | 2.98 | 3.04 | 2.20 | 2.86 | 2.34 | 3.58 | 2.49 | 100 | |
| 2013 | 26 | Minimalism | Escape the Minimalism | jam | 59 | 3.73 | 3.82 | 3.38 | 3.93 | 3.59 | 3.46 | 2.92 | 3.74 | 100 |
Very cool game. And it looks really polished. But could you make the intro the next time a little bit shorter?
Got here after watching a video of somebody playing this, it's just a wonderful game, but it gets really easy once you know how everything influences everything else. I want new levels so I have something new to explore.
1000 rounds? Honestly?
Really well done, I really liked it.
Already the second great take on the tower-defense genre. Well done.
Basically a complete game, but nothing special. I was missing something out of the ordinary.
This is great fun, but the last level is really difficult. However I'm not sure how this tests my skills as a pilot...
Overall a really awesome game.
If the bigger enemies would also move, that would make the combat more interesting, this way it is only a matter of retreating often enough and just firing the way the enemy bullets come from.
This entry perfectly reflects the relation between computer and human.
At first it is not clear that the cacti harmful, they seem to belong to the background, still the overall art is really pretty. In terms of gameplay, it's a solid platformer, but there is nothing special about it. But it's good that you managed to polish your game.
Kinda confusing but interesting concept. Although it doesn't really have much depth as it is. Artstyle kinda reminded me of the good old PSOne games.
Somehow this was fun, even though it was really too hard. A pity that you weren't able to finish it.
Really great idea. :D
Was really fun to play, but constantly crashed for me in Firefox and Opera... Won't give bad rating because of that, but I think it should be mentioned.
This is a really fun and hard game which can be really frantic at some times.
After you finish it, the first level just keeps looping. Thank you very much, for making such a great game.
Was that music in the background or constant sound effects? They sounded distorted and started to annoy. Other than that, a simple "shoot the blocks with the canon" game.
It's good to have Controller Support and everything, but if you have to play it with the Keyboard, I would at least like to remap my controls, at some point I couldn't advance because I couldn't jump while moving left-upwards. (Space+Left+Up Arrow keys and ghosting on my keyboard...)
Otherwise I really enjoyed the game, remembered me of other cool games.
Please make a post-compo version!^^ I really like this concept, If only the user interface was more user friendly. This has much potential, and I would really like to see more of it.
(Try making leaves always into every direction, this way the whole game area fills up with leaves and you can never lose and never win, and if you add seeds to it, the whole game crashes.)
So, please make this creating of rules much easier and comfortable (maybe also add icons and pictures) and maybe a little bit more comprehensive tutorial. Then I would really like to come back and experiment some more with my precious potato DNA.
I can only imaging how awesome the heart-monitor controlled version is xD Then it really deserves its name.
The level which says "BUUUURRRRN" is too hard...
Nice puzzler. That the last color touched is locked, wasn't quit intuitive and confused me, but once I figured that one out, it added to the puzzle.
The level seems so empty, there could have been so much more. (maybe also a pushable block?)
It seems like we got inspired by the same thing and ended up at the same name, but we made completely different games. :D
I like the concept, although it strongly reminds me of something else. The collision detection and resolving is not quite right and there are too few levels.
When you make a post-compo version, with more levels and more stuff, this can really be a cool game.
The rotating of the ring is first confusing when you don't know it, and maybe it should be called "No possible moves left" because that confused me too at first. But I really like this take on the match-3 genre. Would like to play this on a larger polygon, but I never got so far.
I like the concept of using mirrors (would also have liked that it becomes the theme), but the controls can be really frustrating. Either aiming with the mouse (for the action) or having it snap to the 8 main directions (for the puzzles) would be nice, also I'm missing moving diagonally.
Really minimalistic... but have you ever considered... adding more colors? (also random losing bug)
Really great game, the idea itself is pretty smart^^ I just want to suggest some improvements, the switches that can be moved should be somehow marked differently from the stationary switches, it took me relatively long to realize I can move them, it would be cool if the player wouldn't abruptly stop when hitting a wall, but instead sliding along the wall, this would solve the problem with the inertia, some of the others were complaining about.
Really nice game. The controls are a little bit annoying (Not everybody has Z directly besides X) but otherwise well executed.
At first I thought "Silence" was a real songname and I wondered why there was no music... >.<
Can get frustrating when the ball keeps bouncing around uncontrollably. The music loop really is annoying.
If the ball were a little bit more responsive and the music would be acceptable, then this would make a pretty good game.
The level selection screen is somehow bugged or I don't understand it. I like that everything is crates. If it would be polished a little bit more, especially the controls and the levels, it would be a nice platformer (and maybe beatable too).
This really is minimalistic, but maybe too minimalistic. It felt like it was missing something more.
That it has no instructions makes it much more interesting to find out what is going on, but once you find out, there really isn't any other challenge anymore.
The Light effects fit it very well.
Innovative concept, I like it. But where is the score you are talking about?
This... is... AWESOME!! This would have never been so great without Pard. Thank you Pard. It also looks so "finished" which is also really cool to achieve within a weekend.
Are that vikings raiding in mexico with a helicopter with Silvester rockets and a potato sun? Well if it's nothing else.
Just hammering on Space solves all Ammo problems... and once the vikings block your ammo supply and you don't have any left, you can't do anything anymore...
I also played until I was on the top of the highscores? Is that bad?
Really awesome, must collect ALL the potatoes.
really awesome, I somehow even got on the leaderboards :D
It looked like there were multiple paths, but then they just used a single path...
Well done, really risky doing something like this, but innovation knows no boundaries^^
PS.: my screen is now only black, did I win?
The link seems to be broken. Dammit why does this always have to happen with the good games.
It's interesting how it plays with the player's expectations and subverting it in the later levels. But at Level 9 I had to quit, just a too big level, I just got lost all the time.
Thank you for all your wonderful feedback ^^ wasn't expecting that people could actually like it.
I also didn't expect it to be too hard. And I nearly made the mistake and made the "intro" too long ... I hope it doesn't stop too much people from getting into the game.
@UntitledQ: that's exactly what I was aiming for.
@eShredder: that's because I added a wall slide animation to it last minute (hour) and it seems sometimes when you land fast enough you are inside the floor for one frame and then it triggers the wall slide animation, haven't gotten to fix it yet.
@PPLo & MegaBrutal: I never got to explain it, but the music starts to fade out/slow down continuously and you have to keep collecting stuff so it won't stop.
@KilledByAPixel: Yeah, I eventually forgot about that, the minimalistic world gets too short. I also skimped on the story.
@Everyone: Sorry if it made you rage-quit, I simply tend to make games too hard. But it seems that most people enjoy to have a challenge. :)
@EggDestroyer: Yes, jump height depending on the duration you hold down the jump key comes in the post-jam version ALSO why would you enjoy random volume shifting?
@Xaychru04: I really like to spread the word, since I think Kubbi doesn't get the recognition he deserves doing such great stuff (and for free)
@Dining Philosopher: yeah... I knew about the problem with the white font on white walls since very long, but I always forgot to fix it...
Really great game I liked the sound effects, but as others already said, there is a problem with the controls. A simple solution would be, to be able to move the incoming block left and right, or to be able to move all the rows at once, this would make the game much easier to control.
I have completed games... but none has been so fricking unfair!
Well the title didn't promise too much...
Other than that well made.
I do not know what the hell is going on. Had fun until I died and seemed to have lost everything. Maybe with clearer instructions it would be pretty cool.
"Play the new Button-Smasher-Simulator 2013". Well, this game concept is nothing for me, my poor hand...
I'm still not sure how this works, but somehow I enjoyed it.
It somehow doesn't load, seems to get stuck at the loading screen.
Sorry, with this input scheme I can't play... on the other hand it seems like a cool idea.
Flashing lights!
I like how you can shoot from one side of the map, switch sides, and then the bullets fly towards you^^
Also had a bug, where I was invincible and my health just kept dropping below 0.
Nice game. Short preview of Level 10 "OMG, so many circles shooting at me at once! So many circles.....", The upgrade menu should really pause the game. Still like the additions of the lines.
I really liked the infinite playfield and the smashing mechanic, however it can get boring quickly at least it doesn't seem to have more than 3 enemy types and once you know how to beat them it's very easy. (I often just let them run into the ball instead of smashing the ball into them)
Gets really hard later on.... but otherwise pretty cool.
This sounds like a good idea, the ghosting problem could be overcome by simply using gamepads. And with a real win-condition it would be worthwhile. I'm not sure if you weren't able to implement a damage system yet, or if your system bases on pushing enemies around on purpose, but I think this is a great idea that could make for some interesting strategies combined with that capture the control point system.
Awesome game, stomping stuff is really fun. Looks pretty polished. But the platforms seem to get too far apart later in the game.
Overall my favourite game yet.
I'm not sure how I should rate this....
Great game, immediately loved it when I saw it in the 10sec video.
Bonus points for using Comic Sans MS!
The red color is really annoying. The level select screen music is nice though.
Everything is possible, except completing the first level with the assassin... Really like this game^^
Why does this have to be in first person? I think this would have been better as a simple 2D puzzler. And I had to read the comments to know what I had to do.
This is one really though platformer. Although the idea is good, some levels were just stupid (min. Light) and others were not innovative at all (min. Time), I enjoyed the rooms with jumping and turning and greed the most, maybe you should have focused more on this things, and maybe combined them, that way you could create some sort of complex puzzles. Needs a restart button, but overall I really liked it.
(PS.: Deaths <= 10 ... ARE YOU FRICKING KIDDING ME?)
I don't get it, and having to reopen the program to restart gets annoying. Still... whatever it is... in Innovation and Humor it gets 5 stars.
I think there is a bug, it says "Soldiers Used: 2" although I know I have used 3 :P (I guess you should fix the bazooka soldiers)
But seriously, this is a great game, really loved it. Would have liked to use WASD for movement though.
Really awesome game, finally a TD where you can move around and place towers in the way of the enemies. Would have liked more information on what the towers do, or what the information displayed actually means.
With some more polish, this can really be an even more awesome game.
This game feels pretty cool. The first time is a real pain, but once you know where to position your mouse, it's no real challenge anymore. That you can damage the buildings on your own was really awesome.
The last digit of PI is BAWK!
I have no idea what I have been doing, but somehow I controlled the whole city but nothing else... Some instructions, maybe? Because you don't really get feedback which of your actions influence what.
But other than that, cool artstyle and the music loop was really enjoyable.
Well, at first I enjoyed it, but not having a reset button (which worked), killed it for me. And having something like STRG + Z or show all previous click positions would definitely help. I managed to solve a level that looked nearly like in your second screenshot, I was really amazed of myself. I really appreciate YouTube Commentator mode, but how it's solved is not really smart, because levels sometimes don't get harder at all, but when you implement all the other difficulty settings you wrote in a previous comment, I think this mode will make much more sense.
Well, not the most innovative game. I didn't have too much fun with it... Maybe it's because I don't like FPS that much?
Sure it's polished and everything and impressive that they accomplished this within a weekend, but somehow it's not really interesting. (Except for the death sounds, which are really great, they are basically the only reason to keep playing.)
This would be more interesting, if I wouldn't have to build some strange boring stuff. I would have liked to create a sculpture or so in the middle of the room, also the first five levels or so are basically the same and it takes really too much time to surround the whole grid. But the gameplay is overall pretty neat.
I didn't read the instructions at first. So I wanted to go complain how frickin hard this game sometimes is, but then I saw that you can slow down, but that was after I basically played through your game without using slowing down... However, I only was able to complete the game because you can farm infinite lives at level 7, there I farmed until the lives reached outside the right side of the screen. Nevertheless when I was close to the end, I nearly had no lives left, because the last levels are just really frickin hard.
The fact that you can't change speed while jumping, made it more into some sort of puzzle game, that was somehow interesting.
Overall: really cool rage inducing game, the post-compo version seems to fix most of the issues, that's really nice. (Although you should still be able to farm lives because you get a mushroom and some coins, but it will take much more time and is much more difficult...)
It took me a long time to realize what was going on, and that the sound can guide you.
It's somehow strange that I rate a game where you only see a line that absurdly high, but somehow everything fitted nicely together, so you well deserved it.
Really awesome game, I could play endless with this build your own creature kit. The blurring of the missing eyes was kind of annoying, especially in the editor screen. Having a creature with a lot of mouths is really fun.
This is really frickin hard. But it's just so much fun to bunch up squares.
Well, pretty simple and monotone, but I suppose your time constraints are an excuse for that. Thought the music fit very well with the frantic pace.
Wow, really impressive work, writing an own SQL parser is something I would have never expected to happen within a weekend.
I mean I like such games, (I also had a similar idea if the theme would have been 'Surveillance') but at the moment this is too much SQL for me. Better get some sleep and then try it again.
(It may sound crazy, but maybe this could be used to teach SQL to students...?)
Flying around is really fun, great job. Although it's sad how it just degrades to a "circle the enemy ship while shooting at it". But I don't know if it would be a good idea to make a bullet hell game out of this, with complicated bullet patterns you have to dodge.
And it would be cool if the blocks you shot at would get destroyed and stop shooting.
Really cool
You really must hate my eyes and my brain. I touched a skeleton and then I restarted. Did I finish it, or did it kill me? And now I'm confused what I should rate on graphics, because they are really bad, but they are intentionally bad, and they are really good at being bad, so are they now good or are they bad?... ough, so many questions, so little time...
Ludum Dare in a nutshell.
Just love this game, does that say anything about me? The voice was really well done and the "puzzles" are really great.
Although I'm stuck after decoding the message, I don't know what to do with it. Help?
The music is somehow hypnotizing (in a good way). I had no idea what the atoms exactly did, or how the switching works, was too distracted getting to the goal within 10 seconds.
Dammit, I can only get B, F, S and SS.... But I really like the game, though you can get really lost sometimes and don't find any further key details. And after replaying it several times, it seems like the primary dialogue choices don't matter at all.
All hail the queen.
In the description you wrote about one and a half levels... where is my half level?! :D
"You are going to die in 10 seconds the remedy is in the other room... NEXT!" - I guess this doctor isn't going to have any patients anymore very soon...
Just gorgeous pixel-art really love it, and a very solid platformer.
Damn, a game on Ludum Dare that made me actually think. I don't mean about puzzles, I mean about life... didn't expect that. (And please don't expect it from my games). If there were a category "Motivational" to vote on, you would get 5/5 stars.
Incredibly difficult, had to restart very often. Being able to make that "HISSSssss" sound was a nice touch :D
I blew up the phone, but nothing happened... maybe I was supposed to touch it with my hero instead of blowing it up with another creeper?
The footstep noise really got on my nerves, you could just play it, when the creeper is actually touching the ground, to lighten it up.
There should be more zombies to kill and I'm not entirely sure how to use the grenades.
Really awesome game. Running through the level activating all the right abilities at the right moment when you need them only using one button felt pretty bad-ass. :D
At first I thought, this is gonna be like braid, but it isn't, it's something completely different.
The puzzles were great, although I'm not sure why the last level worked as it did.
I wish my character would walk faster... The music was fitting to the graphics, although it sounded almost too... scratchy? Or however you might call it. Besides that, it feels pretty polished.
I really like the idea, but there are some things that should be improved (maybe you already have in you post-compo version, but I have no Android tablet to test it....).
It would be nice if the actual logical gateway-function was written on the chips "AND", "OR", "NOT" and "XOR" is much easier to understand than some made up symbols by you (maybe you could make it optional to display the correct text on the chips). The levels need much more NOT and XOR gates as they actually give the levels some difficulty instead of "cut all the wires". The batteries that don't provide power are unnecessary, except that they add to the mess of wires (maybe that's the intention, but I don't like it). I know 10 seconds was the theme, but it would be much better if the time available would scale with the complexity of the level. And finally, give the player some lives, or unlimited retries on a level, as I think at the moment it can be too punishing having to restart and doing all the easy levels over again.
Having said that, I really would like to play an improved version of this (one not for android). So overall, really good job :D
Beautiful entry, made with much attention to detail. :D
This is really hard, but fun. I just wish there was a way to plant forests, as they would be the only thing to stop the flood. But this inevitability of defeat just gives it a much more intense atmosphere.
Also was this supposed to tech us something about environmental protection? ^^
This is kinda hard. I really liked the controls, they made this much more interesting.
The sound effects really complete this game. It has a really great atmosphere.
After a while the levels get nearly impossible, since the important wire gets covered up by all the other wires. It would be cool if we could "shake" the box, so that the wires get rearranged, or if we could drag wires around. Then it would be possible even at the higher levels.
I would have also wished to fire in another direction then I walk. Maybe lock the direction you are facing while holding down the shoot button? This would make the game a little bit easier. And either my eyes are just confused by your graphics or there is a bug where no matter which wire I cut, the bomb still explodes...
I got an Above Average rating as a time taxi driver. I guess I'm gonna switch careers... :D The music makes it really fun to play. And once I delivered the customer on time and he complained about being "0 seconds late", I guess you can't satisfy your customers these days anymore...
Well, I don't have much to add. Basically what DaVince, EmptyFlash and choqaae said :)
Nice and easy to understand mechanic. I would like to cancel a run, as soon as I see that I made something wrong, instead of having to watch all the 10 seconds everytime. It would also be cool, if you could mark on the timeline where you want change state while it is running, then it would become less trial and error and more strategic planning.
I really like such games, and you did a really well job, I only needed the spoilers once (what to do after having a city (the obvious solution: having more cities ))
I hate it when games force me to wait 4 seconds after every retry.
But it was a lot of fun, playing a rumba ... with a broom ... clearing dust ... on a sphere. :)
"politics in a nutshell". love it.
Well, this was weird... Still have no idea what this game wants to tell me.
At first I got stuck, because I didn't read the instructions, and didn't know I could rotate the room...
The Audio was really great and created an impressive mood.
@archaeometrician & naufr4g0: Yes, I added nearly all the waves in the last hours and wasn't able to play-test it enough, so it's really hard to win. But I rebalanced the difficulty in the Post-compo version.
