Santa's First Christmas by Conflei 2014-12-09T19:31:00
Pichudo! I really like the Game Mechanics and the graphics!
Foon → Ludum Dare Explorer → Users → kruemelkeksfan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Snake: Looped Around | compo | 510 | 3.02 | 3.04 | 2.84 | 3.78 | 2.86 | 2.06 | 2.31 | 2.40 | ||
| 2020 | 46 | Keep it alive | 👥 | AA Jumper 2 | jam | 1930 | 3.17 | 2.97 | 3.20 | 3.45 | 3.37 | 2.58 | 2.88 | ||
| 2019 | 45 | Start with nothing | NoWastelandCreationIntended | compo | 228 | 3.47 | 3.21 | 3.30 | 3.87 | 3.13 | 2.75 | 2.98 | |||
| 2019 | 44 | Your life is currency | 👥 | Man-sized Disposal | jam | 669 | 3.32 | 2.90 | 3.69 | 3.52 | 3.13 | 3.32 | 3.27 | 3.33 | |
| 2018 | 43 | Sacrifices must be made | 👥 | BloodTrail | jam | 817 | 3.05 | 2.73 | 3.02 | 3.03 | 3.40 | 2.73 | 2.82 | ||
| 2018 | 42 | Running out of space | 👥 | WetFeet | jam | 1172 | 2.72 | 2.33 | 2.50 | 2.83 | 2.54 | 1.84 | 2.31 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | AA-Jumper | unfinished | |||||||||||
| 2015 | 33 | You are the Monster | I don't need no Psycho-Doc! | jam | 925 | 2.73 | 2.81 | 2.40 | 2.60 | 2.48 | 2.95 | 2.40 | 2.80 | 41 | |
| 2014 | 31 | Entire Game on One Screen | I shot my Computer | jam | 1030 | 2.00 | 2.04 | 2.00 | 3.00 | 2.23 | 2.20 | 2.13 | 47 |
Pichudo! I really like the Game Mechanics and the graphics!
Great Gameplay, although I didnt get far :)
I got stuck after the Engi-Bay after update v2.
The models look good, but are very repetitive. I missed a bit more innovation than just running from room to room (sometimes twice or more before the next hint spawns) to look for a new number. Music or other sounds would have been nice, but I had no time left for those myself :D
Funny :D Good job.
It IS funny.
What is the green bar above elf-heads for?
Seems bugfree and I'm into this kind of pixel-art :)
Some suggestions:
Intro should be skippable
You should be able to replace elfs
Pausing the game while reading item/elfdescriptions would be nice
Works fine for me on OS X Mountain Lion. People couldnt play my game neither, so I recompiled using JDK 7, you should try this.
Game mechanics are cute, but the cop in the left room always get me :(
Not sure about the aim? What is the game about? Just going deeper? Randomly walking left or right? Anyways, nice Graphic-style, great music and a tense atmossphere :)
A bit difficult, but good idea!
Various time I got stuck in a dead-body-pile in a difficult spot :O
Very simple, could need some more polishing.
needed 2 rounds to figure out, what it is about. In the first (lucky me) the kid got stuck in the upper right corner between trees, before he even had a chance to bother me. I like the idea, therefore 5 on innovation. Graphics are cool, except for the cars :( The time is maybe a bit too long.
Great Atmossphere, especially inside the bunker. Good Music, too. Gameplay seems a bit difficult.
The link doesn't work for me.
My computer "can't find the server" :(
Great :)
Nice idea, I never dated a computer before.
Too short, but great innovation and the best take on the theme I've seen so far.
The Game Over Window pops up 3 times for me (Safari). The Game goes a bit too fast and you die too often. Maybe you could make the player bounce back from walls and only make him die, when he leaves the screen?
Furthermore I agree with hisss, you should continue working on it, because the concept is nice.
Draw your conclusions for the next LD and do better, Im sure you have a lot more potential! :)
Sry.
if (isTired)
{
screwUp();
}
Fixed it.
Which OSX do you have? I made it on Mountain Lion.
The shoot sound is original of an soviet target-shooting .22 pistol :D Not quite a shotgun, but who cares :) Maybe a bit too loud.
Do you have the latest Java-version (see above: Update I)
@Magicolo
Im not happy, that it ended up like this. I planned more features, but had a clear time-management problem, so I had to release a minimum-playable-version. At least Im proud of myself, that I released SOMETHING. I certainly wanted to give up some hours before the deadline, because I had no enemys nor a working movement system nor the door-mechanic.
To leave the first room, you need to make at least 3 kills, which will turn the door from red into green. Shooting through walls was not intended, but I had no time left to fix it :(
Would have been 5 * 5 (all except theme) if there were any "real" enemies. The game shows lots of potential, but in the end its pointless at the moment. Still a great prototype :)
Like others said, the graphics are great and I liked the sound, too. I haven't seen the Gameplay ever before, so thats the 5 stars for innovation. (although it reminds me of Battleships somehow)
The Graphics are awesome!
Great :)
Very Challenging, good looking Graphics and a cool soundtrack :)
That was so much fun! Although the first map is the most difficult, due to the large rooms. But it's funny to ambuscade people behind corners :D
Interesting...quite long for a LD-game, i'd guess.
I guess, I found a little error:
"It's a good thing you got all that typing practice in... last time you got annoyed by comments. Your keys fly from key to key so fast you're almost surprised the keyboard doesn't start smoking. It takes a little while, but finally you're sure you've convincingly shut down anyone who would dare bring their (obviously incorrect) opinions to this video."
Shouldn't it be "your fingers fly from key to key"?
Anyways good story :)
Found it to easy against AI...
Argh! Way too difficult! So many trees! But cute graphics :)
My Mac can't open .rar without third-party-software. Would be nicer as .dmg or .app solo.
