The Valley Rule by Raiyumi 2014-04-29T17:18:00
Just excellent, I'd love to read some about the development.
Foon → Ludum Dare Explorer → Users → kmakai
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | Cultivate | compo | 117 | 3.77 | 3.55 | 3.54 | 4.03 | 3.23 | 2.49 | 2.73 | 3.90 | 100 | |
| 2014 | 29 | Beneath the Surface | Sundiver | compo | 745 | 2.98 | 2.77 | 3.14 | 2.31 | 3.23 | 3.18 | 2.00 | 3.04 | 100 |
Just excellent, I'd love to read some about the development.
Really cool game and a nice take on tower defense, I wish the digging was a bit faster but still had a lot of fun!
Interesting, this seems a lot like a stripped-down version of the FMV drowning simulator that was made recently.
Very interesting concept, controls were a little hard to get used to but overall fun!
Great job with the aesthetic as already stated, nice relaxing atmosphere to swim around in! I really like seeing projects that pick an appropriate scope for the assets, and with the added bonus that the low-poly art was well executed too! Good job.
260.38 seconds. It took me a little while to get a feel for, but I enjoyed it a lot. Original concept, too. Great job!
This was a really interesting concept, and I think it's executed pretty well. Mechanically it's nice to see a different take on the "block incoming things" genre, with varying strengths you need to prioritize and some reflex/recognition in there too. I think the one thing that I might have done differently (not to say it was bad or wrong, just not exactly to my taste,) was the failure result. I feel like the outcome took away some of the weight for me, and felt a little melodramatic though. That's really my only criticism though. Great job!
Really impressive job with the art and animations! Interesting idea for gameplay, too. Good work.
Really cool concept and great job implementing it given this was your first time using Unity! I kept digging down to avoid getting hit and got stuck in an area without any important resources, and it took too long to get through the gravel surrounding me. Still fun though, good job!
Good job! Had fun, it seemed a little too easy though.
Great game, nice job making the kills feel weight-y.
Interesting idea, it would be fun to see this expanded!
Great audio, and good job with the theme and the motif, very nice feel. I could stand with a slightly smaller hitbox, but it was fun!
This was fun! A little on the easy side, but good job!
Great idea! Really makes you think in an interesting way. You should develop it further, if it worked with a mobile interface somehow that could be awesome. Good job!
I played this for an oddly long time, even though I think I was "ahead of the curve" after a little while. Good job, more events or things to add difficulty later on would be cool.
OH MY GOD THAT FACE
Interesting idea, I found the zoom a little bit sensitive for my taste, but I enjoyed the experience. Good job!
Great job, very difficult but not frustrating. One of the better entries I've found!
Good job, I like the choice you made to swing the camera when the player changes direction, and the gun is super satisfying. I might suggest letting the music continue after dying - I heard the opening riff quite a bit, haha.
Very slick, a little difficult with a trackpad, but still very fun! Awesome job.
Great job, awesome use of particles, and I was very pleased to see that they stay around after you lose them rather than blinking out of existence. Definitely one of my favorites so far!
Great job! Maybe some indicator in radar about the weights would be helpful. Nice music too!
I like the art and the concept is very interesting, but I'm having trouble figuring out how to progress.. Good job though!
Cool game, and hooray for HaxeFlixel! It would be easier if the player changed facing immediately, so you could shoot behind yourself faster... though maybe that was intentional? Great job.
Awesome! Love the audio and graphics, very inventive.
Thanks everyone, I'm not sure why the second time playing always starts with more of the skulls... I spent my last half hour of the jam trying to fix that. I'm slowing them down though, and I might make the levels a little shorter to start with (the meter is a progress bar, your distance toward the core.)
I fixed the second level, which was basically a bugged win condition. For those interested, every time a glitch enemy was (trying to be) spawned, it tried to access a not-null-but-not-valid cached bitmap -- this caused the hitching, until some RNG condition was met and a skull was spawned instead. Thanks for dealing with that issue!
I uploaded an easier version in addition to the others, I feel like that level of balance is outside the scope of allowed bugfixes (the changes were only a constant variable, but regardless) so please judge based on the "Flash" link! Thanks everyone for the great feedback!