@Xgor: The dash only gives a sudden speed burst that you lose very fast again. And the damage you deal depends on your speed at impact.
Therefore: the faster you can smash the dash button, the faster you go and the more damage you deal.
(In the Post-Compo version you can also hold the dash-button to run faster, but it's still not as fast as rapidly smashing the dash-button)
@euske: Strange, they work for me and everyone else. Did the server not respond or something?
@JHollands: Yeah, Powerups had been planned in the original brainstorming, but time-constraints and stuff...
But I will certainly implement them in the Post-Compo version sometime in the next weeks.
@everyone who has troubles downloading: I put up a mirror on dropbox, hoping that they are more reliable.
So if downloading it didn't work for you, try the mirror.
I would have liked to have more varied texts, not always the same three texts. Also I'm not sure if those are really 10 seconds you have time for typing?
Really awesome game. After getting used to the controls, I liked them somehow more than controls from other such games.
I didn't even play the Practice, I just learned it as I ran/died along.
Smooth level design. Really great work, I'm impressed.
When you think you have seen everything.... Really cool, can't think of any other game like this^^
Is it normal that the birds are pooping like machineguns? I am not sure if there is a frame-limiting (timing) problem, or if this is indented. Because right now they destroy me within two seconds when I stand still.
You got a game. It's a nice game. :D
The text of the last item gets skipped, which made me play it again to recollect it.
Simply awesome. That's how games should be, I just played several times, just to try out different scenarios/tricks.
The screen rotates a bit too fast, making it hard to navigate. The atmosphere is great, and I loved how you can throw a ball for your crew-members.
RAINBOWS!!
At first it was really weired that up wasn't up-right like expected but up-left instead. But after getting used to the controls, I was able to enjoy your game. Really nice adventure-puzzler you got there. Maybe some sound effects would be nice?
Also: I think it's funny, that when you search for "goat", only your and my game appear in the results. :D
Really cool concept, and the rabbit crashing against a wall looks funny. Having to delete everything when you want to change something at the beginning of the path was a bit frustrating. Also the music (although kind of interesting) got really repetitive really quick.
I'm not sure what was going on, but I liked every second of it. (Except always having to restart from the beginning, but it wasn't that long anyways.) Too bad there was no audio.
It was kinda easy to finish but visually very appealing. On strange thing although: Why do guards raise the alarm when they see you, but fight to the death with other prisoners?
And sometimes I had a bug where I got stuck at the bottom of the ladder and couldn't move left and right anymore.
When I try to download it from the google-drive, I get a 404 Error. That's really sad, because the game seems to be fun.
Wow, this was actually MORE fun than I expected :D
The music is really great, and I like just running around and spamming those gravity-defying bombs.
Then suddenly an alarm rang and the music changed, and I was like "WTF!" and then it rained giant drills. Really cool.
Really great take on Rock,Paper and Scissors
Nice game, but needs some more tweaking in my opinion.
It felt like the difficulty was rising too slowly at the beginning. And there are often safe spots in the map where you can just hide until the next gravity switch/rocket that spawns right next to you. The gravity switches could be more frequent, as they require you to adapt your strategy, so that you can't do the same thing over and over again.
Really cool music, but it gets really frustrating when you always got no piece that fits. I think you did a "good job" ;)
The windows 7 version seems to have only one level. But I enjoyed it nonetheless. The ghost and seeing the previous input made it less of a guessing game, but actually possible to plan and adjust your play. That's something I have been missing from a lot of other similar games where you plan something ahead and then watch it unfold afterwards. (Also bonus points for gamepad compatibility.)
And does the port miss audio or isn't there any altogether?
Cool game, but I encountered a (minor) bug:
When you start a teleport to above spikes and get the last button before you teleport, the win animation will trigger, but then you will teleport and get killed by the spikes and have to restart the level.
I wanted to play this game since I saw the gifs in your progress updates, and it really didn't disappoint. The hot/cold mechanic with the music was a nice touch. And I like how you can only see the red eyes of the critters in the darkness.
At first I thought, what the heck, what's that for a difficult game? Then I read the "CONTROLS and HOW TO PLAY.txt" and I suddenly was like: wait... there is a charge attack? AND I can play it with my controller, AWESOME!
When I read you first post about the DreamTeam I was skeptical that a team of random awesome people would be too much awesomeness to handle, but you guys did not disappoint.
Level 10 is near impossible and Level 11 is impossible because you can't jump that high... maybe I'm missing something?
I had to compile it myself since the exe doesn't work on 64bit machines.
The graphics looked pretty cool.
But it was a little bit confusing since there was neither an explanation nor some feedback on what happened and how you exactly lose.
"Ok, ten steps away. One, Two, Thr... *BLAM* AAAARGH Traitor! Cheater! *dies*"
So much fun :D
This could be a very strategy heavy game, but as it is, it's only about "who can patiently wait the longest until he got enough energy generators to create a battleship"
The 10-second delay outside of battles seemed unnecessary, since you have unlimited time building. I had a hard time telling the different factories apart. And why would I make a floor if it only made my ship burn more easily?
But if you made some tweaks to the gameplay (and made it easier to understand), it could be a great strategy game.
The transition from the no-friction Superposition to the high-friction normal cat often got me killed and this frustrated a little bit. But that's a minor complaint for an otherwise awesome entry.
On a larger grid, this could for sure be great fun, and maybe with walls and such things, and the arrows always pointing in the direction of the shortest path...
There need to be more random things happening. The disappearing platforms and the zoomed in view got really annoying, but I guess that was the point of this.
I think the rating system is bugged, I won't let me give you 999 stars for Audio and Humor!! :D
Really awesome. I really like how you can choose your upgrades.
Only bug I encountered was that when you die, you keep your upgrades on restart until the next upgrades come.
I think the Hitbox of the ship is too big for the third section, but you can simply hide in the right corners unharmed.
Yeah, I saved the princess. I expected something different than a typing game, (more like typing in actual commmands) but somehow you managed to make it fun. great job :D
"Jump for fun" - Yay! *jumps down* - "Sucker" - Hey! *dies* :D
Really funny, a shame it's not completed.
Nice graphics and music.
It doesn't start, I click on Join Server but it's stuck with the screen where the instructions float around... But I can already tell, that I like the graphics and the sounds, and probably the gameplay :D
Took me a while to realize that the sun-pickups decrease the rate at which his power drains. There is actually more content in this game than it at first seems. The controls could be a bit better, shooting down those bugs seemed a little bit tedious at times. But this game has good ideas overall.
Damn, OCD shows again, I just wanted to collect ALL the gems, but it just isn't possible in 10 seconds, but that's okay, because else it wouldn't be a great highscore-based game. Although at the end, it's really difficult to even get to the antidote within the 10 seconds.
Really great graphics and audio. I'm really impressed.
It would be cool if the different weapons would each have their strengths and weaknesses and not just weapons that go from super-weak to ultra-strong.
Well, you didn't make a game, but what you made is great on its on rights.
Looks and sounds great, but finding your enemy/victim can take a long time on this large map, maybe make the view larger or have a minimap. And it would be cool if there were more rose bushes/book shelves, as they could give the game more depth.
The PC Version doesn't work for me, (Windows 7 64bit) it crashes if I select anything else than multiplayer (similar to what DesignerNap described), and then it won't register any second gamepad. (Tried with a XBOX and Logitech gamepad)
Here are two stacktraces http://pastebin.com/51ns86ih (One with only one controller and one with two controllers)
This game is really great although it soon turns into: "protect a single person from all the monsters to survive the round" but I still got to lvl 13 this way.
The web player has a bug, every time I pick up a kitten the "Kittens drowned" counter goes one up. But when I save them the "Kittens saved" counter goes also up. So I can never have more than 50% saving rate although I saved all the kittens :(
Otherwise, nice kitten-saving simulator :D
Awesome entry, I finally managed to escaped the castle. It's really hard, and some rooms are impossible (even without the gold). I like that you leave the player a conscious decision whatever to take the gold or not.
PS: You don't seem to check if the player took the gold or not at the end, because through a bug I was able to get the gold and don't get slowed by it, then I escaped and I still got the same ending like without the gold.
Finally got every upgrade. The Satisfaction-Meter drained to fast in later levels, so it isn't worth batting anything in his mouth except towards the end (maybe make the player lose if he doesn't feed him anything for, say 4 seconds)(also I'm not sure, what the actual lose condition is). At first maxing Fiber and Bartering is important, to maximize the money output. I had like 700$ all the time. I really liked how when you max Organisation that you can bat multiple food items at him at once, which balanced it again a little bit.
In the end, I guess I spend more time on this than I should have... and I guess this is a good thing :D
When you open it with opera, the button just sits in one place and it's no problem clicking it :P
Anyways, a really funny but nasty idea.
I didn't have a clue what the fuck was going on, but it can still be played without understanding anything, that was great^^ The music is very fitting.
I wish I had someone to play this with...
Great sound effects and music, but there are some bugs which others already pointed out... but there is still one unsolved mystery... what came first, the name or the gameplay :D
That's what those pesky humans get for leaving cubot and killbot alone at the ship! (For what did they have killbot anyways?)
Nice programming game, had a cleaner interface than another one I recently played. Although some things should be explained beforehand (facing and turning while moving). And the "music" and sound effects nearly drove me insane (thank you for implementing a mute button :D).
Somehow I have less points than the second, still I'm first on the High-Scores?
The pixel art is really well done. This game makes me sad, although the question is, how did momy end up like that?
Well the gameplay could have been more varied, but the music is so great *.* Also loved the graphics. This was a ton of fun.
Find the right Buzzwords for business people simulator.... awesome! :D
The speed-up and slow-down are a nice risk VS reward mechanics, I like that.
But beating this game without dying is probably impossible.
This could for sure make a great micro (macro?) management game, if finished.
Great job animating that rectangle :D I was missing some sound though. Controls were also really smooth, I even used ducking once effectively.
I often accidently clicked the Back button and lost all of my progress :( It would be great if there were a dialog as to prevent accidental miss clicks.
This was insanely fun, once you get the hang of it you can create really cool strategies. But the controls are not so well executed, There need to much easier ways to manipulate the commands you give to players rather than "append another one" and "clear them all".
Now I wish there were more scenarios, but since you made it that easily extensible, I'm going to try to create some on my own.
Really unique game. It just gets very tedious to slowly move forward and keeping everything in balance. Dropping the princess safely at the goal in the third level, was impossible for me.
The best graphics, sounds and general atmosphere I have seen seen so far. Gameplay is nothing new, but the leveldesign is good and controls feel tight.
That being said, there are things that I don't like.
e.g. Pushing the blocks is just SOOOO slow, it really breaks up the flow of the game, especially punishing when you realize you pushed in the wrong direction.
CLIMBING THAT CLIFF... the controls aren't a problem, until that cliff... you have to exactly press left a split-second after jump, so that double-jumping works correctly and you can still make it. And THEN I pushed the block down the wrong direction... And after finally getting the chest up there in the strange room, I jumped down the cliff and landed exactly in that small white pond right beside the save point... and I had to climb up again... Please, also save when opening chests.
But overall, very impressive work.
Well, I'm amazed. I guess I'll join the others in saying, this is great... this is FUN. :D
Really beautiful and funny game. I especially liked how the singing got quieter and quieter the more scouts I finished off.
Really great that it has gamepad support, I can't play it without though. (try also allowing Y instead of only Z)
This game is really awesome and action packed. But I think you should start with a weapon so that you don't have to smash buttons like crazy to get down to the first weapon.
Really liked the music and was a lot of fun, just missing some depth.
Pretty fun game. I liked the root splitting although for me there was no reason to split to more than two roots, as having too many roots made it nearly impossible to avoid all the radiactive trash (Who disposes all this trash anyway?). At the end, when you get so deep that nearly everything is rocks, there aren't enough rock breaker pickups so that you could avoid getting stuck.
It appears to be really great game, but I just couldn't get into it because of the already mentioned control and usability problems.
It even took me a while until I understood how to use a switch. (Move a worker nearby, and THEN click on the switch). And the way switches work, makes it sometimes hard to open and close the doors you want when building something more complex.
Names + Descriptions in the shop would have really helped. As one can't memorize everything from one front-loaded tutorial. Tooltips would help with this.
Sadly I couldn't build a large ship, because gathering resources was quite tedious, for example having to micro-manage my crew to disassemble one of that large ships. I wish there was a simple "harvest all" button, which would make all the workers automatically disassemble the whole ship.
I quit after my ship got stuck inside another ship.
And yes, using WASD to move can sometimes be confusing.
All in all it's not a bad game, but all those small things add up, to hinder me from enjoying it.
At first I was confused, because the white "left" on the yellow background is unreadable on my screen, so I just furiously pressed buttons and seemingly killed myself? But once I read the instructions it was actually pretty enjoyable.
Absolutely awesome game, it's mechanics are simple but allow for great depth. The graphics and sounds all play together to create that awesome retro vibe. Really like it.
Awesome game. It's fun and looks good. I liked the different phases of gameplay you play through.
Although the ending was a bit unsatisfying.
I'm sorry, but I had no idea what I was doing, because it was completely dark inside the cube and then I mysteriously won. I'm not sure if it's a bug or intended.
I didn't know you could make games with blender though.
It really looks nice and the audio really captures the feeling of being underwater. The gameplay is unfortunately lacking a bit of depth, but I guess it could get really better when you get around to implement your planned features.
The dying animation was funny to watch though.
Really great, but scratching multiple surfaces at once can get quite laggy.
I finished it with 215 seconds left (I think this are not actually seconds but frame ticks). It wasn't really nice that you lose all lifes when falling down :(
Nice and fun idea, but it was lacking in graphics. You should try reducing the saturation and contrast of the colors a bit (the shop window is painful to look at).
But if you polish up the visuals and audio it can be a great game.
Really well done game. I especially liked the music, it created a nice mood. I even got scared when suddenly that big fish appeared. But once I was afraid that the music was broken because of the silence between the change of tracks. Maybe play some static deep sea noise in-between instead of silence.
It wasn't obvious at first, that the air tanks gave more air capacity (I didn't even identify them as air tanks at first).
You did a good job at helping the player to see where everything is, although navigating was still confusing sometimes, but that's typical for isometric 3D games.
Simple but fun game. It really shows the difficulties of being a zombie leader as my minions always push me around and trap me between walls, but what can you expect from brainless monsters...
As others already said gets repetitive towards the end. The zombie noises are nice at first, but get annoying after a while, maybe it would need some music?
Really awesome game, plays and feels simply great. I tried several times, but I can't get over 9900 points.
I would be really interested into how such a graphics effect is achieved. I wanted to look at the source but it's apparently a gamemaker file, and I don't feel like downloading gamemaker.
Nice and simple game. It's simplicity makes it great, but maybe going faster should also give score faster, to spice it up a bit.
It has input delay in firefox, but runs smooth in chrome.
Nice little game for your first try.
I wasn't particularly a fan of the graphics or music, but I chuckled when I saw two zombies getting stuck with each other. (Thanks to IAmSpencer for making the gif).
Really great game. The music was excellent and I think the squares give it a nice touch.
I was just about to complain that my keyboard can't process up, left and spacebar at the same time, when I saw you could also use the mouse. Playing with the mouse makes it a ton easier, because you can acutally aim somewhere else than where you are moving.
The boss was well done, except that you could stand outside of his range and just kill him offscreen without any trouble.
Reminded me of Zelda, in a good way.
Really liked the music, but the graphical glitch was kinda distracting though. Also the skeletons were a bit too easy and the bosses were a bit too difficult to avoid taking damage.
Thanks for reporting the errors, as TheLastBanana already pointed out, it was compiled using Java 8, but since I don't really use any Java 8 features I changed it to Java 7.
@TheLastBanana: I'm glad you like it. And I totally agree with you, tweaking the numbers is really hard during ludum dare when you can't find a playtester in the middle of the night.
The Post-Compo Version has been updated addressing all of your issues in some way and generally making the game easier.
P.S.: thanks petey123567 for reminding me ;)
Thank you all for your feedback.
It seems like I always make my games too hard, which is kind of a pity. The "spawning besides enemies" issue is my fault, for not paying attention when generating some levels.
And I don't know why I thought restarting with the same health when dying was a good idea. I fixed it in the post-compo version.
@GreatBigJerk: I assumed it would run on OSX because libGDX supports it, but I have no Mac myself so it could take a while until I manage to fix it.
I'm hoping to get a HTML5 build of it done though.
Thanks again for commenting, people.
@admung: Yes, this interactions between enemies weren't intended but I think that's what makes it most fun.
@shadow64: At first I planned to only generate levels, but then I gave in and made a quick level reader that parses a text file for the tutorial level and used it in other levels afterwards too. In hindsight I also realized that somehow the hand-made levels were more fun than the (poorly) generated ones.
As with the music part: I really think that music is important. It makes or brakes a game. And I'm always too scared to add music that doesn't fit or is annoying. And currently I'm not confident enough with audio tools to make some music myself.
Fun game. On my second try I managed to scavenge all resource in half the time and then I didn't know what I should do anymore. Still my tree only grew to 418m.
The mice are really hard to spot, and the slow scrolling makes it nearly impossible to stop a mouse that is at the top when you are currently at the bottom. Gnawing through the bigger roots should take more time, to make it more balanced.
But the concept is simple and fun.
There is a bug in the second level, when you go down, sometimes enemies spawn inside the roof and get stuck.
Overall it's very fun and looks nice. I even managed to get the laser gun, but some things have been annoying.
I wish I could zoom out more, as the flying enemies appear really fast. Also you have to stay under a platform so no enemy falls directly on top of you. And I would have loved to be able to heal myself.
This game laggs terribly in firefox for me, and in chrome I don't have audio :( But what I heard was well done. Although the dialogs (monologs?) are funny, I wish they were skippable or faster. And I'm not sure if it's supposed to be like this, but I found some books and they didn't seem to be hidden, but rather have been on the way to the end.
Wow, really love this game. It feels very unique and looks really stylish.
For me level 2 was much harder than level 3 or 4.