Update: after unpacking, it seems not to run on OSX at all. It doesnt start up, no error, no exception. Just nothing.
In my opinion it takes to long to level up.
Lagged like hell for me, but could be because of my computer. Seems to be nice though :D
Great game. Worst about it are those depressive, pessimistic "Developer Notes"!
The hitboxes are pretty small, I have to admit. It's better to aim slightly behind an enemy (from the protagonists point of view), cause hitscans end at the mouse position.
I wanted to establish a connection to the theme over the story. But then I ran out of time and didn't implement the story. Fail. Sorry :(
Is it a bug, that other zombies aren't moving? Seems kind of pointless to me this way...
NOOOOO! What have I done?! I'm a MONSTER! KILL ME!!!!!
Missed some sound and some "I got hit"-feedback
Love it! Great concept and bugfree (when I played it).
Seems quite amusing. It was way too big for my tiny laptopscreen, you should offer a smaller size for people with smaller screens. I didn't really find out what was suppossed to happen when I achieve the required mass? I just played until the monster was so big that it hid everything else on the screen. lol.
My Screen is to small to play online (laptop...) so I downloaded it. On OS X 10.8.5 it tells me: LittlePrankster-OSX was terminated unexpectetly.
Hm, I started out by traveling to the left island, looted a crate, and was attacked by two people, who immediatly stomped me...is it just bad luck? Maybe the first islands should be a bit friendlier...otherwise I can only agree, that the loot- and fighting-interface could use some more work. [I reviewed the Win-Version]
Hm, I cant oversee certain similarities with our own project...although I have to admit that your water looks way cooler and the procedurally generated islands are impressing.
Unfortunately more feedback would be needed, a capacity indicator for silos and a income indicator of the stores would be appreciated. Maybe even a tutorial would be appropriate, to explain things like that factory production and store revenue is dependent on the respective distance to the next silo.
The controls seem like really hard to master. Got only to wave 3 or 4. Even having reverse thrust would already help enourmously. Or enemies with less health, because practically you can't shoot and move at the same time. But basically it's our decision, if you want the game to stay kind of hardcore, then it might already be alright.
976 on my first attempt, 1840 on my third. It appears to be heavily luck affected, my second attempt was on a small island, completely hopeless. Fun little optimization game. It started lagging on my machine (MacBook Pro, 2012, 2.9Ghz Dual Core i7) at around 1500 people.
Great and innovative game idea. Sound effects were a bit annoying and I didn't figure out how to actually use weapons/put on armour, but still fun to play :)
@nam-nguyen @zeta0134 @cbdevilla @confituur @sankacoffee51 @player-2
Thank you all for your valuable feedback. I've spent the last week on version 0.3 and tried to build in some improvements based on your suggestions. I ironed out one or two issues with the building-cost display, added hints about the "why", when your buildings can't be build, and reworked the camera system from scratch. Unfortunately it didn't work out much better, but at least the automatic camera-switching was abolished and I've added a Camera-Movement-Speed-Slider in the menu. Last but not least I implemented some basic waves (which are basically just the water level going up and down in a sin-function), which took me way too long, but in my opinion add quite a bit to the visuals when zoomed in near the shore.
For more information and download links refer to: https://ldjam.com/events/ludum-dare/42/wetfeet/first-post-ld-version-out
@luckyfeathers
Thank you for your honest and detailled feedback. Concerning your points:
(Camera) Thank you a lot, you are probably right on that one. While reworking the camera for v0.3 I felt, that it was not intuitive, but I couldn't figure out, how to do it better. Now I got it.
(Canvas) Valuable hint, I will consider this in the future.
(Button Feedback) You are right, that we ran out of time and this was clearly not a priority for me, since every button you can click on performs it's action immediately. Nevertheless I see that it's an important usability feature for post-LD versions.
(Unfinished & poor rating) I understand, that the game is unfinished in many aspects (Research not implemented yet, GUI looks horrible, clicks are sometimes not registered, sound, ...), but in my opinion the core-game-loop is implemented and already fun. This leads me to the question, why everybody is saying, that it is unfinished and needs more work, before it could be any fun. Is this
(a) because the game is only enjoyable for me because I'm biased or (b) because other people do have trouble understanding the purpose and objective of the game (as your comment is implying).
To explain the game a bit more detailed than the description:
Your final objective is to build the spaceport (Industry->Space-Spaceport), to escape the sinking island. To build it, you will need a large amount of every one of the 5 Resources (Workforce, Building Materials, Resources, Goods, Food), which are produced by buildings in the respective categories of the industry-menu. Exceptions are Workforce (whose buildings found under "Housing & Social") and the "Hyroponic Farm" found under "Food", which also produces Resources.
The buildings in the categories are arranged left to right ascending from "Low building cost, low output" to "high cost, very high output". To effectively reach the spaceport before running out of space, you will need (almost *balancing winks*) every building tier. The last production building of every production (except Resources), meaning Skyscraper, Sawmill, HighTech-factory and Hydroponic Farm, are CO2-neutral, meaning they stop the sealevel-rise, in case there are no other buildings left.
Therefore you have an objective (spaceport) and various ways of achieving it (many small buildings or only a few big buildings or Skyscraper/Sawmill/HighTech-Rush), which makes for a fun game in my opinion. Did I miss anything breaking this loop? If not, which part of it was not clear enough and would need additional hints for the player in your opinion?
Crashed on day 2 right after I placed a counter. Had 2 waiters and 2 cooks at the time, which I hired shortly before (maybe AI's there colliding, because I only had 1 fridge and 1 stove?). However graphics seem beautiful and the game itself is fun.
Entertaining and funny game, really enjoyed the humor and reading the mails and memos.
