Cerulean by localcoder 2011-08-23T21:28:00
Nice work!
Foon → Ludum Dare Explorer → Users → kumber
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Creatures of the abyss | jam | 979 | 2.95 | 2.90 | 2.63 | 3.18 | 3.15 | 2.97 | |||||
| 2021 | 49 | Unstable | A Crumbly Planet | compo | 396 | 3.21 | 3.04 | 2.84 | 3.77 | 3.25 | 3.09 | 3.27 | 3.14 | |||
| 2011 | 22 | Alone | Alone in the Mansion | compo | 314 | 2.76 | 2.76 | 2.00 | 2.57 | 2.52 | 1.20 | 1.86 | 2.48 | 2.83 | 53 | |
| 2011 | 21 | Escape | Mass Escape | compo | 346 | 2.58 | 2.48 | 2.52 | 3.61 | 2.64 | 2.40 | 2.00 | 1.50 | 3 |
Nice work!
I'm seeing it upside down and mirrored o_O
It is some sort of bug?
@BlueShaman: when you take three prisoners, the gates at the top will open.
@Kouta: What do you mean with "no community"?
@nitram_cero: At the beginning I wanted to time exactly the falling, and to lose a life for every prisoner's death. At the end I was running out of time and so decided to let them down randomly; also, I felt it wasn't fair to lose lives randomly, so I changed to losing points.
@kevglass: thanks a lot :)
@Kouta: I understood, maybe; this is my first LD and I rushed to make the game (forgetting everything else). I think I can write a little postmortem now!
@kavs, thanks for your suggestions. The up/down-right/left is a bug; also, the "missing" should be a collision mismatch. I'm working on a post-compo version where I'll tweak all these wrongs :)
@heck: the initial idea involved the presence of guards who chased the prisoners, so that they had no choice but to jump. About the timer, I am thinking of a post-compo version with an "all-you-can-save-in-1-min" mode, and an "arcade mode" in which prisoners' jumps are not random, but carefully balanced.
of all the games I have played so far, yours is the first that made ββme want to play again until the end. That is: yesterday I played some levels, got stuck, and closed. And today I found myself thinking how to get past that though level, so reopened and finished. Well done!
Well done! It reminds me of Soccer Kid, I don't know if this was your inspiration. I found the ontrol of the ball a little frustrating, as I keep kicking it instead of stopping it: however I think it is a matter of mastering the interface. Good work!
P.S. I'm reading the post-mortem and now it is clear that the soccer theme "happened by accident" :)
Nice little puzzle game... Aside from Sokoban, it reminds me some of the puzzle of the 2D Zelda games. Good work!
Very nice... I played it to the ending. It's like a poem :)
Good work!
@VDZ @helloserve, SPOILER:
to get past the first five screens you should burn all the pedestals (there is one in each screen). Then the gates of the cemetery will open.
Nice game with interesting puzzles. You should really add an ending screen! By the way, good work! :)
Palyed to the end. Very nice. I found that the glasses of milk increased the light radius, but the increase was so tiny that in the end I didn't bother to take them. Good work!
Played to the end. Very nice. I found that the glasses of milk increased the light radius, but the increase was so tiny that in the end I didn't bother to take them. Good work!
@CplMustard, thanks for playing, I will consider your suggestions when working on the post-compo version.
@merthsoft I added the instant-death on falling because I thought the levels were too easy... As I think now, maybe instant-deat is too punishing, I'll switch to "restart level" in the post-compo version. Thanks for playing to you too!
@jfroco, thanks for playing. I just played your game and its music is really great...
@dr_soda, initially the two actions were separate (it was [Z] for jump and [UP] for climb) but in the end I fused them to simplify the interface...
@Thomas, thanks for your comment!
@Benjamin, there is a small timeout between the time the player stops in front of a door and the time he could open the door: just to avoid some sort of "running opening". I decreased that timeout in the extended version, and I applied your suggestion about the red door. Thanks for playing!
Very nice. The "spaceship in the mine" reminded me of Descent. Good work!
I played the compo and post-compo version. I couldn't get through the first cave (that is, 4th screen?). I also had to adjust my laptop brightness as at the beginning of this level I didn't see anything :). Nice concept, overall. Good work!