There is so much you could do with this, I would be happy to play a post-compo version of this.^^
Ouch my finger hurts from clicking that much and I managed to get to 1098m. At first I tried the arrowkeys and keyboard to operate the submarine (because I didn't read your description), there should be an ingame text saying that it is played with the mouse. But I was able to understand the rest of the game without reading the instructions, so good job on that.
Really like the gameplay. The last level was the most interesting as the constant threat of the flooding creates a tension between collecting the walls and leaving them. While the levels where the water is sealed off and you can get the walls without any danger are rather boring.
Zooming out is absolutely mandatory, as I wouldn't have had any idea where to go in the last level otherwise.
Whoever told you, there is no such thing as too much screenshake, lied to you.
The shaking makes the spikes even harder to see.
Still, the platforming is really spot on and well done. It's also amazing how it only has a filsize of 56 KB.
As others said: ambitious but lacks the polish needed to play properly because of the 48h timeframe.
The controls being the biggest problem, especially the scrolling. Selecting and deselecting ants was very confusing at first, I sometimes wished there was a "deselect all" option. And the digging and building not always affected the block I was hovering over.
I also don't quite understand why I would need to breed more ants, since I can only focus on one anyway. Either make it possible to give ants commands, or focus more on the "little ant goes on adventure to salvage resources for its nest" part, because that was also really fun.
Nice little game. The music loop gets really annoying though. It felt like it was only scratching the surface of what is possible with this.
Liked the graphics, but finding out how to properly mine takes a while, as you have to press Z (not hold, as some think) and don't move until he has finished mining. That's why I often accidently interrupted my mining by moving right before it finished. Would be great if holding Z would prevent that.
Also it was missing some sort of challenge, besides the time limit.
Really fun but unbelievable hard. I'm not even sure if more checkpoints would help much. It would be great if there were more walls where you can re-align your characters, not always floors directly ending in spikes.
Great job, got me hooked for more than I care to admit, but still wasn't able to beat it...
Really like this. Good sounds and graphics. Just wish I could fast-forward the news anchor.
And I don't think Venus is possible ;)
The platforming was pretty standard, but the controls felt pretty tight, which is good. I wish the texts would stay a little longer, as I wasn't always able to read everything. The music was... strange... maybe a bit variaton could help.
Does not work for me (Windows 7, 64bit). It just says it stopped working.
Weird controls, but I got used to them after a while. The idea is nice, but it's quite slow and missing some challenge besides the dead pixels, which aren't much of a hindrance.
This concept seemed so promising, but I just can't enjoy it. The character moves really slow compared to the size of the world, and running back and forth the same way again and again gets kinda tiresome. AND THEN you die and have to walk the whole way again...
The resource management aspect of this game is great, and I would have loved to finish the game or 'pimp my crib' but I simply can't put up the motivation to do this after dying several times.
This really needs a speedup button and some balancing, but when you polish this up, it could make for a really cool resource management game.
Really great game, this is the type of games I always look forward to in LD.
Humor is it's strength oviously, one of the few LD games that actually made me laugh.
The first part should be easier, so that the later content isn't locked away from people not being good at flappy bird.
But who am I to complain about difficulty in LD entries. :D
Good job!
The idea is cool but it really lost it's charm after they respond the same way to the same questions for the fifth time. The graphics were nice and the music was great as long as it lasted.
Sounds are good and create a dreamy mood.
I managed to complete it, although the movement controls had a bit of a delay. Either make the player accelerate smoothly, or move as soon as the button is pressed, the way it's currently done just makes it feel unresponsive.
Yes, I really wish the controls wouldn't be so floaty and annoying. Especially climbing ladders feels really wierd.
Also at first I didn't realise that the heart was a healing spell, I thought it was just a health pickup, the game got much easier after that. But still one time I got stuck on a rat, and had no way to flee.
But it's a fun idea and the music is not bad.
The first time when it said "press Z to shoot bubbles" caught me by surprise and I subsequently let someone drown. It would be nice to tell beforehand that the Z key is needed in some way.
Other than that: wow, such swimming, much fun, so music.
Because carrying a body over the middle of the street is of course not noticed by anybody...
Great job, funniest game I have seen so far.
Really fun and well executed. The most interesting part was jumping from far away into a red spotlight.
I'm gonna claim your 1000 imaginary internet points, because I got a highscore of 201694.
I noticed that the crowd gets angrier faster, the longer you play. So at that point I was, the crowd was actually getting only slower angrier when doing a pirouette instead of making it happy. The only thing that could really effectively please the crowd were jumps, but sometimes I had 3 red spotlights right after another, and than I had like 20 times only yellow and green spotlights.
And the waiting times between spotlights should get shorter too (or at least some indication for the next spotlight), when the crowd is getting faster angrier. Because else you can't do anything while no spotlight is present (because you have no idea where you should walk and everything makes noise).
But that are just my rants on the difficulty. Overall it's really well done and feels like a complete game.
PS:As SonnyBone pointed out: If you made the music yourself, good job. If you used preexisting music, then it should be a jam entry.
PPS:Also, I think selling those noise reducing spotlights instead of making games would be far more profitable.
This was the best Box Simulator I ever played. There is nothing more to say.
The aiming seemed to be a bit off, and I was never quite sure if I really hit the enemies and if they were already dead or not. The world is at first sight pretty confusing, there should be arrows pointing to where the enemies will come from and where the "exit" door is. Other than that really impressive artwork and music for a LD entry.
Really atmospheric and great music. Although I would have liked to know who did it. I just have a vague guess, but they all could be the murderer...
Really awesome game. Looks and sounds really good. Had fun trying and dying. The only thing I would have to complain, is that the collision detection with the stalactites seems to be a bit off sometimes.
Also you can still throw bombs when you are dead which is pretty funny.
Thank you for making that insructions sheet, as I would be utterly lost without it. It was really interesting and fun discovering the world, but there is some room for improvement:
-Working with the drill and the radx is quite cumbersome, I feel like it should just use up a battery from the inventory, rather than having to refill it after every use.
-The radiated snow is hardly distinguishable from the normal snow, which got me killed a lot of times until I realized that there are those two snow types.
-I feel like the old man shouldn't give you a key to a door you can dig around, but rather give you the drill, so that you can't reach the end without helping the old man.
-Why do bugs always damage you when you kill them? Seems a bit unintuitive and restricts you to only killing two bugs. (Except if there is a way to heal yourself, which I didn't find)
Overall I really liked it, and would definitely play a more polished version. Good job!
@ActionRemix: the game doesn't seem to work in firefox, try using chrome
Nice game, but a little too slow. The first levels should be much shorter. Stopped at level 5 because the challenge was missing.
I think this is a great way to encourage comments on other peoples entries, as the feedback of other people is one of the things I really like doing Ludum Dare for.
Really awesome puzzle game. The first mission was just right for figuring out how everything works without any real pressure. It's just maybe a bit too hard to get a planet with only green blocks, the first mission took me probably the longest.
But once I understood it, the rest was a breeze and fun to play.
Simply amazing exploration game. The graphics are wonderful and the music switching depending on the action is great.
Flying around with the spaceship is also really satisfying.
Just make combat more engaging and varied and the planets a bit bigger. Then you got yourself a real gem of a game.
It would also be cool to open map mode (essentially Build mode) from any conquered planet, to make it easier to add your newly conquered planets to your federation.
And when you shoot and quickly change to map mode, you can watch your shots fly through space until they hit an enemy on another planet :D
Also I experienced some lag after exploring the map for a while. Maybe caused by more and more objects being generated?
PS: You commented, that my game isn't working on your machine. Could you maybe start it from the console and provide me the error-message, to help me troubleshoot?
This has actually more depth to it than I thought at first. I like the aestethics and the strategy involved.
An AI would have been great, though.
Only problem is, when everything turns into one giant landmass, then it's just about who gets the most military.
Great puzzle game, played it to the end. Most levels have many possible solutions, that's good, but on the other hand it sometimes makes it too easy.
There is no reason for not showing all the characters at the same time. That was kinda annoying.
Also as many others already said, the control scheme was really weird and uncomfortable.
And why would that stup.... semi-intelligent monkey try to jump over the water when the other side is clearly blocked.... He only got to blame himself! :)
The production value on this one is really high. Great music and graphics. Just the gameplay is nothing really new, and the levels themselves seemed to repeat themselves, not introducing any new concepts or challenges.
Really like the idea, I just had no one to play against, and the AI seems to just play random. There is probably a winning strategy for the first player to always win, but I did not fully think it through.
It's nice, how the sound when you make a move nearly seamlessly integrates with the background music.
Ok, I'm not really sure what the game is trying to tell me, but I like the idea. For a short time I was afraid that you would try to do a jump-scare... So, really great atmosphere without a doubt.
Besides that I liked the artstyle and the controls were really fluid, I just wished I could influence the 'story' with my actions (except if that's the case, and I just did not realize it)
Great story-telling, impressive job on doing all the rhymes.
The visuals did not really appeal to me, but besides that it's a shame it's so short.
Just one thing about the audio though, with Audacity you can cut away your mouse-click at the end and do some noise reduction. But that's really some minor nit-picking.
And it's not a sphere. (But I guess you just said that to annoy people like me, so it's okay.)
This game is simply unfair, I wish I had a larger viewport to actually see what is ahead of me, instead of guessing and dying again, and having to try everything again just to get 20 pixels further...
And version 2 has one point in the green level where you will always die from jumping into the spikes on the ceiling, because you can't control your jump height.
But I liked the pixelart and the sound effects fit the art, but the music at the beginning is just not good for my ears.
On my first try, I had absolutely no idea what I was doing, and all particles got stuck on the edge of the planet. And I had my doubts about your game having a win condition.
On my second try I read your tip about gathering all particles in an orbit and that you actually DO have a shape recognition win-condition, so I tried again, and after many small nudges to quantum space at least I got something like "Not quite right, but you are getting there".
Unique concept, but incredible hard.
The bullets are so tiny! At first I thought the enemies were zombies, until I realized they were shooting at me.
Also planting flowers sadly never made much sense only cutting them down, would have been cool if one could plant some thornbushes for defense, or something like that.
Really great game. It's a lot of fun to just slash through the worlds. Though dashing wasn't always reliable, would have liked to float in the air for a short duration after dashing, to chain the dashes easier.
Also axes for 360 controller where 90 degrees off... don't ask me why...
Really awesome game, I wasted ... I mean ... I invested nearly an hour into this 'little' game. If the regular difficulty is already that hard, I don't want to know what awaits at annihilation difficulty.
It was really great playing with a controller.
The enemies often spawned and walked that fast, that I was already busy killing all those enemies and enemy ports, and never had time to visit the other side, let alone close those ports. Would have loved if the bombs and spikes were a more effective defense. And it would have been great to walk faster when connecting ports, because they nearly always disappeared before I got there.
Nice exploration game. Once I understood that these three worlds indeed overlap, it got much easier and was just a matter of time until I found everything after searching everywhere.
Would have been cool if all three worlds would have had different physics.
Sounds good on paper, but it's so slow that it just wasn't fun anymore. Although good job on implementing behaviour trees.
Also music and sounds would have probably helped keeping it interesting.
Once you get the hang of it, it really becomes easy.
Lovely graphics, great controls, just really missing some music and sound effects.
Sadly this is hardly a strategy game, it involves more praying to the RNG than actual tactics. The attack damage has a too wide variance. (from like 0 to 20 damage) Which made everything pretty unpredictable, sometimes I could kill two enemies within one round, sometimes I did like no damage to a single enemy within one round. Since actions are limited (moving, attacking) and AP are shared between all characters, it never makes any sense to attack with the weaker character.
The third (last?) fight was just impossible for me, because enemies would spawn without end and just keep shooting at me and chipping away my health, and I could not do anything against it.
I really wanted to enjoy this, because it looked promising, and I like the setting you created with the splitted worlds and the cool music fading effect. But sadly I only got frustrated. :(
Really awesome game with great pixelart, great puzzles and enjoyable music. I was looking forward to playing the game since I saw the progress update gif.
Only levels I wasn't able to complete were 19 and 22.
For level 20 actually only one connection is needed to complete the level. (don't know if intended or not)
The physics are not always predictable, as sometimes when I try the same thing a second time, the planets land a few pixels further to the goal, and suddenly I finished it, although it didn't clear the level the first time.
A refreshing different game. I managed to finish it, but sometimes I had the feeling that the controls didn't do what I wanted them to do.
And the message is really ... dark.
It looks good, but that background noise is just annoying.
And I think it doesn't work right, as I can only say two lines of text when I get to the crowd, and they never interact in any way.
For moving I would have liked to hold down the mouse instead of repeatedly clicking.
I guess this concept is just too big for a ludum dare, but could be really nice if given enough time for polish.
Great game you got there, it's just not the type of game I would normaly play.
It's a great concept, but invading the other players' bases was not interesting and rarely a challenge. Having to wait for the portal to open, although the world has no defences that could stop you was pretty annoying.
The resource gathering speed is about right when you would play it over the course of several weeks/months, but I think it is too low for Ludum Dare.
Also it would be great to be able to place undestructible blocks again, or else when you miss-dig one time you can't close the hole anymore.
Really innovative idea, I like it. The graphics look great and the music fits really well. You have to be really patient for this game, but eventually I made it.
I think, much more puzzles could have been created with this concept. You did not use the concept to it's fullest.
And I don't get why you need two buttons for grabbing the ladder, as both functions could be with one grab ladder button and everything would still work.
Imagining building giant bridges through space is pretty funny. The game is overall pretty easy, would have liked some more challenge.
For some strange reason, walking caused massive frame drops.
And drawing bridges at invalid locations causes no bridge to appear, but the counter goes down. I even got it into the negatives.
Really WTF atmosphere (in a good way). I want to jump on those rabbits heads! It's just very unforgiving, when you touch a rabbit at the end of a level and you have to walk aaaaallll the way to the end again.
It feels really repetitive and slow. Still I continued, hoping something new would happen, until I got stuck at one level because the jump was impossible to make.
Thank you all for your feedback, it is highly appreciated. And I'm glad so many people actually like it. :D
@mess110: Yeah, I forgot to test it on a linux machine during the weekend, but I will try to get it to work as soon as possible.
@Cireon: Yes, this game is suffering from the common got-no-time-to-create-good-puzzles-for-my-LudumDare-Puzzle-Game-itis.
Controls are something I have been struggling with, but I still can't point my finger on what exactly feels wrong.
Well, this time I wanted to make sure, that the player doesn't get stuck at the basics. But of course one shouldn't hold the player's hand too much. But if the aliens talk too slow, you can click on them to advance the text faster, if you are a fast reader, although this will cause dialogues between aliens to get out of sync, something I didn't get to fix yet.
Thanks all, for the kind words.
It shows that I cranked out most of the levels 'literally' in the last minute (hour).
Upside: So many levels :D
Downside: Not so polished levels (as Arakade already pointed out) :(
Also I think I got a method of rotating/moving now, that actually doesn't suck, I will probably publish the first post-compo version in a few days.
@goerp: I'll definitely check out your game again.
@invader: Sorry for making you emotional, I guarentee you all those aliens deserved it (if this makes you feel better).
@Arakade: Because of time constraints I just wasn't able to perfectly test all levels.
By Design: sometimes not all pieces are needed because I wanted to err on the side of 'too easy' instead of 'too hard'
By Accident: Accidently, Level 15 should not be solvable by definition, but a bug in the win-condition logic makes it winnable. As you can see in one of the screenshots, not all satellites are connected (the two on the right side are isolated from the left side) but it still triggers a level complete. For the post-compo version I will fix the win-condition bug and give an additional mirror to that level.
And for the second last level... no alien is supposed to survive. *laughs maniacally*
Thanks for the constructive feedback, guys.
@jprogman: Yes, that's because I don't actually rotate things like one would assume, but rather point them to the mouse.
@MunkeeBacon: It should theoretically work, but without more details it's rather difficult to troubleshoot the problem.
@Anssi@MooseflyGames: Shutting the laser down is helpful if you don't want to kill any aliens... but not really necessarry indeed. But good idea.
@Rehacked: LudumDare really needs a better comment system, so that people don't have to manually tell people when they replied to someone...
@everyoneWhoRatedMyGame: Thanks, for liking my game. I can't believe how well received it is...^^
@fisholith: Thanks for the kind words. You also got an awesome game.
@spacedoubt: I gotta agree with you agreeing with me. Thank you for reminding me to check out your game.
@Jupiter_Hadley: Yeah, that's the first let's play footage of any game I've made, thanks for checking it out. :D
@Anssi@MooseflyGames: Thanks, for calling this one of your favourite entries! :D
At first I wanted killing aliens to be the lose condition, but I quickly dropped it (for being not fun).
Currently, killing aliens has no effect (besides painful screaming), but that could change in the future. I indeed already considered killing all aliens as an optional goal for the levels.
Damn, a pity you didn't get to implement some interactivity... was actually looking forward to it.
Still, as it is, it's quite a funny game and/or social criticism^^
I liked to just set the activity feed to super fast, and then clicking on 'don't care' on every post as they scrolled by :D
"Hi I'm Morgan Freeman. And you're reading this in my voice" So true... #socialism
Simple, yet effective gameplay.
I had some problems with bugs (as others said) the purple one was not always working, and sometimes the red tube would kill me before I got through, but sometimes not.
Great music and visuals. Gameplay is simple but just incredible hard.
Playing against the original AI felt really frustrating.
A shame you had to interrupt Ludum Dare.
The music was nice to listen to, just a little bit longer loop would have been nice.
The collision detection is a little bit buggy, for example sometimes you get stuck in the ground by simply walking.
And you should make sure, that your puzzles can't be circumvented, as I nearly always jumped over the gaps at high speed, instead of stacking the crates like seemingly intended.
The quote at the beginning was a nice touch.
A really critical element that was missing (except once) for that type of game, was that I would like to know what/where my actions (pulling levers) affect in the other world, instead of guessing. But the levels weren't that large so it wasn't that big of a problem.
The walkthroughs, they do nothing!
This is just jokingly hard. The walkthrough brings it from "What the hell is going on?!" to "How am I supposed to do that?!".
Still the music was nice to listen to, although it repeated like endless.