Thanks for all the feedback everyone, this is the best/most I've gotten yet! I made some changes to the health pickups to make them slightly larger and restore more health (time.) I'm working on some changes to hopefully improve performance too, I had to do a bit of hacky stuff to make the glitches look the way they do and I don't know the internals of Flash well enough (this was made in Haxe and cross-compiled) to automatically catch all of the chokepoints in the code. I'll keep working though!
Kind of got stuck running out of money, but it's a cool concept and it looks really nice!
I found two, I feel like I missed the hints somewhere? Anyway, great job, and I like the art for the monsters (that I found)!
Good job with the hull damage mechanic, definitely made me consider my shots (even more than the limited ammo.)
I got about 18 days in, I think most of the "events" disappear too quickly for me to read them the first time, but they didn't have a very big impact on things, at least where I was in the progression.
Very interesting! It might be helpful if the player could carry more, ie more than one stick at a time (though maybe I was missing something.) Good job!
Wow, this doesn't even seem like a jam game, you must have worked without sleeping! Also, hooray for Haxe!
Fantastic job, lots of polish all around. Fun game!
This was very fun, my final score was 380 (I was pretty reckless.) Once I figured out that space would ping things went a lot faster. Good job!
Cool idea, very hard though. Hooray for another HaxeFlixel entry! Good job.
This was a cool idea and I played through to the finish, I'm not sure there was really enough challenge though. Good job!
Fun and nice art style and music! A little difficult starting over at the first screen, though. Good job!
Interesting variety of gameplay, changing the perspective and stuff. It would be cool to add some more challenge. Good job!
Hands down this is the best golem interpretive-dance simulator I've ever played. But really, this was a fantastic entry, one of my favorites for sure. Excellent job!
Good job! Yay HaxeFlixel. I agree, some way to extend your time via combos or something would be cool.
Good job, this is fun! I got stuck on the second level, it didn't crash but enemies stopped spawning, it's possible that there was one I just couldn't see offscreen.
Great job, this has a cool look and one of the more original takes on the theme!
Love it, surprisingly difficult for a simple concept. And hooray HaxeFlixel!
Agreed, I was very surprised by the format. Great job!
Good job, I like the different conversation tones you find. I agree that the text was a bit slow, but I stuck around to see it all, and something about the "printing" sound effect was very satisfying. Also, yay HaxeFlixel!
Good job, some indication of where the next wave will spawn would be helpful though, that's what kept getting me.
Wow, I played this for a really long time, my hands hurt now. Great job taking a simple concept and making it addictive!
Fantastic job, everything had a really nice look to it too!
One of the more interesting twine games I've seen, kept me hooked til the end. Great job!
Great job, amazing what can get done in so little time!
Very interesting, it would be great if you could zoom in or mouse over stars to see information, I wasn't exactly sure what in the feed was happening where. I don't think the black hole was working, also. Is there a limit to the amount of creation you can do at once? Great job!
Good job! If you want to keep players from "levitating," you could make the blocks not collide with the player while being moved, and then have them reset or not be placed if they're in the player's way? Fun!
Cool, very cute graphics! Nice mellow interpretation of the theme, though it can be a bit slow. Some calming music might help, but good job!
This was fun and interesting, you might want to double check your FPS controller, turning in the air caused me to have a (somewhat) permanent "roll" rotation, which was cool in the air but seemed odd/hard to work with on the ground. Good job!
Very nice, good game design (and graphic design) all around. Great to see more Haxe games this time, and I'm checking out your blog+github (especially ugl, which looks cool) now!
Good job! I think I hit critical mass on other white cells after a few skulls though, they basically took over and handled things for me but it was fun to move around with them.
Wow, this was amazing! I really enjoyed playing through this, you nailed all of the categories. I'd love to read more about how you did the "background" for the game, it was an awesome touch.
Wow, this was so unexpected... everything about this was great, unfortunately I don't think I have anything other than positive feedback to give you! Great job making such a simple visual style really engaging. It's clinical which fits the simulation aspect and doesn't get in the way of the puzzle, but it's very appealing at the same time. I quite liked the voice-overs as well, it added a lot to the unexpected story. Puzzle design is just perfect. Congrats!
Wow, this was definitely a compelling entry. The visual style and the music were perfect for setting the mood, and the letters were a really nice additional touch. Great job!