Very nice. I played until the end. At the beginning the commands were a little uneasy (why not UP to jump and SPACE do pick up?) but in the end I got the habit. The music and art seems to fit really with the theme, there was sadness in the air. Overall, good work!
Well, it was certainly on theme!
The basilar things are all in place, I hope your next game gives the player also something to do :)
Very nice... I liked how the music changed adding "tracks" during the gameplay. Good work!
Not bad for a first game. I know the controls changing is part of the game but there is little way for the player to anticipate this (and so I lose many times). The dual controller thing is nice. Good work!
Played until the end. Nice game. It took me a while to figure out the level where you should run, hit the switch and keep yourself on the closing bridge. With a little bit of audio could be better. However, good work!
Very nice graphics. The level 4 had serius frame rate issues (slow and then occasionally fast, it made me die several times). Overall, good work! :)
Really Scary! There's a way to avoid being eaten by the creepy beings? I couldn't last very long :)
Good work!
My best score so far: 192. Got Killed by a falling block (it kicked me off my platform). The "double jump" (pressing UP and then SPACE) is by design or is an unwanted feature? It saved me many time :)
Nice game. I appreciated the mood, the stars, the ambient music...
However you should write more on your journal :)
Good work!
I just left Mars :) Nice game!
Hmmm... tasty helicopters! :)
Nice and fun game. Score didn't increase despite having a big frog, maybe it's a bug?
Good work!
Couldn't play... I got only Windows and Linux as OS :(
Nice game... I was stuck in the level with the "monster cage" and the two levers. There was some glitches (in one level the monster skyrocketed through a solid wall, as if it was "building strenght" while waiting for me.
Overall, good work!
It says it couldn't find a graphic card of HiDef profile...
A sort of real-time roguelike? I liked it :)
I didn't found the easter eggs. When the game told me to try harder, I looked at the source :)
Very nice overall. Good work!
Difficult but fun. I loved it. Well done!
Ooooh, *a tripod, the most unstable of all political structures*! Very fun game. It would have helped having some type of rhythmic music on the background, to help entering into the "reaction zone". Cool and unique!
Awesome graphics and setting. It was also fun pushing player two into the fire to have better range of movements :D Keep up the good work!
Great game! Interesting puzzles and good aestethics.
Very fun and well polished. At the beginning I though that unstability was bad, but it turns out it was bad... for my enemies! :laughing: I liked the many enemy types and the randomized levels. Great work!
Very fun and original! The physics felt right, and it's right on theme!
Great game! I really liked the un-glitching mechanic, and the background music. The most polished LD49 game I played until now.
Impressive 3D art and scene. I liked the creepy light effects of the broom :D
Woah. Eye-opening.
I cannot start the jar file. I used the one from github. > `java -jar Unstables.jar`
``` java.nio.file.NoSuchFileException: res\werewolf_anim.xml at java.base/sun.nio.fs.WindowsException.translateToIOException(WindowsException.java:85) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:103) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:108) at java.base/sun.nio.fs.WindowsFileSystemProvider.newByteChannel(WindowsFileSystemProvider.java:235) at java.base/java.nio.file.Files.newByteChannel(Files.java:371) at java.base/java.nio.file.Files.newByteChannel(Files.java:422) at java.base/java.nio.file.Files.readAllBytes(Files.java:3206) at java.base/java.nio.file.Files.readString(Files.java:3284) at java.base/java.nio.file.Files.readString(Files.java:3243) at com.sedlacek.ld49.player.Werewolf.
It's very hard to both save the civilians and make money, the crumbling floors are very unforgiving. And probably it's ok this way. The game shows potential.
I'm glad the fish made it through. The chain-moment was very sad, and removing the input there made the point very well. I liked the graphics (I have a soft spot for monochromatic games) but also the text effects! Well done.
Cool concept and fun game! I liked how every disaster sent each structure right into orbit. In this scenario it felt very pointless to keep mining diamonds, so I guess this game is also eye-opening. Keep up the good work!