It wasn't very obvious at first, where the arrows have to be in the dance game in order to be accepted.
I will probably get another laugh out of this when I give it to some friends to "try it out" because it's "sort of a challenge" and then watch them suffer. >:D
Really cool mechanic I haven't seen before, I had many 'aha' moments.
Given it's short development time, it feels very polished. I also really like the music.
I just have no idea, how I'm supposed to get a good person ending... ^^
Interesting game. Fitting in that last piece is always a chore. Maybe make the pieses snap in place easier?
Also the menu was confusing... Hardcore mode Checkbox should be more visibly different from the level buttons.
And I hoped so much, that completing every level in HC mode would make something special happen. Why did you make me hope for something? :)
It took me a really long time until I realised that my goal was *NOT* to go as far to the right as possible... that was a long walk back.
I appreciated the joke about the turrets.
And I was nearly stuck at the screen after you get the wings back, because I forgot that I had to press Enter to advance dialoge.
Music was loud, but fit the atmosphere really well.
A really strange experience^^
Fascinating game, great atmosphere. Controls were a bit wonky at times, but since there is no time limit, it's okay to float around through space. Narration was nice, although it seemed a bit quiet compared to the other soundeffects/music.
I ended up getting stuck between four bean stalks, because I had so many beans.
Really awesome game, the idea is nothing new, but boy is this one well executed. The level design is tricky, but not impossible, controls are a bit floaty, but I quickly got used to it. The same is with the flashing background, it distracted a lot at the beginning, but by the time I finished it, I did not even realize it was there anymore. (Still I would suggest toning the flashing effect a bit down.)
The music is really superb, (I have the game still running in the background and keep listening to it.) it has a lot of variety, so that it doesn't get repetitive.
At first I thought it would end with 4 worlds, but then there was a 5th and I thought that was a bonus round and when the sixth appeared I was like "Are you f... kidding me?"
But overall I really enjoyed it, keep making games^^
And I'm sorry for killing 468 little Grobles >:)
I really like the slowdown of time while giving orders, this emphasizes the strategy aspect of the game instead of other games where you just have to "click really fast" to win.
The red faction seems to be best early in the game, especially if there are few planets. The blue faction is better when there are a lot of planets because they simply outproduce everything. Green and yellow factions seemed to have rather neglectable benefits.
One of the most important aspects of RTS games is, to have your troops always on the front, where the battle is. Multiselection and ordering them to go a path over multiple planets would spare one a lot of clicking.
Overall I really liked, especially the music. Having to build bridges beforehand was a nice change for this type of games.
(And a test run having all 4 factions be controlled by AI confirms my theory. Red and blue quickly controlled most of the map with blue eventually winning over red.)
@Anssi@MooseflyGames
I don't know if you will see this, but I replied to your comment on my game's page.
I also find it funny that we are tied with the fun score.
Great job with your game. (And I hope there will be more from you in the future.)
Great trading game, although the UI was a bit complicated and overwhelming, without any tutorial. After a while I understood what all the buttons do and how to use them, but I still did not understand the numbers besides the resources of a city.
And the lose condition is a bit strange, as I just bought a road that did cost like 3$ more than I had. Then it said I was bankrupt, although I was earning like 10$ per second and was already back in the positive numbers...
Please, for the love of god, stop making the player wait for no reason. This includes the splash screen, as well as the 3 seconds 'ready-up' time and the time it takes for the score to add up. Remove those waiting times or make them skippable, because else it is just annoying.
Also, since the levels were pretty linear, the moons or required order of planets made no difference. I would suggest removing this required order completely and let the players instead find out which order is the correct one. (You could make levels where multiple orders of planets are possible but only one (or some) makes you visit all planets.)
Also, the arrow indicating the direction of the ship could be bigger and better visible.
Having criticized all that, I have to say I really liked the artstyle and simple gameplay. Improve the game a bit and it would make for a great mobile game.
I'm posting a comment, because the game told me to.
It really is a lot like antichamber, that is good, because antichamber is good, but it is also bad, because it doesn't feel original. Still, judged on its own merit it isn't bad.
The ambient music is not really fitting, but it also doesn't distract too much so it's okay.
Walking backwards helped a lot with most of the puzzles (and I think caused some glitches).
I also painted everything purple just for the sake of it. And I really would have wished to be able to hold the button down instead of continuously button mashing.
I wasn't entirely sure what the growing green and pink things are intended to be or to do, but it seems like you had some interesting concept that you just did not get to implement.
It's a little bit buggy, and rough around the edges, but it's a good puzzle game once you have understood it.
The music is fitting and the sound effects are also good.
I'm not sure if just walking by the last stalagmite is the correct way to solve it :)
My first run was pretty short: "So this is the ...intro? What is that timer doing there? Hmmmm... nice music. Aaaand I died in the sun." :D
Simple concept, that can also easily be played as a multiplayer game^^ My only gripe is, that apparently the meteroids only spawn on one side of the sun, just going to the other side prevented them from spawning.
Awesome particle effects, this game looks great.
Music was also good although a bit repetitive.
My biggest problem were the controls, they felt really counter-intuitive. For rearranging platforms the mouse would have been really helpful.
It seems like it's inspired by 'continuity'?
Nice game, I just wish it would be easier/faster to make the animals follow my trail I left for them. Got it within 503 seconds.
I can't really add much to the discussion, as it looks nicely retro and would probably play good, if it weren't for the console controls. Maybe consoles simply aren't the right platform for these types of games?
Really fun game. Like the art and sound effects. And the fact that you have to slaughter bulls... for whatever reason.
But the controls...
Switching dimensions shouldn't be on W, but rather on Space or maybe right arrow key, so that you don't have to move your fingers from the keys all the time, which slows you down.
And I would really suggest displaying the three actions for the tree buttons on screen. You could still add a hard mode where you don't display them, but for the beginning it's a must.
Really fun once you get the hang of it. My best was 6 nodes.
I totally agree with ZeppelinCaptain.
I think one of the main problems for new players is, that you don't have any visual indication as to in which direction you are moving. Adding a background (could just be a grid of lines or anything) and maybe even a trail to the player would help immensly.
I would also suggest starting with 3 nodes, as with two nodes you don't have any way to recover from a collision-course with a node.
Also making the clicks snap to the nearest node (or just increasing their hitbox for clicking) would make it more a game of timing and reflexes instead of a game of mouse-aiming skills.
Having said all that, don't think I don't like it. It's just when you see a great game and there are those things that keep it from being an super awesome game, then those things tend to be extra annoying.
RIP headphone users.
The main menu made me laugh. You know, punctuation saves lives.
As zatyka already said, I encountered many bugs that were annoying and decreased the fun of the game.
But thank you for so many checkpoints, I really needed them.
Really awesome board/strategy game. My weapon trade ring was going really well, with all those grants on weapon trading ;). I like the depth it has, while staying rather simple. I could play it without reading any instructions, just with the ingame tooltips. (Only rarely something was unclear.)
I could see me playing this a lot, after some more balancing (law cards are pretty strong, and can only be changed 9 times per game).
"Doesn't matter where, doesn't matter how...." indeed.
It was fun playing around with the space train, just loses its novelty after a while... without sounds and explosions.
Warning, overanalyzing gamepad controls ahead:
The gamepad did indeed work, but the controls aren't mapped very usable. Something like (asuming XBox360) A and B for accelerating and braking, and the Triggers on the back for turning left and right, OR triggers for acceleration/braking and stick for turning, BUT NOT using the stick for both turning and speed control.
Also: using JamesRossi's music as backgroundmusic is a must.
Octodad just with planets instead of an octopus? COUNT ME IN!
Really great work on the visuals, the dialogue and the controls. Even playing alone it's an unforgetable experience :)
I even forgive you the missing music, because of good sound effects.
Great idea and game. Although I'm stuck at 'Forgotten'. Being able to skip one level would have been really handy.
The bgm is short but cool, I just wish it would loop without a gap.
I had to play this since the first time I saw the gif.
Really cool puzzle game, the first two or three levels are maybe a bit too tough for the beginning.
I was just missing some funky music to the funky visuals.
Overall I like it very much.
I like the idea, and the music is pretty rad. Took me a while to realize that also gravity is affected by whatever world I overlay...
Jumping was sometimes a little bit buggy at edges, but nothing too critical. I just think the last level is supposed to be a bit lower...
Simple but effective gameplay. The camera movement was a bit wonky. Also sometimes not all key presses would register.
I wouldn't say it's hard, I would say it's impossible. The ranged enemies are simply too strong and one can do nothing against them. Either give them less range or a slower rate of fire.
But I really enjoyed the music.
My world exploded from too many paradoxes... :( Although I didn't understand when my actions caused paradoxes and when they didn't.
It has a great promise and actually a lot of content but it fails to deliver in usability aspects. But I can understand that one doesn't have time in 48 hours for usability AND content, and you just went the direction of more content.
Without your walkthrough I just wouldn't have had a clue what to do and even with it I gave up because the drop chance on saplings and special fruits just seemed so low.
Nice game. Good job creating the contrast between light and dark world with the change of music.
Jumping with mouse is kinda weird at first, but I quickly got used to it.
The time-limit feels out of place, as with the first time one will probably have enough troubles discovering everything. There should rather have been an optional time-trial mode.
And ghosts spawning right in your face feels really unfair.
Incredible hard but fun. Awesome graphics and music.
I really would have liked a reverse button, I often got stuck on the surface of planets and destroyed all my cargo trying to get away.
Sometimes the drop button would not work, and dropping off pakets carefully is generally difficult.
Ok, this is simply amazing. Great mood, fantastic asthetics, fresh and fluid gameplay. One of the coolest entries I've played so far.
I cracked up the first time I saw the death animation.
Also the fishbowl as a head was cool.
Movement is a bit slow and I sometimes killed myself unexpectedly.
A pity you couldn't finish, would have liked to bake myself some space cookies.
I don't wish there was more, that last level on hard difficulty made my thumb hurt.
But seriously, cool game you have there. Aesthetically pleasing and great mood.
There are just some weird things going on with the collision detection in the last levels, that make the ball go slightly in the wrong direction sometimes, which is kinda annoying.
Plays well with 360 controller. One of the most innovative ideas I have seen this LD. And although it's a prototye it's already a lot of fun.
Would love levels with more worlds... We need to go deeper!
Really great game, I would love to play this against my friends or an AI. Really like the strategies that evolve through the gravitational fields. Only gripe I have is that one shouldn't be able to move units once they used up their actions, so that you can't hide the units as easily behind the planets.
Really awesome, great music and fantastic visuals.
It was fun to just walk around, although I often circled the planet while searching the ingredients or the house. (Who the heck builds the entrance to his chicken fence AWAY from his house?) Some paths on the ground would have been cool.
The second part felt actually weaker than the first, as it felt just as a bland 'bad' ego-shooter. Many things were missing (hit-feedback, weapon recoil...) so that the shooting just did not feel satisfying.
But good job on the twist and the story overall, I liked it.
Great puzzles and wonderful graphics. I didn't quite get the random noises that appeared from time to time.
The controls are an issue, when will people realize that up is north west and not north east! But seriously though, a option for setting which direction is up, would have made this a lot better.
Ok, that was an interesting experience. I already knew before that there is a twist, so it was less surprising, but I still liked it.
Although it is a lot about the story, it would have been nice to be able to speed up the text, or making it faster in general.
Giving the player explicitly a non violent action (like walking away) would have made the choices more obvious. But I guess it's better the way it is, because the 'endings' aren't complete in isolation but are rather parts of the whole message. (I hope I phrased that understandable.)
It's really short, given that merely the tutorial is finished.
I liked the music and the controls feel really tight.
The game idea is nothing new, but it's well implemented, I think it would just be cool, if the clone would keep standing were you left him, until you call him back, so that you can leave him on a button without having to stand on a place for a duration.
Really like the idea of those two contrasting worlds, my whole emotions change depending on the world I'm in. And damn I'm too easily scared, you got me there at the chasing scene.
I nearly got stuck at the end, because it wasn't really clear where to go and what to do.
(And I also have to complain about mouse sensitivity and footstep noises.)
Your game looks like a lot of fun... but the server for your current download link appears to be down.
Maybe could you put your game on a mirror?
Well, what should I say. Music is weird and good, graphics are too bright, the levels too hard but the gameplay is nice.
The prison looks like it should rather roll, then staying static upright. But I ended up enjoying playing as a sticky prism. Collision detection with the world was great, but the spikes sometimes seemed to have a too big collision box.
You should consider adding some tutorial levels, because the learning curve is too damn steep. Also remind the player that he can switch colors with 'C'. (Once he finally beats the red area.)
The purple invincibility should have a visual effect for the whole duration it is active. And one can't really tell if the prism is empty or not, because the background is the same color.
In the green area I did not understand where I should go. Having those fake paths even further increased the difficulty.
And the quick restart is nice, but I often spawned after falling into lava and immediately wasted a platform (because I pressed slightly too late) and had to kill myself again. Require the player to press a button before they respawn, that would help a lot (especially with the purple level). And sometimes I got stuck with platforms and since there were no spikes or restart button, I had to refresh the page, which was really frustrating.
The zooming out at the end, to see the whole world, was really satisfying. Overall a really cool and tough platformer, that reminded me a lot of Super Meat Boy (difficulty wise). And sorry for the long comment I had no time to make it shorter ;)
Simply awesome rhythm game. Got up to 1.2x speed before I quit. My thumb is now hurting (thank you for including gamepad support). Absolutely love the music and the game.
Oh, I forgot: You should shorten that intro. At higher speeds the beginning is near impossible until the beat kicks in.
And I just completed 1.2x speed.
(...one day 1.3x ... one day...)
The URL made me sad... but the game made me happy again.
Just loving the backgroung music, so cheerful! I also like the explosion sounds.
The portal drops really shouldn't be random, I nearly stopped after my first try, because I played the first level for like 10 min without anything special happening. And then suddenly on my second run the first enemy dropped a '?'.
The enemies in the different levels should behave differently, because so it feels pretty boring playing essentially the same level 3 or 4 times just with different sprites...
This game feels unfair and frustrating. I agree with a lot of things Moosefly said. Fixing the collision detection would really decrease the frustration.
Still, it creates a great atmosphere, of a strange world with strange inhabitants.
PS: I didn't want to say anything, but that running animation DOES look quite weird.
Really fun game. Sometimes I had issues with collision and hopping between planets. The jetpack seemed like the less buggy version of switching planets.
The music makes this so much more enjoyable.
I often died without any apparant reason, maybe something indicating why you died would be great.
Well, this is really hard. Reading AND understanding AND correcting AND timing the jump right is just too much for me.
But it's a really funny game and I like rude mario.
One bug I encountered: The music stopped playing after a while.
Running on Windows 7 64-bit.
Nice strategy game. Nice calming music and minimalist graphics, I liked how you could easily see how many drones are orbiting the planet.
It is a bit slow, and the controls are a bit weird. I would suggest showing the controls for the red player as default instead of the controls for the blue player.
The AI taking over for inactive players is nice, but it always gets stranded on planets without any fuel.
Once I fully understood the stop feature, (that it prevents the scout from falling down) it got a lot easier.
Nice game and the music was really calming.
Really cool game. The art is wonderful, the music fit perfectly and possessing different people is always fun.
The bosses are quite difficult (to find the solution) but utilise the game mechanic very nicely.
At first I thought the game got stuck at the helicopter until I dropped on it by accident.
Wow, this game is simply beautiful. Just amazing visuals and fluid gameplay.
Although the dash is pretty rad, it would have been cool if the bird jumped a tiny bit higher, so that jumping is more useful.
The web version crashed for me when I picked up an orb, but the desktop version ran just fine.
And you are talking about my game feeling professional? It is unbelievalbe that you made this within one weekend.
When I read your comment about the bird looking at stuff nearby, I thought that you were joking. I had to restart the game and try it out. AND THE BIRD REALLY LOOKS AT STUFF NEAR IT! That really is attention to detail. I like this game so much.
Reverse Controls: The Game. But seriously, the main challenge consists of coping with the controls getting reversed and reversed back to normal again after a random duration all the time. Also the jumping is quite floaty and edges quite slippery.
But besides that I really liked the various powerups (EXCEPT REVERSE CONTROLS) and the ending music is really groovy.
That will show those Colorado Bastards!
Humor is definitely this game's strong point.
Bosses have been hard, but I finally managed to beat it.
The art will surely turn away some people. But the concept is pretty solid (except that I would have wished for some sort of ultimate goal). I'm a sucker for such resource collecting games, so it absorbed quite some of my time. (I built myself a fortress of burners and now let it run in the background to farm myself so much resources, that i can pave the world in spikes and burners OR until it crashes.)
Just create more worlds (it don't even have to be many different types of worlds, just for example multiple green and red worlds), different types of enemies, a simpler control scheme with construction information displayed right there on the hud, and create a reason for the player to *NOT* just build a fortress and go afk forever. And then you got yourself a truly great game.^^
Now if you excuse me, I got some sticks and stones to collect.
@BMacIntosh: A portal takes you to a "Random" world, which also includes the world you are currently in, and the target world is determined by the location of the portal. So it seems like some portals are not working, because they just take you to the beginning of your current world.
What should I say? I like the concept but didn't have 3 people handy to really try it out.
I don't understand why everybody is spamming spacebar, when you just as well can simply hold it down ;)
It sure is a nice concept, but at its current state with all its bugs, it can hardly be considered a game. But keep practicing and I'm sure next LudumDare you will be able to create a finished game^^
Immediately recognized the music, you should credit the author of the music in the game/description. (Not only in the comments)
To the actual game: The idea is really great with the two game phases, although it is really confusing without instructions. Sadly I could only play by myself, but the controls are good and it looks like it would be a lot of fun.
I like having different viewpoints, but the random color changing background was a bit too much.
Most of the time one has to guess where the different views connect, which was kinda annoying.
Some sort of message for reaching the yellow square would have helped, as I wasn't sure at first if this was the ending or not.
PS.: I'm sorry, but I pressed 'R' :>
Great puzzle game, I have to agree with previous commenters, it's pretty short (but that's OK for a LD entry).