Well, that definitly brought back some memories and the menu-music is awesome. On the other hand I found it too dfficult, cause I always died after like 20 seconds with a score of about 50 and didn't even know, why I died. Is there any indication I've missed? In my opinion viruses should have either less health (1 or 2 hit), move slower, move at a constant speed or have bigger hitboxes.
PS: you should put the music on iTunes :smile:
Looks very promising and appears to be funny, but sadly unplayable atm because of the mentioned bug 😒 would probably have given a fun-rating of 4.5 or 5 otherwise
I agree with the others...great graphics, nice intro, good music and great mood. Sadly not fittig the theme in any way and needs more variation in gameplay to be fun. Exit button in game and in victory screen would be nice, also a button to skip the intro for people playing multiple times.
Nice music and sound effects. The gameplay would need more variation, since skill doesn't matter that much. Best tactic seems to be to let him run in one direction and turn the screen, when he reaches the edge. This nets around 1000 points, which is 100 more than playing "normally". Maybe making the map bigger would help to give the player optimization choices. I played the web version and there seems to be a sound glitch, when you switch tabs, because he starts to play a sound effect repeatedly.
Cute music and sound effects, great game idea :slight_smile: not much negative coming to mind, maybe graphically more distinct levels would be nice, but that would be highly optional
Those Graphics and the Level-Design are absolutely stunning and the amount of content seems to be moderatly insane for a 72h challenge by 2 people... On the other hand Audio is a bit sparse and the core game loop would be much better if I could order more than one item at once I guess 🤔 This is clearly a game that has its strengths and as a person who was barely able to complete something nearly playable Im heavily impressed and inspired what is possible in 3 days.
Cool idea and being a fan of top-down shooters I really enjoyed the gameplay. Sound might be a bit too loud, but is of good quality. I also like the graphics. Maybe penetration for guns should be a bit lower to increase the effect of bodies lying around.
Great menu screen, great music and sounds, great mood, great and innovative idea, thumbs up :slight_smile:
"Issues": (1) passing by on the right side, while shoving some benches and getting into the first wagons door appears to easy in my opinion (2) while falling into the void, you still make step sounds. Steps on what? And no, the steps are clearly the problem, not that you can fall into void at all
WTF...ok, I have no idea, what this is about, but its awesome. Is making the sacrifice really the end, or did I miss something? Also after stabbing, I can see the mesh-view of my arm, but I believe it is rotated in the wrong direction. I stood on the far side of the table and my arm and the knife were rotated as if I stood between table and door (knife pointing away from sacrifice).
Better make some sacrifices to RNGesus, or he might drown you in piles of almost-dead-soldiers. Thats the only negative I saw in this game, failing 2 operations in the beginning just ruins the run and you have to start over. Otherwise mood, audio and graphics are excellent, as already mentioned many times.
That is really awesome! And even a compo game, I wish I could make something this fancy looking alone in 48h :O only two downsides I noticed were: a) the weird control scheme, hitting enemies was really hard, either enable mouse-aim (could make everything too easy) or turn down the rotation sensitivity b) letting people walk through the whole level over and over, just to get some fresh meat to sacrifice is not the most exiting thing to do. But seeing every soldier who ~~was mindlessly killed~~ gave his life to protect the world from evil, again in the endscreen was worth it.
Thumbs up for the unicorn sound slider and these dog-attack animations :D
As others had mentioned, gameplay in the LD version is lacking a bit. What bothered me most was that attacking was a better way of moving than actually walking and that there were no screen borders. I can't try the post LD version now, so nvm if you already fixed those.
@erikkire you are supposed to reach one of the harbours on the coast. Your group of survivors (blue dot on the map) can be directed by left clicking. Encounters, which are the most important feature for this game to be any fun were sadly bugged in the released version :/ we already fixed it, but we want to implement some more things before releasing a post-LD version.
@elitegoliath Yes, its our third LD and we should have learned from the last one, that we should think smaller. Unfortunately it turned out, that in a team consisting of 4 people who tend to think too big, even 1 or 2 naysayers who see the proportion of disaster aren't enough to stop the hype-train. But it still is a lot of fun and we accomplish more in this weekend than in the 4 months before, so we are definitly in for the next one, i guess :)
Thank you for your suggestions about the minimal requirments, I fully support the quit-button necessity, it always triggers me, when I can't leave a game without Alt+F4. Music is usually the last thing to implement for us and therefore the first thing to cut, because we simply dont have the time to search for some good music or even compose something for ourselves. Concerning the instructions I was indeed thinking, that putting them on the LD page would be sufficient for most people, as putting them in the game needs more time as well. Thank you for pointing that out, we will try to improve this in future games.
@eric777 Thank you for taking the time for the game and giving this feedback. Glad to here that you found the game a bit enjoyable in its early state. Actually we finished a more polished version 0.2 these days, which already includes some of the things you and the others mentioned (e.g. sound and bugfixes). The bug with encounters being generated only once was a major issue with the Ludum Dare version, the same goes for another bug, there entering a harbour did not actually display the victory message. So yes, theoretically there was a goal: get to the other side of the map and reach one of the three harbours.
Concerning the procedurally generated map we were lucky to be a team of 4, so we dedicated one member just to the map generation. We maybe could have used this workforce for more essential features, but LD for us atm is more about learning, having fun and creating the base for something than about victory, so we didn't worry very much about the time it cost us.
@rpgfaker @quentin-wittevrongel @firellon @phanxgames @eddie-li @lexyvil @elitegoliath @eric777
Some days ago we released an improved version on itch.io (https://fluffyvoxels.itch.io/bloodtrail). This version contains a bit more than what we could have achieved under optimal circumstances, so it is kind of the answer on "I wonder how it would have looked like if you guys had more time". Version 0.2 took 2 of 4 teammembers another 1.5 weeks to make.