Really excellent, you guys clearly have a great sense for design. The art and animations are lovely, the music and audio is a perfect accompaniment, and the game itself is fun and engaging, not to mention fitting both themes very well. My ONLY complaint, and it is a minor one, is that the "popup" text showing the stat changes for each new day was a bit difficult to read -- I think a combination of the font (though I do like the font), it moving, and it fading all at once just made it a bit hard for me to catch, but like I said this was not a big deal.
Awesome job, congrats!
Really love the style, it fits so well with the music and sound effects! The gameplay itself is really interesting, I like that both themes fit together so well for this concept. Great job, I would definitely play more!
Wow, this is an awesome entry! Even if it is considered "incomplete" I think it does a great job introducing the mechanics and providing some interesting puzzles to solve. I would definitely play more levels of this.
My only critique of the gameplay is that I wish that the "bridge" plant would grow slightly slower, or perhaps that the jump was just slightly higher -- I found myself creating steps for the bridge that were just slightly too high to jump onto, and needing to reset a couple of times due to this.
Overall an awesome job, I quite like the art/animation and the music. Congrats!
I absolutely love this game. Warioware/minigame collection was a perfect genre for the theme(s), and not only is this executed fabulously, but it has way more polish than I would have expected (even in a lot of non-jam games). The art style is so awesome, I am quite envious of your colors and animation skills. On top of that the music is really excellent -- seeing that it took < 5 hours is incredible! Anyway, awesome job... and I'm currently installing Pet Furball.
Awesome job utilizing the theme! I agree that more moody/atmospheric music might be an interesting addition, but I also like the track you used. The time-lapse effect is really smart, it really makes the visuals "click" even better for me.
If you continue working on this in the future, it would be cool to see more environments, maybe even a time- or score-based mode (though that might detract from how relaxing it is right now!)
I think this is a really awesome idea. It would be cool to take it a little farther (and might remedy the RT problem previous comments mentioned) by allowing replies to count as buy/sell commands -- if you wanted to keep it strictly to two commands you could still just have either "BUY" or "SELL" be recognized, or you could allow amounts to be included. At that point you could start including things like tweeting at the bot to get your status, etc. I was really excited to see this kind of outside-the-box entry, so congrats on that!
Wow, really ambitious idea, so cool to see it running! I love the idea, if you were planning to keep developing it, I think it would be a really fun mobile game. I'll definitely keep playing so you have other active players!
It seemed odd at first, but this was really fun! All it needed was some soothing music and sound effects, maybe even obstacles to avoid to increase difficulty.
I would suggest possibly adding some logic to make sure that the target doesn't spawn within your circle (several times when the circle got big enough, it would grow several times in a row immediately.
Overall great job, I like the idea of the two button controls changing over time!
This was pretty cool, the title screen was a great gag on its own and I was really impressed by the detail of the environment and the character animations. My only suggestion would be that the combat/interaction could be a bit more engaging, I found it slightly tedious to run back and forth "jousting", but I certainly still enjoyed the experience!
Awesome! Would love some coffee shop ambiance in the background. You should develop this further, I like the idea of including more difficult recipes so that you have to flip between reference cards or something like that. The physics were a great touch. Also, I laughed when someone ordered a Grande cup of sugar.
Good job!
Great job with sound/music and visuals, it has a really distinct style that was fun to see. Nice use of the theme as well (and clever to make the movement change direction!). I would definitely play more levels of this, especially after hazards are introduced.
This was cool and a smart idea! I thought the animations were quite nice. It was not clear to me that I needed to hit "up" to hit the button in the first minigame -- maybe I'm dense but it did take me a bit. Not a huge problem though. Regarding the music, if you don't create it yourselves during the Jam, you should be using music that is specifically licensed and made available for purposes like this: i.e. creative commons or public domain. Anyway, good job completing an entry!
First of all this caught me right away with the visual style, so great job with that -- I really appreciated the mix of high(er) res pixel art / small sprites and the sketchy style of the levels themselves. Along those lines the water effect and the death effect were really superb!