Sad that there is no sound, but the wiggle effect is a nice touch. (strange how such little things can make a game so much more enjoyable)
Sometimes the ... 'thing' got stuck in the wall, but that's just a minor issue.
Great platformer with great graphics and good music.
Just the controls annoyed me, as it is really hard to go left while switching worlds (I would have liked W for jumping and Space for switching worlds), and the intertia makes it really hard to control.
But besides that it makes for a really enjoyable game, good job!
Argh, frickin' lobsters! Always pushing me around.
I also liked the artstyle and music very much, but that annoying lobsters can be quite frustrating. Also the speed boost is maybe a tad too fast to aim it properly.
Really though, but fancy visuals and fluid gameplay.
This game is the first time I wish I had a slower gun^^
Some great chiptune music would have been cool to complete the experience.
Great take on the Sokoban genre (is it even a genre?). Controls were really fluent.
The only thing I would suggest, is that you don't have to restrict yourself to a 5x5 grid, it doesn't even have to be a square, you could go wild be creating various shapes with the orange floor, to create some variety. (and also some levels for the progression from tutorial to hard ones.)
Really polished game. The graphics and music are awesome, gameplay is also fun, but gets repetitive quickly. The slow waves generally weren't a problem, the fast waves destroyed me in the end, as it seemed more depending on luck if many same elementals or all 4 different sorts appeared.
Coupling the punching animation speed with the button presses was really cool.
Also providing Y as an alternative to Z would be great^^
Finally made it! Funny game, that suffers from its poor controls and collision detection.
I'm not sure about the Humor rating, as the most humor comes from user generated content and not the game itself... although it's the game itself that provides the framework for such hilarity to unfold...
The music and fog effect create a great mysterious atmosphere.
Liked the puzzles, I just don't understand why I have to control a player character, and can't simply drag and drop the actions where I want?
Wow, that are a lot of levels. Managed to beat it within 40 minutes.
The level design is really great, and I like the animations when you have collected all hearts.
Now I want the next LD theme to be "Submit a game" ^^
Nice, good for some laughs :D
Thanks for opening my eyes! We need to stop Global Warming, or else Snoika Man will drown!
Really clever use of the theme and also challenging but not too hard puzzles.
I often got crushed by a crate that I threw myself, that seemed somehow illogical and annoying.
Really cool idea, though the execution is lacking on some ends. Uploading and downlading takes quite some time. That could have been solved more efficient, but I know it's Ludum Dare, so I'll let that one pass. (Also closing the client freezes the computer for some time?!)
The TV part and the synchronizer are a really smart idea. Liked playing with those.
Also the web viewer is lagging like hell with chrome.
And on firefox the global machine just shows 3 machine-parts, that are repeated forever vertically...
Sold a sick old dog for some gemstones, would influence people again.
There is a lot more to it, than it seems at first. Liked all the trading and propaganda. Absolutely great story/atmosphere.
Just walking and crushing stones could have been a little bit more responsive. It was annoying to stop pressing any directional button to start smashing.
Great job, I'm also impressed by your random level generator. Works really well!
Also I could listen to that music loop forever.
I like the graphical style, and also the music is relaxing. But everything takes so long, and there isn't much depth to it. It felt more of a chore *click - wait 30 seconds - click again - wait 30 seconds* without having to think about it. A 3x as fast version would have been more interesting.
450 KB gotta be enough for a spaceship, no?
Nice multitasking game, though I would have liked if there would have been an actual target destination to fly to, instead of only avoiding asteroids. The engine tab is a bit confusing at first, but can easily be solved by rapidly spamming spacebar and left and right arrowkeys. And why is there no keyboard shortcut for deleting emails, it was kinda annoying having to switch to the mouse for that.
My best was probably somewhere around 5 minutes, but then the screen suddenly faded black, and the game restarted...
The graphics are nicely done. The pacing is a bit slow though, it takes forever to complete one level, and then you get spotted by kid that just turned around and you have to do the whole level again...
And is that green thing supposed to walk backwards?
Really awesome game, I finally managed to beat it. The graphics and the overall atmoshpere are really great.
The loading animation takes a bit long though (I had to bring this up again, yes), and towards the end it's just: luring an enemy to a purple spot, phase away, enemy loses interest and tries to go back, phase in and kill him from behind... over and over again.
Still, I liked it, it was something different from what I've played the past couple of days.
Simple but cool game.
I always pressed the opposite direction because I expected the board to move there, not the screen...
And I spammed a lot, but it didn't crash, good job!
Really awesome game, the graphics, sounds and music play really great together, to make this a absolutely fun experience.
After a couple of death because of those damn snowmen turrets, I had a good run and got 31 suns and 368 puddles.
I really like this game!
And probably if I wouldn't have read beforehand, that the world wraps around, I wouldn't have gotten it that fast.
Nice to see that boid algorithm being effectively implemented. Kudos for that. I now remember reading it a long time ago, but never actually got around to implement it. What I still had roughly in mind about it, influenced how I wrote that AI in my LD entry.
Besides that, the sheep are really adorable, I like how they are all basically circles. Still would have liked more levels with wolves, because they punish you, when you have your sheep scattered around the level and don't move them all at once.
Really awesome. Love the platforming with the tetris blocks. The music and graphics are also amazing.
It's difficult landing on those single block platforms though, since they can sometimes be a bit too slippery.
That speedup button is really essential, some stages of the game can really take ages. I wasn't always sure what a specific action would do (especially with the white mage).
My warrior and black mage died rather quickly (it's a hard game, ok), and only left with my white mage I still managed to advance a couple of waves, she someone just wouldn't die. But she just makes nearly no damage. (Would have liked a restart button right there.)
It seems letting one character die is a helpful stategy, since when all three slots are full, somebody always has to take the hit, but when you only have two, you can dodge them. (just involves a lot of clicking).
I don't know what to say, somehow it's really clever, but at the same time it's really silly, which isn't necessarilly a bad thing...
And it feels a bit unfinished with all the lorem ipsum text at the bottom and the tiny unreadable stuff on the side.
At least now we know how Mike can fund Ludum Dare. By selling Ludum Dare cereals! :D
Nice game, I dig the pixelart and the overall polish. It's really fun but there also some annyoing things.
The enemies should just be one-hit, the way they are pushed out of the sword hitbox got me killed several times. Also stuff shouldn't spawn right below you, or make the time before it appears a little bit longer, it's no fun when there is not time to react, and it instead depends more on luck.
Highscore was 17 chests.
Wow, that's a really clever concept. It's a lot of fun, except I had two gripes with it: first, the annoying jumping bug people have been complaining about.
And second: that boss. The first phase is just boring and takes a long time, and then the second phase is just unfair pattern memorization and when you fail... redo phase one... very frustrating.
It just felt so out of place and I would have rather had a bonus level, (maybe with the screen riding on the back of the cat... or whatever) than that boss-fight. (I'm sorry)
Oh, and the music is really dope.
Blowfish?! More like... BLOW YOUR MIND FISH!
...to signify that it's their superior god, controlling the outcome of the game...
Oh, man, the humour and voice acting is just top notch. One of the... no .. THE funniest game this LD. Although the gameplay is just about memorizing the patterns, but the voice lines were varied and funny enough, to keep replaying enjoyable.
The sports channel is my favourite and of course the blowfish. Just awesome!
I like the music.
The controls aren't very smooth, I had a hard time navigating the level.
Also I trapped myself in a dead-end...
Really mysterious game, loved finding out what everything did... but I'm still not sure what I had to do after going to all purple triangles and collecting all light blue triangles in the background. Also I still have no idea what the yellow triangles I can place do...
But I really liked the strange atmosphere, certainly an experience.
The controls don't work. :(
I wanted to play this so bad, the pixelart is really great.
He says he can create snowballs with space, then I can press space, or any other button but nothing happens... Well, except "R" which restarts the game... (On windows 7 64-bit)
Okay, I gave it another try, I found out, that when you have a gamepad connected, the keyboard controls don't work anymore and you have to play with the gamepad. Well, good to know.
Graphics and animation are really awesome, I had no audio though... The combat was at some times really easy, but sometimes really annoying when you get locked down and run out of snowballs.
But overall I liked it!
Love the artstyle, and the way he fends of hackers singlehandedly. The music just adds to the chill atmosphere, however the game can get quite hectic after a while.
And it crashed while I was furiously taping on my keyboard. The clock showed 1:36 ... typical workday.
Great job!
Love the graphics (although they are really tiny) and the exploration of hidden parts of the map. Fighting felt a bit stiff, but the fight with the giant ogre was still the most fun part.
Being restricted to 8 inventory slots was really frustrating, and I wasn't even able to drop stuff I didn't want.
With a better fighting system, a finished map, maybe some explanation what items do and the option for a zoomed in view (looking at such tiny stuff for too long is hurting my eyes.) this would be a really awesome game.
Still good job for the LD timeframe!
This is really awesome, just loving it.
Best way to paint is using only the paint bucket :D
@digibody: Well, it's only movement and three action buttons. Heck, you could play this on an old Sega Mega Drive Controller.
But yes, one thing I thought about doing, but regret not doing, is to remove the kick action, because two of the unit types can shoot the ball with their special anyway, and the other two have such a weak kick, that it doesn't really matter anyway.
That would make it movement and two action buttons, making it a bit simpler and easier to understand.
Whoa, thanks everyone for playing the game and commenting. This years vote to comment ratio seems really high, that's great!
@SIMON_SIMON: The screen shouldn't get any messier than what it started with, because there are no permanent particles or anything of that sort. But yes, it's sort of a mess to begin with :D (That's part of its charm)
@ViliX64: Thanks for confirming my theory, that it's more fun with friends. Now I have actual data to back that up. :D
@nuqu: The controls are only displayed during the Training. I hope you also started a regular match afterwards. But there is certainly too much text, causing the daunting "wall of text" effect and people just don't read it at all.
@allurious: Balancing and tweaking all the numbers to play quite nicely is really hard and involves a lot of trial and error, I'm glad I even managed to find reasonable numbers within the LD timeframe.
I could either make the field bigger, or the units smaller. And because of the theme I totally forgot about the possibility of a scrolling/zooming camera.
@dsoft20: Yeah, which sides score for what team was one of the big hurdles to get over. It just began simple (ball is in orange area, that's why orange team gains points) but later I added the goal mechanic, and then I realised that it's exactly opposite to how regular soccer scores, and that it will confuse people. Eventually I decided to keep it the way it started, because for me it seemed more logical (and of course it isn't a regular sport, so it's allowed to have different rules). But maybe I should make a strawpoll for what option people find less confusing.
@Ulydev: Then you probably haven't played many games yet. Just kidding, thanks for the kind words.
@oh_andrej: The AI is actually pretty simple: Everyone is following the ball, with some flocking (so that they keep distance to each other). The unit closest to the ball is the chosen one trying to chase the ball down and get it into the goal. Then some additional constraints to decide when to try to use specials and voila the AI is finished.
Initially I planned to create a more competent AI that tries to perform certain tactics and with units knowing their supposed "role" (defense, offense, ...) and act accordingly. But that's something that I can try to implement now after the jam.
Also I'm charmed by your offer of your monetary goods.
Let's see:
better graphics - that's doable, depending on if you accept (non-placeholder) pixelart;
some polish - of course that's inevitable;
online multiplayer - that's a tough one, I'm not sure if the fast gameplay translates well to networking, even the slightest lag issue can become a nightmare, that's why it's best enjoyed local;
@Headmade: A prime example of my above mentioned points. It's ok if you don't know which side you should go to. I just suck at explaining things. Going to have to try and replace a lot of that text with pictures, to make it easier to undertand.
Of course I value honest feedback, thanks for complaining.
@everyone who got confused: Sorry, somehow everything I do turns out to be complicated instead of simple.
Also this giant comment could have been just as well a blog post, but whatever.
@hbocao: Well, I could see this being played on a tablet, but anything smaller than that? No chance.
@pegigante: There IS an indicator on the player character, if that's what you meant. But it can be hard to see when all the action is going on. I should probably make it stand out more.
@timtipgames & @sebasRez: Yeah, I'll try and make everything better visible.
@wdebowicz: I didn't know about that game, I'll go and check it out! Thanks for bringing it to my attention.
@renatopp: Creating AI is a lot of fun, and initally a lot more was planned for it. I can guarantee you, that a lot more time will be spent on the AI.
@Almax27: Yes, that's something I considered doing, but somehow I forgot to implement it eventually.
@Warboys: Yeah, switching does not always get the unit you would expect. Should probably highlight the unit to which you will switch.
@Tifu: Yes, the controls are a screw-up on my side, because of the way I implemented multi axis support (because some gamepads have their axes differently ordered, I made both analog sticks usable for moving). In the Jam-Version, events from one stick override the events from the other. So when you accidently tap the right analog stick (or in your case, the gamepad generating change events although it's not really moved), you will lose your input from the left analog stick.
I just fixed it and it only took a few minutes, I should probably look into releasing a bugfixed post-compo version soon...
Really scary atmosphere, while playing I was waiting the whole time for a jump scare, but I waited to no avail. Good for me I guess.
The platforming was solid, but nothing special. And I would have liked to see more of the story, after you have done such a good job at setting the mood. I still have no idea what the "experiment" was.
Funny concept, reminds me of some other game I once played, but I can't remember how it was called. But there are so many tiny annoyances that kept me from enjoying it. Like not being able to see why I died. And after a while I kept seeing the same messages, and it seemed like my decisions didn't even matter. Also, finding all that gold all the time felt hardly rewarding, since there was no use for it anyway.
But it's fun for some minutes though.
And you probably want to know: Clicking on the "Pick Action" button twice, bugs the game out.
Funny artstyle, love the dogs expression. Everything is going pretty fast, there is nearly no time to aim at all.
Also it would be great if there was some visual indication which character is currently selected, I always forget after throwing the butter, that I have to control the other character .
The graphics are really amazing, looks really great although everything is tiny.
Just some harder bosses would have been nice.
Great graphics and atmosphere.
Just the gameplay was rather shallow (but I guess you already knew that)
It's fun to play, only the characters could have walked a bit faster. The AI isn't the smartest, would have liked to have a challenge. But I'll try it later again with a friend.
I like the way you first have to destroy the wall and can only then knock them out.
First game that made me laugh out loud, good work!
Gameplay wise I think it was rather boring. It turned out better once I took it as that what it was (an idle game) and instead of actively waiting I just left it open in the background for a while. Then I ate all my thousand something eggs, waited again, and then I bought everything and I was a little disheartened when it suddenly ended.
Okay, I was playing a while, when I thought to myself: this isn't going to get any harder, and there is nothing more to do/explore. And I suddenly realized I have been playing for half an hour...
Propably because once I found out, that when you place crossbows, they shoot automatically, I was in a "PLACE TRAPS EVERYWHERE" frenzy.
But it's rather easy to simply block every path except one or two with all the walls you have, and then set up the crossbows along the unfortified hallways, as the monsters seem to always go the path of least resistance.
Some music and sound effects would have made the mood perfect.
If there was some incentive for the player to venture into the darkness and take some risk, then it would be really awesome. But like this it's just too easy to bunker yourself up. Still, Great job!
Very clever puzzle game. It's so simple, yet so difficult. This could make a great mobile game, but it would need some more easier levels, or some better visual indication which triplets belong together.
Also the hitboxes of the buttons are not properly working in Chrome, played fine in Firefox though.
Really awesome concept, but the controls and the poor level design make it sometimes impossible to play. (I had to skip one level, where you start in the lower right corner, and there is a guard at a bush turning around after around a second after the level starts and killing you, and I found nothing I could do against it.)
Still, I thought the rope grapping/cutting mechanic was pretty sweet. Also the "endboss" was awesome and frightening.
Great graphics and sorta fun gameplay.
I was happy when that end boss appeared, it changed the pacing from "spin uncontrollably in circles while incredible intense screenshake makes you dizzy" back to "this is actually fun playing". Yeah, I never thought I would say this, but... please less screen shake.
The over-the-top upgrades are fun, but they don't help when you can't see a thing anymore.
I couldn't unzip the .rar file. 7zip tells me it isn't a valid archive. :(
Dammit, I meant the .zip file of course.
(Sry for double post, but LD website won't let me edit my posts, which is really sad. Hope PoV is fixing that soon.)
Simple but effective gameplay. My attacks sometimes felt kinda weak though, didn't seem like the damage upgrades did much.
Also the text is spaced far apart, making it hard to read.
The game looks great, but the music and sound effects are a bit too loud.
And it would be great if there was some kind of feedback, why it was gameover. Took me several tries to realize I had died because of the fires, I was too busy putting those flags back up.
And we present you the theme of Ludum Dare 31 ..... "Game".
Cool idea, but I would have also liked to write new stuff, instead of only deleting content.
Really innovative game. It has more depth to it than seems at first glance. It's just strange, that you move with the screen, when you are frozen, but don't move with the screen otherwise. This makes it even beneficial to get frozen, because then you don't have to worry about moving around.
My best was 1370
My anti-virus software wouldn't let my play it :(
I really liked it. It's lovingly difficult but enjoyable.
Except having to go back to the rooms you already have completed, when there is only that one room left you want to complete. That is really annoying. Also I enjoyed the levels without moving platforms a lot more than those with them. Stupid moving platforms *grumbles*
Whoa, that intense ending, really great use of the setting. Certainly broke that 4th wall.
Some sound effects would have been great tough.
That's some really sick concept you have there, it's really frustrating, but somehow I also like it.
The rule that messed with me the most is the 3 second time limit per move rule, because you suddenly can't take your time anymore to think about it. Also invisible walls + deadly walls ...
And you should give some visual indication which direction is currently blocked. In general more visual/audio feedback would be nice, only the rule flashing up on the left side can often be overlooked.
For a possible post-compo version, you could add some more tiles than just walls and maybe even some objects and then you have ENDLESS possibilities for rules that modify the behaviour/interaction between those things. I'd love to see that.
As others already said: nice graphics, sadly no sound or music, stiff controls, no feedback if enemies are hurt.
And that fifth day is really hard, I just can't beat it. Would be great if the droplets wouldn't go to waste, when your plant isn't even damaged.