That was really fun. The game seemed well polished and well balanced for a weekend and I love the animations and SFX. Two issues I encountered were enemies climbing/glitching over walls and my score for levels 3 and 4 was not counted in the end screen. Levels 1 and 2 showed correctly, maybe its because I died in Level 3 once? I suppose being able to hit enemies through barricades is intentional?
It would be nice, if I could see an indicator for their current jobs near the avatars. Other than that nice game, sadly gets grindy very fast, more variation in events and event effects could help :)
Nice pirate game. I had a bit of trouble with the controls though, without Helmsmen picking up loot in time was simply not possible anymore. Maybe that is the purpose, but therefore either the enemy ships have too much health or the thing is appoaching you too often/fast. I cant sink and loot a single ship without sacrificing at least two crewmembers. Also the automatic zoom is annoying me a bit, because when you stand still its way too far zoomed in. Firing broadsides has the most beautiful GFXs in this game, and I can barely see it, because Im zoomed in on my upper deck :/ also there is a typo in the end screen, I guess Im supposed to be a "Bilge Rat". That was a lot of negative feedback, but you still managed to put a well rounded prototype together in my opinion. Like I said, firing broadsides looks awesome and has the right feeling, to enhance this, you could even make the cannonballs spread out a little bit, instead of flying perfectly parallel. Features like hearing the music of merchant ships instead of relying on a minimap add a nice touch to the gameplay as well.
Well, not being able to find the funny bone seems not funny at all, rather sacrificecount++. Am I supposed to just cut stuff, until I find the part? I cant even refuse the funny bone operation :o
It doesn't start on my computer ("FaitfulVillage.exe stopped working") and I have no Unity 2019 to investigate :/
``` Problemsignatur: Problemereignisname: APPCRASH Anwendungsname: FaithfulVillage.exe Anwendungsversion: 2019.1.0.63925 Anwendungszeitstempel: 5bf07892 Fehlermodulname: StackHash_d0a7 Fehlermodulversion: 6.1.7601.23569 Fehlermodulzeitstempel: 57f7c06e Ausnahmecode: c0000374 Ausnahmeoffset: 00000000000bf3e2 Betriebsystemversion: 6.1.7601.2.1.0.256.48 Gebietsschema-ID: 1031 Zusatzinformation 1: d0a7 Zusatzinformation 2: d0a78911048440a64679f1b817ed6db2 Zusatzinformation 3: 302f Zusatzinformation 4: 302f40c7c3edaebcddddc713a2addbae ```
Win7 64 bit and crashing before Unity screen for me too. Did you use LWRP?
``` Initialize engine version: 2019.1.0a10 (84f9b5a9b69f) GfxDevice: creating device client; threaded=1 d3d11: QueryInterface(IDXGIFactory5) failed (80004002). Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 1050 Ti (ID=0x1c82) Vendor: VRAM: 4008 MB Driver: 23.21.13.8813 Begin MonoManager ReloadAssembly - Completed reload, in 1.393 seconds WARNING: Shader Unsupported: 'HDRenderPipeline/Lit' - Pass 'META' has no vertex shader D3D shader create error for pixel shader [0x80070057] ```
Well thought out top-down shooter. The mechanics are simple and still manage to get you a high fun rating. Your UI looks really pretty, too.
On the other hand enemies (both tanks and robots) feel a bit bullet-spongy imo, so maybe it would make sense to reduce their HP and instead spawn more of them. If I saw this correctly a single suicide bomber was not enough to kill a tank and holding left mouse for seconds on the same target isn't too exiting. Maybe an overheating mechanic would also increase the depth of the gameplay.
But still, bullet sponges or not, nuking people with minions looked awesome :)
Are people supposed to die randomly or is this a bug? Kind of kills the game, it would be hard enough without randomly loosing citizens...
hm ok, so its just hard to keep an eye on it. Another question: is it intended, that plagues go absolutely ham if you failed once? After my first plague I get the second after like 20 seconds, so that I cant do anything...
Did anybody record playing this game? I feel like Im utterly incapable of playing it (never having more than 3 citizens reliably) and I would like to watch other peoples tactics O.o
Once you jump on a group of enemies you will repeatedly bounce of their heads and it becomes a waiting game. I love the 8bit-vibes, though :)
An easy way to fix my mentioned problem would be to stop restricting bullets to an horizontal flight path and instead let be fired freely in all directions.
That is awesome, I love the ending quote and how this game turned out. First I thought, that pressing shift to walk faster would be a nice feature, but considering how it turned out I guess that it is ok as it is.
Puh, your game contains a lot of features, but it fails to deliver them to the player :/ while having nice graphics and solid gameplay mechanics, most of your players wont appreciate the mechanics, because they dont bother to read 5 minutes of tutorial texts. To improve the tutorial, you should: (1) change pages on click or button, not timer (it was way too fast for me, maybe too slow for others); (2) fix the bug, that the tutorial wont get beyond the first page, after calling it for a second time without restarting the game in between; (3) optimally embed the tutorial into the game (signposts or simply written text in the world), instead of an extra handbook. It could also help to introduce the features 1 by 1 (first players can only sacrifice sheep, some time later they unlock breeding, some time later eating them...).
Next important point would be your controls: movement on left mouse is weird, WASD would be a better choice imo. Also having to select sheep and enemies before interacting with them seems quirky and is lacking any feedback. It would be nice, if there was a sound or another marker, once e.g. a sheep starts to follow me, so I dont have to step away to see if it worked. Fights and losing HP should be somehow reflected, too. The animations are barely visible and always staring at the HP counter in the corner isnt very desirable.
Level Design: I didnt find any fruit-trees or the place there you can eat sheep, if it was implemented, its pretty well hidden (can be good or bad, you decide).
Other than that you assembled quite something and Im pretty astonished about the amount of features you put together and the low-poly models are pretty handsome (at least from behind, because people without eyes creep me out :O).