I have some feedback regarding the jumping/platforming -- first, it took me way too long to figure out I could jump twice, I thought I was getting the timing wrong. This could be fixed pretty simply by putting a double-jump-high platform in the main area and a decal in the background with two up arrows (or something like that, if you wanted to avoid being too explicit.) Second, and this is perhaps more of a subjective suggestion, so take it with a grain of salt: the way the jumping/gravity seems to work now is a constant velocity up, then switch direction at the peak and fall with a constant velocity. I found this a little jarring, you might want to experiment with constant negative acceleration for gravity, and the jump being an instantaneous upward acceleration. Again, this is just my own taste -- to play devil's advocate I like it when things disregard the norm, also!
Overall this felt really polished for something so ambitious. I would love to see where this goes if you keep working on it!
P.S.: Going back again I'm coming around to the physics a lot more -- also wanted to give kudos for the collision detection, which is really impressive given so little time!
Great job setting up the mood, and getting all platforming mechanics in that you did in such a short span of time. I had a couple of issues with collision, where a resource got pushed underneath the floor, or one got stuck on the right side of the tall building to the right of the village in an area I couldn't get to, but other than that it felt good. Another suggestion would be to put something behind the text, it can be a bit difficult to read at times. Overall good job!
Awesome! I quite liked your entry. The visuals and sound were excellent, and I think the difficulty curve was just right. The only bugs I noticed were that the character sprite is occasionally shown behind walls, and that after planting one color in a slot, then trying a different color, that one would sometimes play the previous color's note (I think?).
I really liked some of the small details like the bird-cursor landing, and the hints.
Fantastic job!
Really inventive way to put the two sides together, and it fit the theme well! Great job with the audio and all of the dialog especially.
I loved this! Really fun, thoughtful game with great puzzle design. You also matched the pico 8 style really well while making it your own, and the music was awesome as well. Really great entry, one of my favorites so far. Congrats!
Loved your writing, the detail really brings the scenes to life. I think this setting was perfect for the format, it gives plenty of room for the player to imagine the scenes and implant themselves in them, while also being clinical and monotone.
The different paths seem to stitch together really nicely too, I'm always curious to see the actual topology the branching decisions make in games like this.
Great job!
BEAUTIFUL game. This was very elaborate given the constraints of the theme - not only is it growing and two-button controls, but it's multi-faceted in goals, objectives, and commands. I wish the game had a specific end game, and that there were more help screens while playing. That said, it wasn't too hard to figure everything out. Delegating that stone is tough!
Great job, I really like the art style, and having the voice samples when the sushi gets placed is a really nice touch!
Congrats on using your own engine!
I liked the color choices, they made the simple/abstract art style shine. I wasn't entirely clear what all of the shop items did (though some I understood like growing time / area.) If there was an end state I didn't see it unfortunately, because when touching the purple squares at the bottom of the screen it took me to the shop -- I found that I could keep buying the furthest right item, which I did until it was full. This seemed to grow the purple, and when I exited the shop I was in the midst of a purple area and unable to move, as any movement would trigger the shop again. Nevertheless I enjoyed it beforehand.
Awesome! I made it all the way through. This was really a clever and creative entry, good job capturing the theme in such a unique way. I agree with some of the comments that mention that randomness can sometimes mess you up, but it seems like that is intentional to a degree -- you can't count on food, so you have to play it cautious or risk starving. There may be some tweaking that could be done for balance, but I like the base premise of that and I'm okay with it being random.
I would maybe like a slightly better indication or explanation of the crafting mechanic and when it will be possible during the game.
Overall I really enjoyed playing this, it's one of my favorites so far!
I really like this. First I would say great job on the sound, it gets left until the end and slapped on for many entries (my own included!), but yours was fantastic and really brought the game together. I enjoyed the simple graphics as well, they fit nicely. Great use of the theme, and developing mood for the experience. I would love to see more of this!
P.S.: It took me way too long to get the joke with the name of the game... >_>
This was a really interesting idea, I like it a lot! I definitely agree with the comment above about having the size increment in steps, rather than continuously, it might help with performance as well (less scaling of textures each frame.) Good job!
Fun! Reminds me a lot of LocoRoco, in a good way. I liked seeing bits of what was in the background as well. Nicely polished game, great job!
This is really impressive! I like the way you developed the mechanics, I thought the way they were used was clever. I think I get what you were going for with regards to the theme, but I'm not sure how well it fits. Either way you did a great job -- the visuals are quite pleasing, and the music fit well.
I would certainly play more of this!