Really cool game, just wish I wouldn't get stuck in people and walls all the time.
Great art, and a nice concept. But I mostly just clicked randomly around, because it was really though finding stuff that doesn't belong there...
Not bad, but I also would have liked more feedback, to know when I get hit, or when I hit enemies. The combat sadly wasn't verv engaging, the slimes and skeletons are defeated really easy, and then the difficulty suddenly spikes when giant eyeballs appear. Do their shots ever go away, or do they just keep bouncing forever?
Would wish for some alternative key for the shield, like shift, because right mouse button opens the context-menu in the web-player.
Looks very promising, sadly I had nobody to play it with :(
The dying sound can become quite annoying though.
Also no button on my gamepads would trigger any action, I was only able to move with them. (on the Web version)
Really difficult to understand without instructions, had to go back here and re-read your description, but after that it all made sense. And I was able to enjoy it.
It get's really easy when you just try to re-roll the same weapon until it just gets incredibly strong. (The automatic weapons are still the most powerful). I would suggest making the weapon timer shorter, because it's really punishing having a really weak weapon for 20 seconds.
Eventually I was able to beat it.
Really intense action you have there. But it gets really tough really quickly. I liked how there were nice indicators for everything and nothing instantly killed me upon spawning. (Unlike in other games of this type I've played.)
Best was 1:22
Pretty looking game, although the boxes look kinda out of place. I would have also liked if the boxes would have rotated faster. Also I often had no idea, which green dot I accidently hit, so more feedback on that would be great.
I actually don't understand why it's in first person view, I think it would fit much better into a top-down view.
That download button was really hard to find...
Expected a platformer, got a slider puzzle...
The puzzles are great, just movable and non-movable blocks should look differently, so that one doesn't have to click through all of them, to see which can be moved and which can't.
As somebody else said, moving the blocks all around the screen was a bit tiresome.
Also more varied sound effects would have been nice.
Just played it for about 2 hours straight. Fun and Frustrating at the same time. First off, the music and graphics are just beautiful, make it perfectly for falling into a trance. The controls are also spot on, still it's really difficult to land on that pole.
It's frustrating, because sometimes the dash would just end right before the enemy, seeming like it should be hit, but I get flung away instead. And yes, the pushback, it's already hard enough like this to navigate and hit that pole again, but with all those enemies pushing you around (especially those damn ghosts!!!) it's really annoying when they just keep messing everything up.
I'm not sure, but maybe I would have enjoyed it even more if you would have old fashioned health points and the enemies would simply damage you instead of knocking you around... but on the other hand, that's all part of the charm of the game.
Those ghosts (you might call them different, I'll call them ghosts) should have a longer charge-up time, they are just so difficult to kill. Guess I'll never get past those 3 damn ghosts...
And after the third wave (right when you kill the first ghost) it can happen that the bird enemies spawn right into you, instantly pushing you to death :(
See, I don't want to say you should make it easier, but I also don't want to say it wasn't frustrating or feeling unfair at some times. It's like a love-hate relationship, but with more love than hate :D
Summary: Frickin' awesome job, you guys already won LD in my heart <3
I really would have loved a speed-up button. I get your point about the game only being about the text, but you also expect us to play through it multiple times when one wants to see all answers, and then it's really annoying having to wait for the same text to finish for the 10th time...
The post-compo version without the intro made this a lot better, else I wouldn't have bothered playing it multiple times.
But nonetheless I really liked the humour. This is one of the funniest games I have seen this LD. :D
It's just... that I hate waiting.
Also, would it have been so hard to create a restart button, other than having to re-load the site completely. (My internet isn't the fastest, so reloading that takes again around 12 seconds.)
The graphics are really awesome.
It was at first very confusing how to attack, because even when you slightly missclick, the web shoots somewhere totally else so I was unsure where exactly I had to click.
But after figuring that out it was pretty easy, only after a while your left attack isn't fast enough to eat all incoming bugs. But I somehow didn't understand how the right attack exactly works.
Still, I made it on the leaderboards with 185 points.
Nice game, I like how it's all in the style of a desktop. Some later puzzles have been quite hard to execute though, but I managed to get to the end.
The voice acting is funny and the artwork is really nice, well done.
Just gameplay-wise there wasn't much exciting to do, and the torch wasn't very reliable. Just hammering Z seemed like the most reliable way.
Is it a set of identical levels, or does it just increase the level counter? That's bothering me, I need to know!
Awesome graphics and really ded simple gameplay. But it just emphasizes the harsh condition factory workers have to work with.
I had to play it in Chromes as Firefox made it lagg like hell.
Also, either add a mute/pause button, or don't embed the game on your voting page, because my head starts to hurt from that siren.
Well, that was ... interesting. Simple and pretty short, but it got a really unique vibe to it. I love how there are just upside-down trees at the bottom of the screen :D
Really cool game. Love the idea and the spritework for the little moving screen.
There are some things that are really unclear, it took me quite some time to realise I could get off the screen, and then again some time, to realise that those bunch of pixels are a light switch...
But after getting over the initial hurdles it's a pretty enjoyable game.
Woah, really love the concept. Although you praise it's logic aspect, there are many situations where it comes down to pure luck (and the penalty for guessing wrong is really high). And the short time-limit also feels extra stressing, especially in the later levels. And 3 actions I felt like are too few, the latter levels with 4 actions are a lot better.
The last level felt especially unfair, far too few lives with the murderers killing people every turn, while I can only watch. I only managed to beat it after lucking two fifty/fifty chance arrests.
The tracing mechanic is what makes this game really great. It gives it a lot more depth. It's just difficult keeping track of all the colors after tracing many people. Really wish I could sort the traced people into two categories: "possible murderers" and "clearly not murderers".
Also understanding the rules is vital to playing the game (especially rule 2), they should be better explained and maybe even visualized in-game.
But still, I really dig this game, and if you expand/improve/polish it a bit, I would really like to see more of it.
Really crazy and difficult mashup. The music is too loud though.
Lovely programmer art, the "M" sure is for Masterpiece. (No offense :D) (If you don't get it, read the new LD FAQ)
The CRT monitor effect is really cool. Also I like that I can change the effect with W and S (although probably something you forgot to take out).
Rage inducing? Yes. Fun? Not so much.
The difficulty mostly comes from the bad scrolling camera, so that you can't see where you are going, this just makes it a game of trial and error rather than skill. And you just feel cheated when you simply die because you couldn't see what's down a pit and have to start again...
"All those hammers appeared out of nowhere, and fell on top of him, I swear officer!"
Really great atmosphere and soundwork.
To add to the usability complaints: not only is the inventory buggy, it's also difficult moving through the house, I'm always getting stuck around every corner.
Nevertheless, great job!
Well it looks great, but the gameplay is nothing special. It was still fun but it ended rather abruptly.
GAH! Having to start all over again when you die is really punishing! Especially since it's so long, it takes ages until you get to that first powerup, AND THEN you have to walk all the way back...
Despite this, I liked the graphics and completed it eventually. The music gets kinda annoying though.
The graphics are nice also music fits perfectly, and I love how fast you can go isn't limited... that's one speedy snowman.
I quit it after a while, because nothing interesting was happening anymore and I was pretty far in the +, just read now, that there actually would have been a winning-condition.
The game looks good, I especially like the particle effect that creates the road from the destroyed blocks.
It's a bit too simple for my taste though, but was fun for some minutes.
Really fun and incredibly harde game, I just would have wished the platforms were a bit bigger, cause it's really hard to land on them with so fast movement. And those turrets are really hard to avoid.
The controls had issues in Firefox, but it ran fine in Chrome.
My best was 36.
Confusing at first, but strangely fun later on. And once you have unlocked everything and don't try to desperately get those coins, it gets a lot easier and much more boring.
Liked the random button in the menu.
The controls are really weird, somehow A and D always go West and East, but W and S always go forward and backward the direction I'm facing. (also one has to constantly tap them, and can't just hold them down).
After getting used to the controls (just constantly pressing W), I found the concept really interesting, but you seem to have run out of time for a lot of things, because there sadly wasn't any chance for the amnesia-mechanic to come into play outside of the first two rooms.
Would have really loved to see, where you could have gone with this.
+1 for helping establishing goats in the gaming industry.
Goats really need more appreciation.
The controls were a little difficult and the hitboxes on the spiders not really obvious. I always kept swinging my door and afterwards sliding into the spiders.
I really liked the artstyle though.
I like the style of it, but it made it hard to see what was going on during a phone call.
At first I tried to kill all enemies and quickly went out of bits. But when you only kill enemies when absolutely necessary it's really well balanced.
Feels really fluid, animation and controls are great. I probably spent more time with this than I should have.
FYI: I guess I found a bug. It appears to crash, when you click before you have touched the hockey for the first time.
I've for sure played worse game, not bad for your first try. Next time you just have to try and get that infamous "polish" and "juice" in it. Like sound effects, objects flashing when hit, particles, a lose-screen (and maybe a winning-screen). In general, just giving more feedback to the player. All that stuff suddenly makes a great game out of a mediocre game.
And just a little nagging about the controls: I would have liked to shoot into 8 directions not only in 4 directions, but that's a minor complaint.
Got to level 106, then I was able to instantly fill the red bar with one click and it just started to bug out and got stuck....
Disregarding this unnecessary detail, really great game and I love the humour in this, but I'm not sure if there was anything substantial to discover besides the snowman...
Certainly not bad, but incredibly difficult. The difficulty is not bad, but I think it's a bit too luck dependent.
After several times of spawning and immediately getting caught by a evil dark snowman, I had to quit. Wouldn't have been so bad if it wouldn't have taken so long to restart.
Fun little game.
Although it doesn't work with a high-score attack mode, because as the screen gets full of jellyfish it becomes impossible to get somewhere untouched.
My best was 26.
First time in my life that I'd like to trade food for build materials. Seriously, only every seventh crate has like build materials...
Really awesome mood, the gameplay is simple, but greatly conveys that feeling of helplessness. Well done!
Nice game. As others already said the AI is a bit weak, even on Hard it wasn't really a challenge. But the powerups and the dash give it some variety and more engaging gameplay.
Really cool medroidvania-style game, played it to the end. The lack of music/sounds really thinnens the experience though.
I had some gripes with it, namely the Shift key as the inventory cycle button (some alternative would have been nice), and the bug that you have to stand still for the shield to work, because when you walk towards the projectile you will still get hit, even with the shield up.
The boss-fight also was a bit of a hassle, cycling through all the items in time and selecting the right one etc.
I think instead of giving the player always new items, you could just incorporate the powers into the controls (The balloon could be double-jump, and shield could just be down-arrow...), that would make the controls more user-friendly.
Still, good job!
Great idea and love the way you assemble the spaceship, but it's still missing a lot. A little bit more interaction would be great.
Also the planet view is kinda pointless, because everything happens in the log anyway?
Chilling background music you got there.
It's sometimes really hard to tell where the hitboxes are. Sometimes when you bump into someone you immediately bump into someone else and lose all your lives. :( First time I used the mass-panic powerup got me killed. Ah, good times.
Also the blue powerups don't work anymore after creating a mass-panic, but that's no big deal.
At level 11 the time given is hardly enough to straight up run to the other side. But I enjoyed it nonetheless.
Well, I expected something completely else than I got, I thought it would be more like a first-person jetpack flying simulator... but whatever.
This was weird... in a likable way. Except those controls really suck the fun out of it. I would second WASD controls and maybe SPACE or F to fly.
But I eventually managed to complete it, it just closed itself immediately afterwards...
Wow, really clever puzzle game, with a really great asthetic (except maybe the "whole screen glows for a second"-effect was a bit too much). The tutorial could have been a bit more helpful by saying, that you need to exactly hit the red dot in the middle, but I figured that out myself eventually.
I think it's great that you let us adjust the level of bloom with a slider.
Getting the last star is just impossible (for me), I would really be interested in a walkthrough (screenshot)^^
Really awesome! Liked how not every call was straight forward, and the differnt endings are just super rad.
Funny concept and great animations. It was hard to launch a mutatoon, because there is no indicator where you have to click. Also I only later discovered that you can click while the bunny is flying through the air.
Also as a side note: You are not supposed to update your submission after the deadline, besides game crashing bugs or typos. You are free however to link to a separate updated (post-compo) version of your game.
Well, I managed to get to wave 12, it can get really difficult over time. I think the enemies and weapons are well thought out.
The only gripes I had: I always tried to jump with W instead of Spacebar, and the shop doesn't pause the game between waves, that's why I got overrun by enemies once while shopping.
Fun game, the idea with the sound indicating the end of each turn is cool and great that you got network multiplayer working. The trolls confused me at first, they tend to populate the whole map after a while.
Somehow I always lose, just because I keep sacrificing my whole army to the mountain gods.
Ok, since I'm no American (or don't read much news), I don't know much about what this is all about, or what some news channels are supposed to represent (or what their typical stereotype is).
But the overall design with the news-channels is well done, with the text at the bottom scrolling by and so on.
It just would have been great to get more feedback, as to how a specific action influenced the audience, maybe make a big up-arrow or down-arrow appear, instead of the audience gauge silently and unsuspiciously moving up and down.
Really simple and harmonic game.
Would have wished, the box would have rotated towards the mouse pointer, and not only rotate when moving on the x-axis.
Wow, interesting concept, you could create really complicated puzzles with this.
Sad, that it's incomplete. (Don't know if the button on the far right is intentionally unreachable or if I'm simply too stupid)
Great game! Simple but very polished.
Using DFGH instead of ASDF was kina awkward, but I somehow got used to it.
Sadly, I died on the way back to earth :( But that's what happens when keep bothering the person responsible for ship control with taking photos. *shakes head*
Nice idle game, but unlike other idle games, I actually have something pretty to look at, I like that.
I can understand that it's hard to have sound effects that don't get repetitive when played +100 times a second, but I think some music would have been great.
Oh, and I should add: it just eats too many resources (currently ~30% CPU) to play it like a proper idle game. I guess that's why other idle games don't have fancy graphics...
Maybe don't render/calculate the graphics while the window is minimized?
Played it against dev, he is a nice guy. Also beat him once (yes!).
The game is tons of fun, great graphics and really catchy music.
Next LAN-Party there will be no CS:GO, only Snowman's Land: SNOVERCHILL.
Well, as others already said, it's fun but it also has many flaws that don't let it be as great as it could be...
I really would have liked the dash to be more useful, but it just uses so much stamina. And it would have been great to have a lot more stamina overall, because most of the time you are just standing around recovering your stamina.
Music and art-style set the tone perfectly. Great comic style graphics.
I just wish it was faster, currently it's rather slow paced, even waiting for the game over after having screwed up takes forever.
I think, this would be really f***** awesome with 6DOF movement and manual lock-on to whatever is in front of you.
The way it currently auto-locks on (arbitrary) enemies is rather frustrating, it almost always means a 180-degree turn-around after a kill during which the camera just takes like forever to reposition itself correctly, to see something again. Most of the time it's easier killing enemies "on the fly" to a far more distant enemy...
As you said in your post-mortem: awesome graphics and polish/juice/feel, but has that major flaw that just annoys...
Still, having that moment where the whole screen is full of flashy bullets/lights and you are like "WTF is happening"... that's just awesome.
This is really hard, the end of the second level just seems impossible. I enjoyed it, but I have some nit-picks that could be improved on ;)
Because of the instant respawn it's rather hard to press the move key at the right instant and therefore you lose a few meters at the start most of the time. Would be cool if it started only once I pressed a button.
Controlling the jump by having a fixed jump height and having to press another button to end the jump early seemed a bit unintuitive. Compared to the alternative of just having the jump height/duration depend on how long one holds down the jump key.
Jumping from platforms while they are falling down did not seem to work reliably, also "wall jumping" seemed more like a bug rather than a feature.
I hope it doesn't seem like I'm only complaining. I actually liked the level design and the ideas that went into it. Good job!
Please include a Pause button in your future games, I was really far with +100 time and then I had to leave shortly...
It gets really hectic later on and it makes it feel like extrem Memory, I like that. Really great idea.
I sometimes felt like it wasn't registering my button presses... or maybe I'm just bad.
The music and graphics are great, and the game is simply... WTF.
Really dig the artstyle and the music was really enjoyable. Some of the later levels have been easier using only one hook.
Really hilarious concept and it's really charming. I would just wish I wouldn't always accidentally overwrite my player sprite by holding '0'.
I managed to survive until level 10. The combat is really boring just hammering that attack button until it was over... but it's really cool that every enemy has its own sound.
Also one time I got lost in the infinite nothingness and couldn't find back to my patch of gras in the middle. Enemies had a really aggressive chase pattern and most of the time it was impossible to avoid them.
Really funny voice-over and sound effects. Had a laugh by running past all the pink enemies, they just keep on screaming and never stop.
Combat was deeply flawed, if you tried to kite them I always misclicked and move to them instead of attacking -> a deadly mistake. Would have really helped to have a separate button for attacking and moving... like... you know... TWO BUTTONS.
Instead I just stood around the corner, and slowly killed them, while they got stuck in the wall...
Still, nice game, had fun playing it.
All around, this game is really amazing! Left me wanting more, so that's a very good sign. Only complaint I have is, that part of the text was outside of my screen, but that's a very minor thing.
It feels really awesome cutting through everything with a giant sword.
Really fun game, and that introduction video was amazing. I just never was able to successfully use the 5th station...
Really like the game, just why can't I gain the enemy for my party, when we both die, just WHY?
This has incredibly strategic depth, I especially liked the switch position special effect. With faster gameplay (skipping of unnecessary animations) and some better deck customization(those cards cost a lot of coins) or challenge modes I could see myself playing this outside of LudumDare ... for fun!
Was very confused at first, but after frantically clicking everything I finally saw what I had to do.
Thank you for putting in that mute music button, that was highly appreciated.
I like the gameplay about connecting the pods to grow a space-ship, but moving them around was very tiresome.
It was annoying that the pods move so slow and I can't set waypoints to navigate them around the ship or around each other, and I always tried to move the camera with the arrow keys.