Also dont forget to rate other peoples games, as it will help you to get feedback for you own game ;)
I dont speak any asian languages and cant figure out, how to download your game :/
The game is not playable on a 13'' laptop monitor with a resolution of 1280x800 :/ the control elements are just not visible. Maybe you should scale your UI with screen size. I liked the music though :D
Nice pixel graphics, but way too hard in my opinion. If you fail 1 jump beyond 3000m, you wont make it. Is there any reason behind the moments during which you cant move?
well, by failing a jump I actually meant missing the platform, falling down and having to try again, I never fell of the ship. I wanted to say, that at higher distances (beyond 3000m) every tiny error is lethal, because you you dont have the time to kick everbody of the ship (takes around 1 sec per Other, regardless of how hard you are spamming E or how accurate you are standing) and when supply all crewmates, especially your girlfriend, who seems to be swallowing coffee like a whale the water...
Enemies bullets fly a bit too fast, too dodge them. That means, there is no skill involved in playing, you just run forward, spamming your left mouse button and praying to RNGesus. I also cant really see a connection to the theme. With a bit of work on the bullet dodging mechanic and the enemies, it could become a decent run-and-gun game. The main menu is pretty fancy :)
Also dont forget to rate other peoples games, to get more feedback.
Nice take on the theme. The graphics are simple, but they have a consistent style and the music fits wonderfully to create quite some mood. On the other hand I find it a bit boring on the gameplay side.
``` [INFO][gfx_device_gl::info] parsing version '4.1 INTEL-10.6.33' [INFO][gfx_device_gl::info] parsing version '4.10'
[...]
[WARN][gfx_device_gl::shade] Log: WARNING: Could not find fragment shader output 'Target2' to match FragDataBinding request. WARNING: Could not find fragment shader output 'Target3' to match FragDataBinding request. WARNING: Could not find fragment shader output 'Target1' to match FragDataBinding request. WARNING: Could not find fragment shader output 'Target0' to match FragDataBinding request.
[...]
[ERROR][amethyst_assets::storage] "ui::Font": Asset "resources/font/kenvector_future_thin.ttf" (handle id: Handle { id: 0, marker: PhantomData }) could not be loaded: Failed to load asset with name "resources/font/kenvector_future_thin.ttf" [ERROR][amethyst_assets::progress] Error loading handle 0, ui::Font, with name resources/font/kenvector_future_thin.ttf, caused by: Error(Asset("resources/font/kenvector_future_thin.ttf"), State { next_error: Some(Error(Format("TTF/OTF"), State { next_error: Some(Error(Source, State { next_error: Some(Error(Msg("Failed to fetch metadata for \"./resources/font/kenvector_future_thin.ttf\""), State { next_error: Some(Os { code: 2, kind: NotFound, message: "No such file or directory" }), backtrace: InternalBacktrace { backtrace: None } })), backtrace: InternalBacktrace { backtrace: None } })), backtrace: InternalBacktrace { backtrace: None } })), backtrace: InternalBacktrace { backtrace: None } }) caused by: Error(Format("TTF/OTF"), State { next_error: Some(Error(Source, State { next_error: Some(Error(Msg("Failed to fetch metadata for \"./resources/font/kenvector_future_thin.ttf\""), State { next_error: Some(Os { code: 2, kind: NotFound, message: "No such file or directory" }), backtrace: InternalBacktrace { backtrace: None } })), backtrace: InternalBacktrace { backtrace: None } })), backtrace: InternalBacktrace { backtrace: None } }) caused by: Error(Source, State { next_error: Some(Error(Msg("Failed to fetch metadata for \"./resources/font/kenvector_future_thin.ttf\""), State { next_error: Some(Os { code: 2, kind: NotFound, message: "No such file or directory" }), backtrace: InternalBacktrace { backtrace: None } })), backtrace: InternalBacktrace { backtrace: None } }) caused by: Error(Msg("Failed to fetch metadata for \"./resources/font/kenvector_future_thin.ttf\""), State { next_error: Some(Os { code: 2, kind: NotFound, message: "No such file or directory" }), backtrace: InternalBacktrace { backtrace: None } }) caused by: Os { code: 2, kind: NotFound, message: "No such file or directory" }
[...] ```
I did extract the zip. I'm using OSX 10.10, did anyone else succeed in playing it on Mac already?
Way too loud :O
Score: 16000. It didnt feel, like it would get harder with time. It definitly should and would help the fun a lot. Nevertheless a cute and satisfying experience, I really liked the graphics :)
I liked the art and everything was very polished, but it feels as if the splashscreens and credits last longer than the game.
The theme is hit pretty nicely and the game reminds me a bit of memory :)
This took me waaay too long, but its so addicting! Although the hitboxes seem to be a bit off sometimes, but maybe thats just a cheap excuse for my inability :D
@jefvel Yes I did, after like over 9000 tries. My basic tactic was to first ride left to right as fast as possible and praying to not get stuck at the right edge with 4 bandits from various directions, until I got a shitload of booze and after that proceed very carefully in front of the greenshirts, shooting every red line or instantly retreating, if there were more than 2 red lines. Occasionally I ran back to turn in more booze, or else I would get shot in the back ruthlessly.
You built a very fun core game loop, but my exhausted mind did not allow me to live long enough to see the second layer. With money being that scarce on the first shopping run (I can barely afford the oil) it would be nice to have some ladders from the beginning, to counter 1 or 2 rookie mistakes (although this contradicts the theme, although you obviously already have a pickaxe, lantern and full load of oil). I don't think, that the game necessarily needs pickaxe upgrades, it would already help a lot to speed up the mining speed of the default pickaxe, to minimize the boring part of the game.
@cooperjknapp @nachtwitch @cethin
Thank you for the feedback. It seems like I was brain-AFK during LD, since I've noticed around 5 minutes after submitting that I could have hidden the projects and skills in pop-up-menus, which would have cleared up the UI. Production/Consumption display would have been a good idea too, but I assume that I just never have enough time to playtest and polish to come up with this stuff.