Thank you for the feedback everyone!
I've hopefully fixed any breaking issues that were identified (restarting the game should work properly now.) The text being difficult to see was a bug (the message backdrop's layer was getting reset to be behind the image for the scene), so I've fixed that as well. Lastly I've included the A/D keys in place of Left/Right.
Thank you so much for playing!
Awesome job, I really loved the visual aesthetic and animation! The sound was particularly well done, and definitely suits the atmosphere. Your use of the theme is quite nice as well, kind of a different take on the "sliding around"/block-pushing puzzle genre. Overall excellent!
Very fun, super creative idea. My only issue is that when I got to 1 million, nothing happened! Maybe a message didn't get triggered or something. Either way, I still enjoyed it a lot. Good job!
This was cute, I like the puzzle design a lot -- it's always nice to have multiple solutions, and of course the optional added challenge of collecting extra gifts.
Great job making a complete entry that's lots of fun!
This entry is just awesome, the style is gorgeous, and the music is fantastic! I would (will) definitely play/listen to more.
Awesome job! I love seeing puzzle-focused games that manage to include compelling story elements as well. You certainly must have been busy to get it all done. My only suggestions would be to have space skip to the end of the current dialogue message, rather than the start of the next one (frequently just wanted to make the message appear when one character was speaking, but instead skipped the whole thing), and this could be me being dense, but I didn't realize at first that you couldn't run along the edges of the level -- they look wide enough to get through.
Congrats!
I really loved playing this! The art style and UI design are impeccable, and the difficulty is just enough to keep me challenged and looking for the treasure -- though I was expecting more fanfare when I actually found it, but perhaps that was intentional.
In lieu of background music, the sound of wind was a really nice complement. I agree with one of the comments above that seasons with subtly different color palettes would be a beautiful addition (I could even envision some rain or snow effects to go along with that), although the simplicity certainly contributes to the charm here, and you've well exceeded what I thought would be possible for 48 hours.
Fantastic job!
Interesting idea for the theme, it would be cool to see some obstacles or something if you developed it further! Note: after the snowball gets big enough to fill the screen there wasn't much I could do.
Good job!
Good job! It might help if some of the obstacles were a little clearer -- it took me a while to realize I had to slow down over gravel, and that I would hit some of the "overhead" things. Overall this was fun and cute.
Great job with the sound and music! I also really liked the style of the sprites/tiles, it seemed very cohesive despite how little time there was to put it together. There were a couple of spots where it seemed like the shape of the level made it very hard not to get hit, but that wasn't a big deal. Congratulations!
Fun! I really liked the escalation of difficulty, I was expecting it to stay pretty simple but you managed to get a lot of challenge out of two buttons. The animations were cute and fit perfectly with the setting, and the humor was spot on. The touch of having the music get faster was perfect as well -- I only wish there was some kind of sound effect for making a mistake, or an indication of how many mistakes had been made, but this is a minor complaint.
Overall you did an awesome job, congrats!
This is fun! It's quite difficult, but I am enjoying the challenge. Nice job with the art, it's a cool style! The premise was pretty humorous as well, and I liked the additional touch of popping out of the "snack" machines to start the game. Great job!
Got to stage 5 with 7014 points. During the last stage, the music had stopped (or maybe it was just delayed, I didn't last more than 4-5 seconds.) I really enjoyed playing this one! This was an awesome way to make a "rhythm" game with only two buttons still be engaging.
The music was a nice fit, and the visuals were clean and simple (which was appreciated while concentrating!) I would only suggest that there be some kind of audible indicator when the color isn't matched up -- sometimes in between lots of hits it could be hard to tell.
Overall really great job!
Fitting use of the theme, and I like the art style a lot (it definitely caught my eye in the thumbnail!) Good job!
Cool idea, and well done. Great job with the music as well. It would be fun to see some more levels as the buttons' functions change! Effective art style as well, it stands out among other entries.
Wow! This is such and ambitious and impressive entry. Excellent job all around, with the look, the sounds, the unique gameplay, everything! Great job.
This concept was simple and a great choice for the theme -- I like the execution a lot, and I would love to see the game expanded upon, if you decided to work on it more in the future! The direction indicator in the background, the light the ship casts on debris, and the way they break apart are all really great flair that go a long way. I think an indicator for the ship while off screen (or even just drawing the radius you need to stay in on screen, and keeping the ship in view while zooming out) would help quite a bit.