Really difficult shmup, and although it's the implementation of the theme, not being able to move horizontal makes avoiding bullets even harder. I think the guns are too far apart, because I always miss enemies when they are exactly in front of the ship. Some enemy variety would have been great. Also some sound effects and particle effect would definitely help to juice it up a bit.
Looks and sounds beautiful. Liked the details like the bird sitting down when not moving.
I was very confused what to do at first, but I ran around and somehow pieced it together bit by bit. I missed the information about being able to hold down to get longer notes, so I was very stumped at first. Make sure all the tutorial information can't be missed at the beginning. Also the map seemed to be unnecessarily huge.
(Also I managed to crash it by clicking around randomly the first time around, sadly I can't really tell what exactly was causing it.)
That split timeline feature is a really cool idea. Having to control both timelines alternating instead of finishing one after another made it a bit chaotic, but I still like it.
Also liked the art in this one. Still some transitions between screens would have been nice, so that observers also see what choice has been made.
Great artstyle and music. The gameplay is interesting and unique. What kind of grass is this that grows only in the dark? My biggest complaints would be, that rabbits take so long to get out of their hole and grass was sometimes unpredictable (at least to me) when it would grow and when it wouldn't. Overall the game is maybe a bit too easy, had no troubles completing it, still it's a pretty polished game.
Really clear and good-looking art style.
It's quite difficult, had a lot of problems at first properly timing it (especially the "normal" shots, that sometimes have been quite fast), but when I managed to get the hang of it, it felt like there were missing some challenges. Like some combinations of the different shot types.
Thanks for all the feedback people.
Brought some issues to our attention we didn't think about, and some issues we already knew about, but time constraints in Ludum Dares can be tough. So, sorry if you tried to enjoy it, but simply couldn't because there is no proper tutorial.
We will use this new knowledge to improve future games.
Really fun game, like the voices the sushi-machine makes when it's getting really fast.
Only complaint would be that Z and X aren't so convenient on all keyboards, adding Y as an alternative or using X and C would have been awesome.
Neat puzzle game. Wish I could clear spaces, because I often got stuck by placing too many trees. Also the beginning of a level is pretty hard since everything is dying so fast.
Woah, that music startled me. Maybe turn the volume a bit down, and I'm not sure it entirely fits the game. The concept reminds me of another mobile game, I think it was called "one more dash", just thought maybe you wanted to know.
The game is really damn difficult and that power-down that reflects the player back always killed me, so I just started to avoid all power-ups/downs. My best score was 16.
I tried to like it, but it gets just so fast later on, you can't even use the first dispenser anymore, because until you see the first color on the pod, it's too late because the delay on the dispenser is too high. And because of the high delay you also have to press before the pod gets under the dispenser, but the speed changes every level so it messes with the timing... maybe I'm just bad at it.
Still, the graphics and mood are excellent, it just wasn't very fun for me. (Also I second the need of an exit button.)
Nice graphics, and the music is very fitting.
It's really tiresome selecting everything with two buttons and waiting... also I didn't understand how I could get new seeds. I'll probably never be a farmer.
Please note: dark blue text on black background is VERY hard to read.
I am really bad at this, some better feedback on WHAT exactly I did wrong would have been cool. I wasn't always entirely sure what I did wrong or what I was supposed to do.
Still, switching up the two buttons required offered an unique challenge, I like that.
I somehow like the artstyle.
Very time consuming without the recipes, having to walk back and forth when you picked up too few resources takes some time with the pretty slow walking speed.
I'd like to note, that inventory management was quite a hassel, cause I picked up the first resource I found until my inventory was full. When I found the second resource, I had to click a while to drop most of it again. But then it often would pick up the dropped items instead of taking the newly found resource.
Still, it was really enjoyable exploring and building endless leaf bridges.
Instantly reminded me of agar.io, and has a similar feel to it, but it's not that "combat" oriented. I sadly didn't see many other players, and when I did they were mostly AFK. It was difficult to tell why tiles would lose my color, how it's determined which I keep and which I lose.
The screenshake on every button press was a bit too much.
Really fun idea, but hard to tell if is fun to play if no players are online.
I think it's a great metaphor for life. Sometimes we just desperately try to cling to a rolling piece of wood, but then we flop all across the room in the opposite direction in a desperate attempt to simply move forward. It really shows the struggle of staying alive on a daily basis, I know great social commentary when I see it.
But enough of the nonsense. Really cool game, kept me occupied for a while.
But was it worth playing one hour just to try to beat level 6 and ultimately fail? I don't know. But it for sure was a lot of F(r)U(stratio)N.
Was shorter than expected. Rather shallow on the gameplay side, but the writing made me chuckle. And the animations are really top-notch.
I really like that the snowball has sticks, grass and dirt in it, just like the real ones, instead of the artificial looking perfect white spheres.
I also had FPS issues even with lowest settings. The gameplay itself was ok, nothing special, but nicely implemented.
Some explanation or tutorial would be nice. Still, got the hang of it eventually. The text on the cards was a bit tiny, and viewing the enemy card until button press instead of timed would have been nice for the beginning. The 50% chance cards seemed to backfire whenever I needed them.
I was very confused at first, but once I got the hang of it it's really fun. Really smart move to remove the time-limit for the first level.
The polish and amount of content is really impressive. But like someone already said, it's nothing really... new or innovative. The controls have also been frustrating at times, especially shooting downwards. Also I'd like to note that it should be more obvious that you can switch weapons/view the map, by pressing enter, took me a while to realize that.
I played it until the end, so I can't say it's bad, but it's also nothing special.
Just a heads up: Unity Web-Player does not work for Linux, so labeling it Web is kinda misleading. I would highly appreciate a Linux or WebGL build.
Man, I really love this game, it's one of those awesome rouge-likes where every turn, every step you take matters and makes you think. Reading the manual just makes it so much better. Just some things could be better 'readable' (e.g. the blinking void space looks so innocuous, and one can't see bombs that are below enemies).
Really liked the way you introduced the controls. But although you made the beginning skippable, I still had to rewatch the middle segments over and over again.
Since when is the chance to get 2 tails by flipping 2 coins not 25%, or have I misread something in the hurry?
Really awesome game to build and customize your spaceship. It's really cool that every stat was customizable. I was feeling like unstoppable when I unexpectedly got destroyed by an enemy fleet, I probably should have investetd in some armor, but it's really hard to judge the enemies strength and their damage output.
Also flying to enemy fleets thousends of "units" away for half a minute is rather ... uninteresting. Had to buy tons of engines just for that.
"God damn, Stop sacrificing yourselves you stupid people! Ok... except you Jimmy, I can't stand you anymore, just get the f*** in the vulcano already."
The concept is pretty funny. But the gameplay can be quite frustrating, pushing people into the volcano 'by accident' *cough*, especially since you can't control your jump height. Eventually I just ended up guarding one side and shooting lightning to the other side whenever it was off cooldown.
Very confusing at first, but was loads of fun once I figured it out. For example it took me a while to understand what yellow cubes do.
Also once the wall is too close, it's impossible to react to incoming cubes anymore.
Really hard, I always run out of the main resource. The idea of one game fueling another is neat, but the righthand game is rather bland... the plant growing is where the action is at. Maybe if you would also gain some bonuses for the left game, by playing the right game it would be a greater incentive than the highscore counter.
And it's surprising how well this color scheme works.
This is so hard, but I like it. The money betting feels so unfair, it's really hard getting any money. And some minigames are really tough when it doesn't display the information.
Just a heads up: More people could play it, if you could also include a .jar for the people who aren't on a windows machine.
As most people already said: knowing when the dash does damage to the soldier would be nice, and I think it's ok if I can't save everyone, but the purpose of the ogres wasn't obvious to me at first. And having the goal (get 100 gold) inside the game somewhere would also be a great idea, because I just invested all my hard earned cash in upgrades.
Still, pretty interesting game.
The difficulty wouldn't have been a problem, if there would have been more checkpoints and the jumping by pressing both at the same time would always work, but instead of jumping I often just turned and crashed into a wall. After retrying for the 20th time I didn't even bother with collecting the rupees anymore.
Besides that, really great zelda inspired graphics and story. Overall really well polished.
Encountered some bugs, like buttons not registering some clicks on them. As it currently is, it's only a concept, but if you decide to further work on it, it would be cool if the events would be slightly randomized instead of always the same to get some replayability. Just consider this will pose a challenge to balance. Also the text appeared very slow, skipping the text animation by clicking would have been nice.
Like others said, screwed up the first day, but then never got anything wrong anymore. It's relatively easy to remember the sequences since there are only two buttons, I like that.
The voice acting was a pleasant surprise.
Really awesome pixel-art (music didn't work for me). The combat becomes really tiresome, especially when fighting a boss and only dealing 3 damage and not seeing how much life he has left. The lack of healing items makes it really damn difficult. Died in the third world because it's really hard to judge when some attacks will hit, and there is no animation for when enemies will shoot.
Nice and clear pixel-art, you have there.
Like @Finestep said, the whole process of creating units is really cumbersome, especially if they clump up and you try to manage a bunch of them at once. Also the HUD hides the right-most part of the map.
Since the enemies just sit there and wait until you come and kill them, there was no real challenge and eventually I killed them all.
Simple, yet effective gameplay. I think it has the potential for a nice mobile game. Nice Job.
Really like this game, played it several times, but just can't get better than a B+. I like the fact how you have to balance short-term goals (monthly income) with long-term goals (stock-price). The music got a tad repetitive tho. And some of the text on cards is unreadably tiny if you're not in fullscreen.
There is a lot missing, but I can totally relate to that, when there just isn't enough time.
So I try to give you some input for a possible "complete" version (as we know, no game is ever truly complete).
Sometimes enemies spawned directly on top of me and most of the time enemies just got stuck in a corner and weren't really a threat. It felt strange that the bullets fly so slow compared to your movespeed, it felt more like I was shooting mines. (But fitting if one of the weapons is going to be a mine launcher :wink: ) Don't forget to add more feedback to shooting and taking damage. Also add everything that @sunnray said to that.
I absolutely love this game. The game told me, I should definitely tell you that I got as far as I did.
It's a game of logical deduction. You click around, and make some first guesses based on that information. And then you try to narrow the possibilities down, and verify your guess by clicking strategically. So when what I first thought was an I, turned out to be a T, I learned that I should also check for that at the top. Some nasty ones I had were: a $ instead of an S, a G instead of an C a B vs an 8, and a 0 instead of a D.
The graphics and music complement the minimalistic puzzle design elegantly.
I could see this work for mobile, and there you could change it, so you can touch+drag your finger over the screen, and it vibrates when you are "over" the letter. Just a thought.
Sadly didn't work for me, golf ball didn't move at all. I'd love to see more Networking games in gamejams. Creating one is always a brave endeavor, it's a shame it's causing so many issues. (Also there is no quit button)
Okay, now I was able to move the golf ball, but since apparently nobody else is playing, it was kinda underwhelming pushing the ball a few meters and then running out of power.
I am intrigued by the idea of it, but overall it's sadly a kinda disappointing experience. Don't get discouraged though, everything is a learning experience. (Just read your post-mortem, and saw that you are fully aware of this. :D)
A lot of great things have already been said, I'm just gonna add some specifics.
I was completely confused when I started first time, because I first clicked "Play" and missed the "Help" screen. Then when I finally knew how to do things, I still didn't know what to do next. I tried building every building and connecting them to the pod, in the hope this would transfer the energy. Took me a long time to realize that you need a Generator for everything. That should be more apparent to "Build Generators First". Switching between three modes, was a horror and really cumbersome to get right, I was always reloading instead of bringing up the build menu. In my opinion it's cool that one has to be careful not to shoot/destroy own buildings. However I think interacting with buildings should be a dedicated button that is always available, like e.g. right-click. And connecting buildings should just be click and drag, I don't understand why I have to click 3 times just to connect two buildings. Also it wasn't clear how much, if any or which direction energy was flowing. I was having fun, until the last battery of the escape pod seemed to just not want to fill up, no matter what I tried. Also selecting a building should be easier, like selecting it with the mouse from a menu, or just display all available buildings while scrolling through it. Finding and building the correct building should be no issue within the heat of battle. The map felt a bit too empty, it wasn't really exciting exploring it. Would be cool if there was a reason to build stuff somewhere else than right at the escape pod.
It has a lot of content for 24h, but it's very rough around the edges. IMHO Audiovisual feedback and polishing came a tad too short :)
Thanks everyone for your feedback. :heart: I'm surprised it is as well received as it is, especially the graphics.
To anyone confused: I won't explain too much, as exploring the interactions is half the fun. But it would certainly help to better convey what things are doing. And to find better conveyances (red -> bad, green -> good).
@nyckos: Thank you so much :heart:
@remzo: Nice that someone found it. I didn't quite manage to get the effect I was hoping to achieve, but slight confusion is at least a start.
@papykent: There is no right or wrong way to play :)
@kabalatrance: There is no winner in the race for survival.
Thanks for all your comments. :heart:
@huvaakoodia I also would have loved to create an endless world, but I didn't manage to do that within the jam scope.
@omiya-games Actually you can see the time you survived, but only after all your neurons died. More neurons do indeed use up more power. I wanted there to be an advantage to keeping networks alive, but currently the most efficient way is to keep the network as small as possible.
The controls made the platforming sometimes a bit more frustrating than it should have been. Also please don't make me watch an unskippable scene every time I replay the level. These two things made it hard for me to enjoy the game, sorry.
When walking onto the metal the walking sound was sometimes between the steps, so you wouldn't really hear it. I think, it should always start with an audible stepping sound when first stepping on it. (I hope that sentence made sense.)
I think some atmospheric music could have improved this entry a lot. Otherwise, solid entry.
Deceptively simple game, with a lot of hidden depth. I like how all necessary information was conveyed through news articles. Took me a few tries to finally beat it. Really polished experienced. (And I had to laugh when I clicked on the ducks.)
I like this open map design, with the transporters casually flying between stations, and being able to fly around wherever you want. Took me a while to realize I should follow the arrows around the ship. I battled with a far too strong station in the beginning. It got a lot more fun once I realized, that I could strafe with A/D, somehow just used W before that... There was sometimes a random fog like effect over the screen, that I assume should be linked to the fog on the map, but it appeared at completely arbitrary times...
On my first playthrough I skipped the lower two upgrades and went straight to the end by stacking probes. I like collecting the different upgrades and slowly building up my skills. The screen transitions and respawn animation could have been a bit faster though. Having to press the directional again after a screen transition was a tiny bit annoying. Also really liked the boot up sequence.
Really well polished game, albeit simple. You certainly know how to keep the scope small for Ludum Dare. It's fascinating how minimal sounds can create such a lovely atmosphere. I didn't find it quite relaxing, as I was on the edge all the time, trying to score on my last attempt. Eventually I got really good at it, and managed to score 46, but it got quite repetitive in the end. But that's fine for a jam game.
Overall I quite like this.
Nice jam game, everything is self-explanatory, I like that a lot. I was just annoyed by the camera placement, I would like to see further where I'm going rather than where I come from... and the ground sometimes flickered strangely when illuminated. Eventually I managed to get the big box, tough.
It's really hard to see or understand the effect of different actions. It was really hard to find all necessary information in the many menus. And I wasn't really sure what to do with most information. And the army value was always on zero. I really tried to play it to the end, but I encountered a gamebreaking bug, where I couldn't progress to the next turn anymore.
This city management type game with spying on individual persons reminded me of the Shrouded Isle, could it have been an inspiration?
Presentation is really top notch, but gameplay is a bit too easy. Also some sponsors were bugged, even though I completed the objective... Played it to the end, nice polished jame game.
Really fascinating game. Some hint, or audiovisual cue, that the other buttons do nothing while holding "down", would have been nice. I tried all combinations of buttons while holding "down", for like half a minute before I realized I had to release "down". The text made me assume, that I should always hold down "down". But eventually I got it, and got an awesome experience.
Sinclairstrange did it again, I saw a screenshot and immediately recognized your art style. So happy someone is still making games in the vain of Gunstar Heroes and co. Also the enemies are obviously Darns, are you secretly konjak?
Let's skip the praise for the art, sound and overall polish, and let me nitpick a bit. The platforming felt a bit clunky, I kept getting stuck/stumped on corners and walls, which made movement in some sections cumbersome. Some enemies were missing some anticipation frames before they shoot projectiles, so it was rather tough to dodge some attacks. The two modes for weapons seems like a neat idea, I never saw the need to actually use the weaker mode though. Also as awesome as all those particle effects are, at the last boss all the explosions obscured the actual bullets of the boss.
Just a shame it lagged on my shitty laptop, but that's not your fault. Just keep on doing what you're doing :D
I really like the gameplay and mechanics of this one. The controls feel just fun to play with, and being able to recover from hits by collecting the batteries is a really smart mechanic. I love the fact that the length of your dash depends on how many batteries you currently have.
I just wish there was more polish, like particle effects when moving and dashing, and a more powerful effect when hitting enemies with the dash. The first time I completed a level, I thought I died, because it's just an abrupt cut to the next level. Some tweens and screenshake would certainly improve it.
I feel the same as @pkenney, I got pretty frustrated by the controls. There is a lot of back and forth in the level design and a huge part of the "challenge" was just to move from A to B.
Otherwise amazing audio design and really good mood.
Please, use a more legible font/color combination next time. I wanted to give up when I saw that, but luckily I suffered through it.
The game is really fun and well thought out. Being able to decide to generate more energy at the cost of the engines taking damage is a really awesome idea. And those sound effects are just hilarious. I beat it on my first try, it was really close and intense.
But try to put more information into the world, as somebody else already said: put an icon of a cat on the barrel and over the engine. And just like that, the wall of text will be one screen shorter.
I liked the graphics and animations. The music made me jump when it started, it's a bit loud.
I really had issues with the gameplay, the energy is used up really fast and I didn't really realize when I was out of energy at first, and didn't understand why I couldn't jump/shoot at times. The zombies are moving around really erratically. And once you are out of energy you are doomed.