I'm glad to hear that you like the mechanics and seem to find some fun in the game. As solo dev I find it really difficult to objectively judge how fun the game is for others, so feedback on this topic is very welcome :)
@misterkeefe
Concerning your food problem: the longer you stay on a planet, the more pollution builds up and negates your food production. The way around this is to put tons of skillpoints into "Green Thumb", since the earnings of this skill are not affected by pollution. Also skill-levels do not need to be fed and are not lost on ship launch. Overall skill-levels are pretty OP, once you got a decent amount.
Concerning Exploration: exploration is in the same spot like farming: it gets increasingly ineffective over time if not countered by skills. Chances of finding something degrade over time, but if your curiosity skill is higher than the sum of completed explorations, it will always stay above 100%.
Concerning the Exploration Popup: actually you do not need to close the popup to end the day. That was a classical instance of the bug-turned-into-feature-pattern. Not closing the window refreshes its content if another exploration is done and leaves the window there if something else is done. No downsides, except that you miss the superb view on your personal ball of slag that once was a thriving planet.
@merkisoft
That does not sound like the end. The game ends after 100 days or after you completed your round trip through the solar system. Which browser are you using, which thing was level 2 or 3 and which dialog were you closing? The Exploration result dialog or the intro texts? Have you tried the download versions?
@dqmhose Thank you for the kind words :) I actually realized during development that the skill system and its benefits are hard to grasp, but also knowing that people do not tend to read long tutorial texts, I could think of no good way to counteract this. All I did was add the hint, that skills are pretty powerful, which occasionally shows up in the Help Bar.
@guardaro yes, I noticed that, too :D but rotating them slower results in annoying aliasing and rotating them faster drew too much attention away from the things that mattered in my opinion. My second alpha-tester did for example not see the tooltips and blamed the planets and background for going too fast, so that its hard to spot the more subtle changes like a tooltip appearance. Thats why I slowed down everything.
If you look at it from a scientific point of view, the people on these planets should be glad that their sun does magically fuse hydrogen at temperatures below 1000°C, so they do not instantly burn up on their planet orbiting around 1/4 of the planet radius above the sun.
@locomule Thank you for the report, I have to install Chrome to look into that and I'm not really experienced in debugging WebGL builds. I didn't really expect the WebGL running smooth at all, because I'm always developing a downloadable game primarily and build my realease version additionally for WebGL without testing, just to have it for people who don't like to download. Up to now nobody ever reported an issue, so the startegy seemed pretty viable to me :D the timer is not meant to reset between planets, did it for you? Design-wise your planet timer is the pollution you caused (although thats irrelevant, because skills are OP) and the time pressure from the global timer.
@vfqd You need to start of with explorations, until you find at least some wood and some food. That usually requires anywhere between 2 and 20 explorations. RNGesus can beat you up pretty heavily here, so that you bleed of way to many rounds for the tough time limit. But I assumed, that this is part of the fun (at least after it became clear that I had no time left to stop RNG from screwing you up).
@locomule Could not reproduce :/
@locomule Hopefully...you can try the downloadables, if you want to play the game :)
@james-dunlap
Thank you for your detailed feedback!
The buildings get demolished, because I wanted running out of food to be very punishing. I did not think about it realism-wise, just gameplay-wise. Now that you mention it and I thought about it, I guess you might be right and it was a bit too harsh even from a gameplay perspective. Buildings get demolished in random order, that was just quick and dirty. If I do a post-LD version, I would definitely fix farms getting shut down during famines.
The 100 days are a very strict deadline, which requires a dose of luck and solid knowledge of the mechanics, but its doable. I wanted a round figure and 200 was way too much to pose any challenge. I have to admit that I did not even play through the game once before submitting, so I am pretty surprised how accurate the 100 day estimate was.
This is amazingly polished, fun and I love the art style! I can barely believe, that it is a Compo Game.
I started placing pumps everywhere, because I thought "yay, better generate meadows from one building than from two", but when I realized their cost and realized, that I was screwed :D
I did not really find a use for the excavator though, at least not with that price tag.
I also love your tooltips and the game description, which made the learning curve very smooth, I instantly knew what to do and how the core mechanics work.
Web Version worked for me (Firefox 68 on Win7), although it occasionally lagged a bit. You created a very fun clicker game and looks nice to see the city grow.
I would prefer that gold from houses would be transferred directly to your treasure, because if building houses just means that I have to click less instead of not clicking at all, they are not really worth the space requirement.
Also Goblins seem to occasionally bug out when their houses are full, without recovering when the house is emptied. Sheep also leave the farms, is this intended?
I don't get it :/
The Notes were funny though :D
A practical problem: according to Wikipedia more than 15% of all Steam-Users have screen-sizes smaller than FullHD. Your game does not scale down to fit on their monitors (source: https://en.wikipedia.org/wiki/Display_resolution#Common_display_resolutions).
That is an amazing idea! Congrats on your full 5 stars on innovation ^^ visually the blurring in the distance seems to extreme to me, its even hard to read sign while not standing exactly in front of them. Also I found the level design quite difficult, I gave up on the first moat after trying a dozen times to get across (I arranged the cubes I found (3xspeed, 1xjump) in a line to extend my jump reach).
I ran around for a while, but was unable to find more than 1 iron. Would I have needed logs to craft the raft? Also I agree that item names in the inventory and a preview for the crafting result would have been incredibly helpful.
Rope-Plants are pretty scarce in some areas, don't know whether this is intended, but it forces you to explore the world quite a bit until you have enough (can be good or bad). Also the tree-chop sound is not very noticable and a clearer indication whether you are hitting something or not could be helpful, especially when trying the first time and not being sure, whether you are doing it right.