Overall I thought this was quite fun!
Interesting take on a well-tread genre, and the debris from the barriers breaking was a nice touch. Good job!
Really interesting idea, it would be cool to see it developed further. I like the sound/music, and visual style a lot!
This was so original! I genuinely laughed out loud at some of the combinations that were created, and it's awesome that you included the lists as text files alongside the executable. This fits the theme nicely as well, of course.
Great job!
I thought this was a really awesome entry! Great concept that fits perfectly with the theme (as another comment said, you could have made the "long-press" a different button, but that would have made potential balance issues with the mana orbs...) it was lots of fun and felt fleshed out for a jam game. I liked the charm of the art, and particularly appreciated that you went "all-in" with it -- making full backgrounds and details in the levels, which takes it above what a lot of other entries get to. Again, great job and congrats! I had a lot of fun with this one.
Fantastic job, really quite interesting game mechanic for using only two buttons. It definitely gets challenging quickly as soon as the colored arrows show up! The visual style and audio were just excellent, so congrats on that. My only suggestion would be some way to tone down the pulsing and rotating of the screen -- even if it was just a little less intense. I really liked the effect at first, but it does start to wear a bit after a while of playing.
Overall really awesome job!
I couldn't make it through the first level, but I did like the use of the two-button controls. Interesting take on the theme, and a good execution for 48 hours.
Simple and fun, good job with the sound effects too! Didn't get very high up, but played for a while.
Great job, I found the gameplay really satisfying! The "time limit" was a great way to avoid having players just bounce back and forth and try to get them to go for non-stop precision, which added a lot for me.
I enjoyed the music and the aesthetic, though maybe the background/stripes could have changed colors or something between levels -- there was a bit of strain caused after staring at the same pattern for too long.
I'd like to play some more!
Very interesting concept, and I like the design of the interface a lot. If I had one suggestion, it would be to try to associate the buttons and labels a little closer somehow. I definitely understand trying to obfuscate the function of the device, as that's part of the fun, though. A little bit more feedback on what's happening each time you make a change could help. Overall very innovative, nice job!
Very clever take on the theme, I think the simplicity of the game is excellent, especially combined with the detail of the visual style, and the awesome audio.
Great job!
I'd love to see where this goes -- I saw your post and was immediately interested in the game, I think the idea is great (perfect for the theme) and your implementation so far is awesome. I particularly like the menus updating to reflect the effect each added 1/0 will have.
I liked this one a lot, great job! (especially hitting both themes, and making fairly unique gameplay with them)
A couple of notes, if you decide to work on this more in the future: for me, the sound effects were very loud in comparison with the background music (I wish I could hear more of it, as I liked it a lot!) -- this wouldn't usually be much of an issue, but the very quick repetition of the sounds became grating after a while, specifically the "step" and "watering" sound effects. I would also suggest using a different sound for watering, to me it almost sounded like a "mistake" sound, so I was unsure if I was doing the right thing at first.
Additionally it would be cool to see more of a difficulty curve, as once I got the hang of things it became easy to finish -- honestly though you did an awesome job with limited time! I especially appreciate all of the art.
Great job!
Wow, this is probably my favorite entry I've played so far. Really a fantastic idea, and executed very well. I get a real Black & White feeling from it, which is cool. I would love to play an expanded version, and I feel like this would be particularly suited as a mobile game as well! Fantastic job.
Really like this one. My score was 33.007, I had a lot of fun playing it! The art for the ships is perfect, and I really appreciated all of the variety in the ship/shot patterns! Great job.
Great game! I loved the look and the sounds (though when they died it sounded exactly like the minions from Despicable Me, not sure if that was intentional). The controls were a little hard to get used to at first, but by the last level I had it down. That last level was tough! Great job.
Interesting concept here, I think there's definitely something to it if developed more. Definitely a good start getting something playable with an objective and a failure state submitted, so great job in that regard! Keep at it.
What a beautiful game! The sound effects when picking up and delivering food really fit into the music well and were a nice touch. You picked a really great style given the time constraint, it definitely paid off. Congrats!