First played it with Wine, and that worked except for the Audio. So I built it according to the instructions on your github page and it worked^^
I shouted out loud when I beat it on my second try. Overall a funny little game :D
I absolutely love this. It's so well written, and elegantly designed. I just had a really good time.
The Web version just wouldn't work for me, so I downloaded the Linux version. But it wasn't clear to me, how to start it. After unpacking two archives I found an index.html which finally allowed me to play the game :)
The graphics and animations are certainly the game's strong suit. The music would fit the mood, if it weren't so horribly distorted (could be a problem on my end?). I was missing sound effects when shooting/jumping/killing enemies. The gameplay felt pretty bland. I had a bug where I was only able to shoot to the right, which made it actually more exciting. I stopped after wave 10 since nothing new was happening.
I like the fact that the shop is selling bibles alongside weapons, though. Again, kudos to whoever made that outstanding art.
Simple, but not as easy as others say. It's difficult to keep up collecting fuel and eventually you will run out of power. I thought I was already playing, when the intro sequence explained how to collect fuel, confused me a bit at first.
Really liked doing loops :D
All those subtle (and not so subtle) jokes are really incredible. The pop-ups, instant messages and forums where people write all possible crap, except the thing you search for, gave me a chuckle. They so perfectly parody the frustrations of real-life, that it's almost uncanny. But this is my problem with this game. It emulates the frustration of working on something under time pressure in the internet age too well, that the gameplay is simply that: frustrating. Therefore not a game I enjoy playing, but I appreciate and am impressed by every other aspect of it.
:thumbsdown: Fun
:thumbsup: Everything else
I played it to the end, and I enjoyed it.
It could use some UI improvements, though. The font at the tutorial was very hard to read. The icons for the resources could look more diverse, so it's easier to see at a glance, what is what. For the beginning it would also be helpful to see on the map, what takes and produces what resources.
And once everything is running, there isn't really any challenge anymore, and then the threat of running out of power is gone ;)
The premise had me chuckling. This is my favourite interpretation of the theme in all of LD.
The gameplay however is missing some basic instructions and player feedback, I had no idea what was happening and just mashed buttons and eventually won. Also it crashed when I tried to play it a second time. Maybe try give some visual feedback on what the attacks do, or how effective they are.
As others already said, feels like a cohesive and complete package. Only the meter at the top was not obvious enough, what it is supposed to represent. Although I love the subtle nature of the sound effects, they have been a bit too quiet for me, though. It's a bit hard, but I managed to get to day two, once :D
The controls felt really tight and were fun to play with. Jumping to advance the text is on one hand a neat idea, on the other hand I had to awkwardly stop jumping to read the text. The story kinda went over my head, and I head no real payoff or conclusion at the end. Maybe tell the story more directly, but that could just be me.
First run I cryofreezed my captain, then I was just drifting through space, unable to unfreeze anyone... Second run, the first heat wave just killed half my crew, because they were still in cryo chamber for "saving measures" and eventually I got torn apart by hostile fighters. Third run, I crashed into a black hole just to "see what happens". Fourth run, I finally managed to reach the end unscathed with 660830 energy left.
So yeah, I like this. Once one gets the hang of it, it's more or less a solved puzzle. The UI is not "super" polished, but it's still well presented, to be able to see important stuff at a glance. Good job :)
There might be a good game here, but it's hidden behind questionable UI design decisions and missing instructions. Having to click on the central building to see my resources is really cumbersome, just always display them on the screen. And I never seemed to get the resources I needed from the scrap I collected...
I really like this one, well done.
There is a lot of things one needs to balance which makes it quite hectic. I didn't realize how to refill the machine at first. Some indication that "X now does something different" would have been nice. But that's a minor issue. The gameplay, graphics and sounds just work fantastic together.
It gets really tough, and my strategy for the final level was to ignore the machine and just kill all bats before they reach grandpa. My final Score was 3450.
I like this game, it's so juicy, shooting and movement feel so great. But getting anything actually done, is a pain in the butt. Just as @tuism said, shooting those squids isn't fun, and running full speed into invisible blackholes isn't fun. Maybe the movement speed is just a bit too fast. And maybe if the light would have a much greater range when away from a black hole, it would be more apparent that a black hole is near.
Also having no checkpoints is a bit too punishing in my opinion.
Just a note for others: Tried running it with Wine on Linux, but sadly didn't work.
Very relaxing music and atmosphere. The controls didn't quite mesh with me, as the glider just wouldn't stay straight and I sometimes lost my orientation when trying to fly through some islands. My first thought was, that I could just fly straight to the tree, but I quickly found out, that it wouldn't be that easy, I like that.
- I think there is a point when there are too many graphical effects on top of each other, and I think this game reaches that. Maybe turn it down just a notch, or make the environment a bit brighter or easier to see. - It's really easy to get lost, and I think I ran in circles for a long time. - It's great that the walking sound effect pans between the left and right audio channel :) - My favourite weapon was the laser. - The HTML5 version runs mostly well, only lagged sometimes (with Firefox).
Overall I enjoyed the game at first, but it got too tedious by the end. I finished it in around 15 min.
I didn't have problems with the controls themselves, but losing all momentum when hitting the ceiling or wall was just so frustrating. Setting the jumping arc could be simpler. It was just incredibly frustrating, trying to get out of the pit besides the drill...
This is a great concept, but movement needs to be a lot more fluid.
It was fun discovering the game mechanics. The introduction sequence was well done. My biggest issue was that the keys were only recognized like less than half the time, at first I thought my spacebar was broken. Nice simple jam game.
I tried running it with Love on Linux, but it said I have a different version than it is made for and crashed. Running the Windows version with Wine worked (except for the microphone).
Really loved that you could click the dudes until they exploded. Gameplay was a bit shallow and very exhausting (keyboard variant).
The mechanic with the lasers was really smart. Eventually it comes down to memorization though. My score was 300 at the end. You need some visuals/particles that indicate movement, because otherwise one can't tell if anything is moving when the radius gets really small.
As others said, good puzzle game. Got a bit too easy and reused the same puzzles towards the end. I wish I could recall the thing directly from the charger. But I enjoyed playing it.
Tried the Linux version, but it crashes for me unfortunately a few seconds after pressing start from the main menu.
@randomphantom I'm currently running Ubuntu 16.04 64-bit on a Lenovo E50. In case that helps tŕoubleshooting :D
@randomphantom I tried again, and it's no longer crashing. But I'm experiencing the same graphical glitches as @linus. Also it lagged quite a lot, but I have a shitty laptop, so that's not your fault.
I mostly kept to building generators and stuff, since the lag made normal combat impossible. So it was probably harder than it should have been. I like the artstyle, but it's a bit too dark. Especially those trenches at the outer parts of the map, they just hide in the pitch black ground. Also the sound when the buildings are powering down is a bit loud, and startled me the first time. I wasn't really sure what was going on at first.
Really amazing game, absolutely love the upbeat music in level 1, didn't get much further than the beginning of level 2 though.
When listening to the beat, I would always be a moment too late... I felt like I had to press the button just moments before the beat.
I don't know if it helps you in any way, but I remembered about this technical writeup about rhythm games, you should check it out: http://ludumdare.com/compo/2014/09/09/an-ld48-rhythm-game-part-2/
I tried running your game with Wine on Linux, but sadly no luck. Gonna have to try it out later on Windows.
Simple idea well executed. I just wish I would have gotten something else than the disappointing "Ohhh..." after getting all Perfects...
The controls are really good, although I would have preferred a different key layout. Overall it felt really polished and it has a nice flow to it. Running from enemies was most often more effective than fighting them. I really enjoyed playing it.
This legitimately scared me! I was missing some dramatic death sequence, instead of the player just vanishing. Also the monster got me when I was standing on the edge of the safe zone. Some hints would be cool, like this I was basically just walking around randomly.
Really fun to play. My biggest issue was that there was no feedback when I got hit, at first I was unsure whether I was invincible. Also the controls did not always work like I expected them to work. Using right bumper and trigger at the same time was a problem, so I played with mouse and keyboard. I like how the better weapons, like the automatic shotgun, are as good in killing enemies, as they are in killing yourself (by using up all energy). I think it would make sense to combine the health and weapon pickup, so you refill and extend your max-life and get a new weapon at the same time.
I got stuck at the same place as other commenters. Double checking with your solutions in the document, the voice says different numbers than you have written down, it says 28 where it should say 99 the first time. Just thought I should point that out. Otherwise nice puzzle game, with just enough hints. The effects and atmosphere is well done.
Looks really cool. Spent too long trying to power the TV. Didn't understand at first, what the beeping was connected with, and just panicked and got annoyed. Maybe try to have a small light blinking when it beeps, so the player knows, where the beeping comes from. Also plugging the power cord in could be a bit more forgiving, sometimes dropped it accidentally. Eventually I managed to escape, but with the decharging escape pod, I felt like Sisyphus.
@ldjsq Congrats for being the first to reach the end, because even I haven't done that, yet. You are searching for the answer to (Conway's Game of) Life, obviously :D The first and last floor is fixed, and only the floors in between are randomly generated. I had some ideas for the final floor, but of course ran out of time to do anything special, I hope you're not disappointed.
@snowdozer Thanks for telling me about cave noire, looks like a neat game and an interesting spin on dungeon crawlers. Yeah, in the end Conway's Game of Life might not be that interesting ruleset for this after all. But maybe if the challenge was tweaked a bit, so that instead of trying to fit far too many coins into a small inventory space, one would get a large (almost) infinite inventory, but not so many coins. Then one would have to find ways to use Conway's Game of Life to their advantage to generate more coins than they initially found, instead of just always building those small stable patterns. But on the other hand, there are known patterns that explode or just generate cells infinitely.
Pretty tough to control. Was fun messing around with the teleport gun though. (Although it seems you can teleport from the beginning even without collecting the gun.)
Really love this concept. Just missing some better feedback and some way to play against an AI. I love the Rift spell, it seems so disruptive. Would like to see some asymmetry by allowing players to place their units, or even choose the types of units they want to use (i.e. take multiple of one kind in favor of another kind). Or limit the amount of times you can use a spell so one doesn't just always ping. (which seems kinda strong compared to the other spells)
Had fun playing the game. There is no reason not to take all the upgrades, since having more health will not help you if you are struggling against the enemies. Just found it a shame that it seemed to simply repeat levels after a while instead of just getting to an end. What I didn't like was that it was hard to tell, when exactly enemies would attack, making it hard to predict and avoid enemy attacks.
Really great experience. The atmosphere is built up really well.
Also I played with the Linux version and I had no issues with it, so it's no longer untested ;)
Interesting idea, but surviving combat is only possible if I get them stuck at a corner so that I can hit them, without the enemies hitting me. I got really far until suddenly the game would no longer update any graphics, but keep running in the background (I was able to hear the audio). Played on Linux if that matters.
Really cool concept. I got stuck when I spent all my hearts and couldn't do anything anymore but it wouldn't give me a game over.
@sparewizard Yes, I later found that. No idea how I never saw that the first time around. The ending is actually quite satisfying. I enjoyed the writing, especially the meeting with the wizard.
I found the story really well presented. Combat was not really interesting since there is only one skill to choose from, so it's more down to luck than anything else. (Although it seems like there should be more skills, but clicking the other squares did nothing.) Eventually I beat it though. The movement controls are really smooth too.
That music is really pumpin'! I found the controls a bit too slippery, but I got used to it. Instead of aiming I just kept strafing until the crosshair was over the enemy. Also I'm not sure if enemy projectiles are supposed to turn into ammo/health, because if you keep the red enemies around for a bit, you have more than plenty of ammo/health to never die again. Overall a successful step into the 3rd dimension :P
Nice Game. I just wish I could change the controls, because keyboard ghosting prevents me from shooting and walking into multiple directions at the same time.
My monitor is not big enough to view the whole game, I was only able to see how much money I had by deleting the footer. Also I was not sure how to interpret the percentages, so it wasn't clear to me if red numbers meant good for selling or buying.
@gaweringo My Monitor Resolution is 1680x1050 and I can just barely see everything if I go into fullscreen mode (F11). The laptop screen is 1366x768 and I can't see everything on there no matter what I do. I'm using firefox by the way.
Good execution, but once you get the hang of it though, there isn't really anything special about it. On one hand I like the way your hearts are circling around you, on the other hand I found it confusing if they have a hitbox or not, and they were sometimes obscuring enemies (or distracting me from bullets).
PS: Got a crash the first time I tried to go through the gate. ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Draw Event for object o_gate:
global variable name 'spd' index (100044) not set before reading it. at gml_Script_scr_variable_transfer ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Script_scr_variable_transfer (line -1) gml_Object_o_gate_Draw_64
Really love this game and concept. The UI and visualization is really exceptional, binding the two actions to the mouse buttons makes it feel natural to move around and execute commands. I managed to upload all data on my second try.
This game is really amazing. Very polished, actual story, smart mechanics. When it said "don't get your coins stolen" I was like, "can't be so hard to avoid some enemies" and what can I say, the first monster took me by surprise and stole a coin from me... Well at least the animation for them running away with a coin is adorable. It just seemed strange, that monsters wouldn't go after dropped coins (but maybe that would be too cruel to the player). I love/hate how corpses can be destroyed if you leave them around, but they slow you down if you pick them up. (I once picked up a dissolving corpse, but could luckily sell it just fine.) Circle strafing seemed to be very effective. The biggest gripe I have is that those pillars blend in with the background, and I keep running into them.
Just a shame I always encountered the same bug, that suddenly no more monsters would spawn. However the game over is really well done, as is the rest of the game. :thumbsup:
I had no idea what to do at first, and the instructions don't explain what the controls are. Took me some time until I realized that the parts I needed to find emitted that specific particle effect. Also why suddenly use the mouse to choose what to do with found parts instead of the keyboard? Und ich glaub bei euch hat sich ein deutscher Satz ins Spiel geschlichen ;) Having the player always face into the same direction felt really weird. Losing all momentum when hitting a wall, made it frustrating to navigate. Eventually I managed to get to the end though, the villagers didn't really seem to pose a threat, at least they never attacked me as far as I can tell.
I was not able to figure out, how to buy something. I was stuck with the fist and not able to progress since trying to hit anything with the fist attack is futile.
I was unable to play the download version, it just seemed to get stuck on the title screen. The web version was playable, although I was not able to see everything of the game, because my screen resolution isn't large enough. Otherwise I got pretty much as far as the previous commenter.
After failing to reach another town for several tries, I finally understood that the water was killing me, not the robbers. Really needs a "Sell All"/"Buy All" button. Once you have a certain critical amount of money, nothing can stop you from just becoming super rich and then you have to press the button just hundreds of times to buy all the wood. I had to stop because needing 524288 logs of wood for a fire is going too far. You are clearly exaggerating the cold, wife!
I especially loved the mechanics that robbers would get stronger (actually they just got more it seemed) on frequently traveled connections, meaning one starts to take detours to other towns to reach the destination safely.
Took a while to get used to the controls, it's very frustrating if you don't know how to gain height and have to wait for the wheel to bring you back up. But once I understood how to best gain momentum, (by clicking diagonally down) it was a lot of fun.
10/10 would rate again
I like the execution with the visualization of multiple simulations at the same time and also the added debugger in the post-jam version is nice. However what I'm missing is a simple description of what all the variables do. Like for the first level, just explain in plain English what theta and theta_dot are. The code was also hard for me to understand. I think it's javascript, but it's using syntax, variables and functions I'm not familiar with. Just took me forever to discern that "p" is supposed to stand for "parameters". The debugger is nice, but what would help even more if I could set initial simulation parameters so I can just test simple scenarios. And the speed could be shown as an arrow, while stepping through it frame by frame. For this concept to be approachable in any way, it needs a lot more explanation, visualization and helpers.
It was hard to follow what was going on at times, when cards went into and out of discard was unclear to me at first. I think I now understand that the banish card bans one card EACH from deck/hand/discard, so a total of 3 cards. Also I didn't realize that there were also instant effects to pick from, I first thought they would all be cards that get added to my deck.
Really hilarious premise, I absolutely loved the announcements.
Very hard, but that's okay. Got past the spinny thing, but the next section where you have to bounce around is just too hard with lag.
Amazing game. Very well executed. Main complaint is that I cannot tell when I take damage.
I'm a bit torn on the upgrade system, just getting random debuffs makes the upgrades feel kinda pointless. I'm just gonna pick what I feel like, and I pick more if I want it to get harder. Seeing what debuff I'm gonna get could make it feel more tactical, but would make it easy to always pick simple debuffs. But maybe you don't see all of them, or maybe there is an upgrade that let's me see what debuff I'm gonna get from a card (which can be picked up to 5 times to see all five potential debuffs). Or instead of a debuff being associated with a card, I can see what debuff I'm getting when I pick e.g. a second or third card, but it doesn't matter what second upgrade I pick. (anyway that's my ramblings on that)
How far do I have to get for the bossfight? The game starts to feel a lot like discroom once you get your seventh loose gear. It's hard, but still felt pretty fair. Kudos.
Really innovative concept. One could certainly do a lot with this, but I already had fun with it as it is.
everything I pick up is called "undefined", I'm not sure if that's a bug, or a clever joke. also it crashes when I use the controller
still managed to play until what I think is the end of it
Took me a while to get that I had to drag the mouse and not just click at the beginning. It's missing something like walls only one character can pass through otherwise you just keep them always on top of each other and it basically plays like only having a single character. Simple, but well done.
Very clever puzzle mechanics, love some good comic book themeing.
As long as one keeps clicking fast enough, it's easy enough to survive.
Simple, but very effective.
Very cool! Very multitasking intensive too though.
Played for quite a bit, tried to crack 200 points, but it seems impossible. It is too reliant on good card draw, since if you don't draw 1's there is no way to prevent losing. I feel like baskets shouldn't be tied to a number, they feel very restrictive and lifting that restriction would allow them to be a more reliable way to remove cards from the board again. Drawing an "8" basket, when my highest number on the board is 6, feels like a very cruel joke.
Otherwise, very excellent!
Remembering three intertwined "simon-says"-sequences is pretty fun, wish it would have focused more on that. The flinging just kinda gets in the way.
Really cool idea with choosing your own difficulty.