All in all the gameplay was pretty fun :)
I also loved the aesthetics and the sword animation slicing through the player like a hot knife through butter would have gained you some stars in humor, if you had opted into this category.
Does not work on Lineage OS :/ ("There was a problem while parsing the package" after tapping the APK to install)
@kanonix Apologies accepted, sry that I can't test :(
This looks awesome and you manage to set up a fantastic mood, even without music. More content could turn this into a nice adventure. Performance was fine on my i5-6500 3.20 Ghz Quadcore and GTX 1050 TI.
Your links dont work (404 on itch.io) :/
I think it would be good, to lock the player on the floored area, once he exits the dark. I left the floor out of curiosity and it bugged the game up to the point where I could not move and fell through the floor.
Concerning mouse sensitivity I will completely selfless link you a post: https://ldjam.com/events/ludum-dare/45/nowastelandcreationintended/im-finally-ready-for-ld. There you can find my solution for a first-person-controller. Its very basic and by no means perfect, but maybe it gives you some ideas on how to improve yours.
The game itself has potential to become a fun little adventure, although I admit that I have not played until the end, because I had to leave.
The white crosses sometimes appear and sometimes not, did I miss a mechanic or is it bugged?
@pythooonuser but that means I was able to place tiles and grow trees without having the necessary amount of points? I didn't need to wait for crosses to place something.
@pythooonuser I can also place ground tiles without having the necessary points. The cost of the groundtiles doubles with each placement, but nothing is subtracted. After 30 placements your cost variable overflows, jumps to a negative max value and one round later jumps to 0 and stays there forever. White crosses seem appear correctly when cost <= points.
@pythooonuser Thank you, works for me and I have updated your score accordingly.
Everything can overflow, but with tile costs working the chances should be pretty low. Too lower them further you could use longs and/or unsigned data types (in C# the ulong datatype can hold numbers up to 18,446,744,073,709,551,615).
Sometimes the buildings were not really produced, despite the message saying so and sometimes the counter on the placements buttons was not updated when a new building got produced. Even a very simple AI would make this a pretty fun game IMO.
The sinking animation looks really good and I like the humorous setting. Gameplay-wise it is way to easy though.
I needed 3 tries, I think it is pretty well balanced - not trivial, but possible to beat if you know how. If only I could trash my desire for procrastination like that in RL...
I could not pick up trash through fences. The game loop itself is a bit repetitive, as the other already wrote. You created a pretty lively town though and the pixel art has its charm.
I also got stuck at the end of wave 6. I had 2 enemies firing at me from off screen, probably killed one of them but the other also stopped shooting. I fired more rounds in the direction, but didn't seem to hit anything. After a while, a simple hexagon came up from below and fired at me, but didn't apear to do any damage to me nor was I able to kill it. Really strange. The offscreen enemies kill a lot of the fun, a direction indicator or zoom out function would help a lot.
Sound was also a bit harsh in my headphones.
I was unable to even get to the second platform :/ the controls seem pretty hard (and the effects of getting hit pretty unpredictable) to me.
Nice programmer art though ^^
A game with orbital mechanics *.* I also did not realize, that you could zoom, some guidance in this direction would be appreciated. Also a health bar would be really nice (or is the planet size a health indicator?). During my tests I did not win or lose, so I could not really test this.
Water gathering is pretty difficult, which is good to get players to actually buy it. Still a bit tedious, since it takes forever to collect enough water and wait for the growing cooldowns.
Lovely Graphics, Music and SFX as the others noted.
Gameplay could be made more entertaining if picking up logs was not capped, but instead every log slows you down, so that at a certain point its more efficient to go twice. This would give the player more choice instead of just picking the closest 5 logs and bringing them to the fire as fast as possible.
Very atmosspheric and well functioning Jump and Run Game. I loved the Mood with the fitting Music and the Graphic Style.
If you like to improve it, you could fix the upward hovering flag on the last wreck and maybe add a mouseover hint, that checkpoints must be activated with RMB (they must be, right, or was it coincidence that they always activated when I right clicked them?).
A bit dry... If the difficulty ramps up later (IDK, played to around Score 250), it could do so faster, or else the single button game becomes a bit boring. The ostriches eye animation makes me blink excessively and unvoluntarily.
You made a good job at producing a funny (and working) little game with hilarious animations.
I don't know, if the rocks popping in later are intentional, I assume it is a feature to increase the challenge. Therefore the only issue I noticed was that the mute button is not working properly in the Game Over screen.
Hm, I wasn't able to win in 3 times. It feels very luck-dependent. I still liked the game, you have a good working gameplay loop and the fire is adorable :)
The game is a bit easy, but very pretty. The monster seems to run into the wrong direction sometimes, which makes it even easier.
I had no major problems identifying the buttons, I just clicked everything that looked interactive and found the 3 pretty fast.
A lot of KSP fans this LD, I see.
I did not really understand what I was suppossed to do, how do I steer an asteroid? Crashing into them only seemed to reduce my health.
Was not able to get a hold of a Permit A38 :(
I liked how you implemented the theme, not by forcing the player into a loop, like most of us did, but by tricking him to get stuck in loops voluntarily, because he doesn't know better.
Very micromanagement-intensive, since moving units can dodge bullets and therefore live longer while inflicting the same amount of damage. The game has potential, although its lacking units, buildings and a more intelligent ai right now (kind of natural for a prototype).
@123seven3 Thank you for the detailed feedback, I guess I fixed the issues you mentioned (and some more). All the checks you mentioned were technically in place, but 2 of them were bugged and therefore useless. Mainly I did check whether the pellet spawned under the center block by verifying that the pellet position was unequal to (0|0|0), without considering that all pellets are at y = 1.
@123seven3 Thank you again, this gave me a much appreciated self confidence boost. I feel you on missing the first pellet, happened way too much for me, too.