Was interesting - not sure if I skipped ahead too much or if this was a bug, but I pressed 'e' to sing every time it prompted, and the tree kept getting bigger, then I moved and the game went to the home screen (not sure if the game was supposed to end there or not). Might have been better if the option to sing again wasn't presented until the first action was finished.
Interesting concept, I really like all of the little design touches you put into it (transitions between levels, the main menu block, etc). The music being calm and pleasant was much appreciated, as I found myself getting frustrated pretty quickly -- it was a bit too trial-and-error for my taste, but I did still enjoy playing.
I think your execution was really good, particularly with using a simple art style and making it look nice. The only things I noticed in terms of polish was that the collision had the tendency to bug out a bit, usually when jumping along a wall.
Overall clever and fun game. Good job!
First of all great job with the music, sounds, graphics and animation, they were really amazing. The only thing I might suggest on that front is giving the background a parallax scroll, relative to the platforms/foreground objects. It's usually pretty simple to implement and adds a lot. Next I would say I liked that the jumping felt heavy and deliberate, it made me think about my movement rather than spamming spacebar constantly to get around. I had a hard time understanding whether I was doing anything by shooting water at the plant though, it seemed to take the water the first time and then told me to give it more, which I wasn't getting any feedback from. I didn't see the next wave of enemies until I had no water available, and when I realized that I needed to hit them with it to weaken them, I had to leave the plant unprotected.
I would attribute most of that to me acting a bit dense, but some extra feedback on when the plant is ready accept water / when the water is doing anything could be helpful.
Overall really great job!
Awesome job! I think the only thing that would make this better is some suspenseful music in the background.
Interesting way to handle weapons/items in a simplified environment. Nice balance to the difficulty curve so far, as well. Great job!
Very nice! I like that the game can end, and that it does increase in difficulty over time. It wasn't super intuitive at first that the blocks needed to be the same size, but it was easy to catch on quickly.
Game looked good and played well, but I was not a fan of the audio or the hosting website.
Great job combining the themes, and I really like the music. If you were to change anything, maybe have hitting a larger asteroid just take away most of your mass and knock you around, or something like that? I liked the face that follows the mouse pointer, that was a nice touch too.
Congrats!
This is really cool! I love the concept, it fits so well with the theme. I am really bad at this, but every time I manage to land a hit it's very satisfying. Great job with the music and sound effects as well!
I'll definitely be trying this on android when I get the chance, it seems like a smart fit for mobile.
One suggestion if you keep working on this -- maybe add an indicator on the side that you'll move to next. I found myself occasionally forgetting which way I had moved last when I stopped moving, although I might have been better off just always moving!
Awesome job, congrats.
Fun! Very satisfying gameplay. Could use more levels, maybe a shorter guide so you can't tell if you will miss or not. Not sure how well it fits in with the theme, but otherwise good job all around!
Very interesting, I love the choice of sculpture as the medium for your graphics and how expressive you made the head/face as it ages. It would be interesting to see some variation in that depending on the choices you make, though I can see that becoming difficult very quickly. I found this both depressing and uplifting -- which I'm guessing was intentional. So for that, awesome job!
What an adorable game, I really enjoyed playing this. The cuteness of it all was a nice offset to how frantic it got when there were tons of things on screen. The design of "shoot, but don't hit the stardust" vs. "pull, but don't pull the enemies" was a great twist for this, and it fit the theme nicely. Not to mention everything from the menus, to the sprites, to the music was beautiful.
Congrats!
Wow, this is awesome! Congrats on completing this and submitting to the compo, that really is an achievement. I'm looking forward to perusing the source, too. I really like the graphics, this would have been a nice look even if it weren't restricted to the Gameboy hardware!
My only suggestion/critique is that the counter for "blood" makes it seem like you could collect more than one at a time, which was slightly confusing at first, but overall not a big deal at all.
Really, awesome job. Congratulations on the accomplishment!
This was fun! After a while I seemed to become invincible though, I had one heart and everything I touched seemed to die immediately. Great job with the music, the design, everything.
Awesome job with this! The art style was really unique and expressive, and the way you used the sound effects to fill in the "action" was perfect. It reminded me of a storyboard test for an animated film. I look forward to seeing where this goes when you release the rest! Great job.
Cool concept which was fun to play. I thought you did a great job incorporating all of the sound effects and music, which fit the overall style really well. I expect that the momentum that the frog has is intentionally difficult to overcome, but this became slightly frustrating several times, and the gameplay might be served by tuning that slightly. Overally though, good job for making a solid entry!
I enjoyed it a lot, but I agree with the other commenters - I wish there was an end game. It does seem difficult to know whether things were going well or not, but I only accepted people with fair or better credit scores so maybe I was never going to encounter someone defaulting on a loan and causing trouble.
Great job with this, I really liked it! I loved your art style, though it was super sad any time I failed. Good job with the music as well, it definitely adds a lot to the experience. My only suggestion is that the feedback for hot/cold could be a little clearer, but that's not easy to do with limited time, especially when the art style is detailed like this.
Congrats on your first completed game, keep it up!
Interesting concept, definitely a unique application of the theme so good job with that. I liked the polish of the different animations when you try to attack each type of person.
Wow, this was so perfectly creepy. I really like that you took the theme and interpreted it as *stopping* something that is growing, contrary to what most did. The ending was perfect too, simple and effective. The two things that really made this shine for me was the animations and the sound design -- the music and the creepy sound, I don't even know how to describe it but it was spot on. Fantastic entry.
Great job with this, I like the concept a lot and it certainly fits the theme. The coordination it requires just to time and execute jumps/moves adds an interesting difficulty to it. I enjoyed the sprites and audio as well, it felt like a reasonably "complete" experience even within the limited amount of time available. Congrats!
I had a lot of fun with this, though I can't quite get to the end. Great use of both themes, I'm really impressed that you got all of the art and music done as well. My only suggestion would be a key to restart, rather than using the menu. Great job!
This was a cool concept, I can definitely see where you're going with it and I like the idea/art a lot. I think I ran into a couple of spots where the requests weren't completing when they (seemingly) should have, but it wasn't a big deal. Great job!
Fun! Great use of both themes, I really liked the visuals and especially the music. Good job!
Nice job! Got up to level four before losing all control of my fingers. The art was nice, and the music was a great compliment for this style of game.
Fun! I like the idea a lot and it was great that you got sound effects in, they certainly add a lot. I was doing really well my first play, but then didn't realize that clicking the center of the screen would end it... A suggestion would be to maybe make the "switch" buttons slightly larger, although I can see that it would be hard to do that without giving up too much space for the game itself. Anyway, great job!
Interesting, and I appreciated the quality of your writing. I haven't heard of the sources you cited, but I'll be checking them out now. It might benefit from some more branching / variety based on your choices, but then again that might be disingenuous to the material that you are paying homage to.
Either way, happy to see more text/story-based games! Good job.
Great job combining the themes! I agree that the visual style is awesome as well, smart choice for this type of game.
Awesome job, got 1125. Really enjoyed this one, and the added touch of authentic cat sounds was perfect!
This entry is amazing! The mechanic is so simple and feels so natural, it really makes the game shine as unique and fun. I am blown away by the amount of content and polish here, really fantastic job. The art style and animations were excellent. This would be a really fun game to play on mobile, as well. Great job!
This was definitely a good fit for the themes. I thought the music was a perfect fit as well, especially with the background (which did flicker occasionally, but it wasn't a big deal.) I also noticed that the screen seemed to "flicker" every once in a while, not sure what would cause that -- this was the web version. Anyway, great job!
This game is so beautiful, in so many ways. I love the art style, love the music, and love how simple the gameplay is. I was very happy to find that you included checkpoints, I was expecting to be very sad when I did die. The ending caught me by surprise, but I quite enjoyed it.
Great job all around!
This was a lot of fun! The encroaching ooze was a really smart way to give a simple game a lot more depth. The controls were a little cumbersome for me but I got used to it. Great job!
A couple times my controls stopped working, for example when I got metal squ and it said to press down arrow I did and nothing happened. Also, I played through most of the game waiting to see where this game fit into the theme, also being confused by the out of place tree growing scene at the start. I read your comments about the idea behind the game, but I think this is still a very, very hard sell to make this fit within either theme at all. It's a good looking and sounding game, though, even if it does not fit within the themes.
Really cute, fun twist on the "catch falling things" style of game. My only complaint is that the difficulty seems to increase really quickly, but that's kind of minor. Great job!