It was so fucking difficult. The plus side is that I spent 30 Minutes on this game and the mechanics were really fun, but dying 4 times with 1 planet left was mildly infuriating. Sometimes I had 3-4 planet remains in the orbit of the last planet. I was in a spaceship, not in a drift car.
I'm bad at this game, I barely make it to the red stars. An easier difficulty with slower movement and/or an path indicator would be very nice. Sometimes the distance is too long to see the target from the starting point, IDK if this is intended (e.g. when passing between the 2 asteroids before getting into the part with the first red stars).
The music fits well and really adds to the atmosphere.
Solid gameplay, but the scarce ammo makes it way to hard (like others mentioned). I digged up 3/5 treasures and hoped that one of them would contain a new weapon or another goodie to save ammo, but it was just a health regen bottle and a locked treasure. Pretty disappointing if you consider, that health has no value, since you run out of bullets and respawn before you die.
It would have been really helpful to know where I should go. You gave the hint of going counterclockwise, but that would only have helped if I could have identified the loop.
Should have called it WhileOops.
It would be nice to know, whether the run ended because of hitting an obstacle or because the stash was full. At first I always thought that obstacle hitting was bugged, because I "lost" seemingly randomly.
I also had trouble with upgrading the stash, like Theogen. Never got over 35 coins, even with maximum upgrade. A player might also like to know, how many coins he could hold without an upgrade.
Really nice intro. It would be helpful to look up the controls in-game again. I looked at the instruction page, but 6 controls are too much to memorize for me. So I got into the game, realized, that I needed the full controls, but found no way back to the instruction page without reloading the page.
I got stuck, when there was a little island with blue smoke on top and a hanging rope on the bottom in my way. Neither going above, nor swinging below or aside did work out for me in that place.
Nice ambient you had though, looking up gave me the impression, that I was swinging myself through the river Styx.
Very polished (the amount of settings is extensive for a LD game).
I would have preferred the recipe book not to loop around, I found it difficult to get an overview over the recipes, because I thought "holy shit, how many recipes are there?!" before starting to look a the names.
Ah, a fellow dev who also decided to press a game classic into a loop :D
Reminds me of countless math classes, where I had nothing else to do when to play boxworld and snake on my calculator.
The topic of shared player/boss-healthbars was discussed on Reddit a few days (weeks?) ago. You created a pretty good implementation of this, showing that it does not necessarily lengthen the fights infinitely.
The last stage was a bit frustrating for me on first try though, with neither the boss able to finish me off nor me remotely able to kill him. On second try I succeeded easily.
I would be nice, when the difficulty curve was a bit steeper. It feels as if the zombie spawning does merely increase, but I can build exponentially more towers. This makes the late game too easy.
I would also have enjoyed manual aiming, since I often disagreed over target priorities with my protagonist.
You get a good Fun rating for that.
I have apparently won the game 2 times now, but could not read the end message, since I clickspammed the whole time and my mouse was over the restart button when the end message came. If you want to continue this game you could introduce an overheat mechanic or something like that to discourage simply clicking the whole time.
Sometimes I am not allowed to buy upgrades (button does not show up or has no pricetag and is not clickable). Also you can technically cheat the game by buying the research to spawn factories, without having nearly enough money for them.
Apart from the issues a very frantic and absorbing clicker game :)
I found out, that I'm a dumbass retard in a spacesuit without my KSP maneuver planner :O
This was a very polished game. I appreciated the work you put into the levels (the animals staring at you were hilarious) and the final stuck animation :)
I was a bit lost in this game. I picked up the screwdriver, but did not know, how to use it. I clicked and pressed multiple buttons while looking at the black box on the wall in the first room, and when I turned around again, the door was open, but since there was no sound, I had no clue, which button or action did it. Interaction hints ("Press E to interact") or at least a hint about the key bindings would be very helpful.
For your first game this is really impressive though, writing a working game (I assume its working and that I just didn't know how to make it work) in 3 days with little to no previous knowledge is not an easy task. Therefore I would agree with @kpedatte that you should definitely keep working on games.
You should rename your Source link to Windows.
The game itself is pretty solid. You could ramp up the difficulty a bit by making the passable areas a bit narrower, so timing gets more important. At the moment its relatively easy to find a route which is zombie free all of the time. The greatest difficulty at the moment is the character having too much momentum and therefore not following the route precisely.
That was pretty annoying. But your minigames were not nearly as stupid as the original :P couldn't finish though, as I wasn't able to close some windows.
In the end I forgot that this was a web build (was in fullscreen) and pressed Alt-F4 to quit and killed around 5 tabs with other interesting LD titles >.<
Could be more difficult indeed. Did I understand correctly that you need to fill the purple bar to heal the planet and get firerate upgrades?
My mind was blown when I realized that you could hold Z to shoot. Maybe you could write "Hold Z" instead of "z" in the main menu. Also think of poor QWERTZ-keyboard users when setting up controls.
Nice try to try to discourage users from quitting by requiring 4 bullets to quit, but only 1 to start the game :D
I actually liked it. Headlights would have made the night-part more enjoyable (just 2 spotlights in the front of the car, should be easy in Unity).
Also the car started bumping up and down and feeling a bit jerky upwards of 10000 points.
I assume you have to pickup up all pylons to win, since they don't respawn? That seems very hard, especially since I only realized this at a point, where I was way to fast to pick up any pylons intentionally.
Is it intended, that you can tear Zombies apart by placing the golfclub on their forehead and entering swing-mode?
Very fun game and lots of aircraft controls ^^ but could be a bit more challenging. Does the deployment of the landing-gear work correctly? The control light didn't turn off like the other control lights. And the game crashed on exit :/ (Win7).
I like the artstyle and the setting, gameplay could be a bit more refined, though.