I liked the rope physics! The horse was very unstable (in-theme, I guess :laughing: )and I had to get in a rhytm-game-trance-like state-of-mind to stay up more than 10 seconds. Very fun. I also liked the horse's attitude, don't wallow in desperation! Fake it till you make it :D
@c64cosmin Thanks for playing! I thought about adding monsters like in Manic Miner but there was too little time! Maybe post-compo. For the hidden platforms, you can peek a little by moving on the edge of a platform, if there is a hidden platform it should then appear. You are right, it's a mechanic that can be annoying, that's why I saved it for the last levels...
@kora0h & @robert18 Thanks for playing! You can press Q to hide the unstable platforms and show the *true path*, it's a debug key that I forgot to disable for the release... and maybe it can feel like cheating but, hey, if someone gets stuck here's how to have a hint :)
@paroxysmal I planned to do platforms that crumble after some time you're on them but it wasn't working and I couldn't finish it in time. Thank you for playing!
@mikoziq I did the earthquake sound by shaking a box of cereals and then slowing down (and low-pass filtering) it in Audacity... It could have been harder to do in another way :laughing: . About the indication of which tile is good, duly noted. I tried to balance it by making the invisible ones appear when you are on an edge and jump around, to test the waters. The earthquake shouldn't kill you, it just make the floor (all the floor) crumble, so you'll have to find a good platform before it happens. Thank you for playing!
@purpledartfrog I'll tone down a little the vrrr sound in the post-compo version :laughing:
@michael-feldman Yes! That's the spirit, you are expected to fail a lot but every time you learn something and become better. I added your suggestion to the post-compo version :smile:
@queenofsquiggles Thanks for the feedback! I made the player less sluggish in the post-compo.
Thanks for playing everyone!
@ludokultur Thanks for the feedback! I made the player move more quickly in the post compo edition.
@skleembof & @jeremyfa & @aeveis: Thanks to you too! I was aiming for using two types of skillset: - the classic reaction-timing of an action platform, through platforms that break if you stay on them more than x msecs, falling rocks, small monsters that you need to avoid; - the spatial-navigation memory skill that is mostly used on FPSs but rarely on platform games; that skill where you try to reach the exit, but find yourself in a dead end, have to backtrack and retry another way, and so on.
I poured all the energy out on the second skillset because it seemed the most "original" one, and then the time ran out.
True, in an FPS you won't get killed by reaching a dead end, so I tried to balance it out by making the death a lesser problem: you always restart from the current level, infinite "lives" (no game over state), levels designed to have a max of three possible pathways. Clearly some of these levels were not well balanced and surely felt unforgiving, I tried to patch them in the post-compo version... Next time I'll ask someone to playtest it before sumbitting it :smile:
I'm aware that basing everything on spatial memory hurts replayability a lot, but consider this: the little astronauts surely don't want to return on that planet anymore, so it's a win-win :laughing:
@aeveis The explanation for the appearing platforms is: they are an illusion, they are just the same color of the other rocks on the background and they blend in, like in the famous Leap of Faith in Indiana Jones' Last Crusade: https://www.youtube.com/watch?v=sBBbq2g7yf8 I planned to do a little hint during the earthquake event, with dust falling from the ceiling on the platforms making them slightly visible, like Indy is doing at the end of the video. Alas, too little time. I'm adding it to the post-compo.
Thanks for the great feedback!
@lesinvisible Thank you!
@der-mondhase I sure hope that Greek god is not as unforgiving as this game levels :laughing: I made that noise by saying "vrrrr" through a small usb fan in front of a microphone, and then various filters with Audacity :smile: Thanks for playing!
@derek-volker & @trexxak & @fizzget Thenks for playing and for the feedback!
@pbg the sonar is a good idea! Maybe it would not always work because it's... unstable too :D Thanks for playing and for the feedback!
@sg-goennung Thanks for playing!
@alex-chertilin & @lereveur Thanks for playing and for saving the bear! Green would have been very sad without him...
@andopp Thanks for playing! :D
@joel-davis I'll definitely keep that in mind next time! I tried to balance the jumps by extending a little the hitbox of the player:
Immagine 2021-10-15 164922.png
However that probably wasn't enough... Thanks for the feedback and thanks for playing!
Cool take on the sokoban-like genre! Good pubzzles too, very fun. The input felt a little blocky at times, but I understand it was because each entity has its "turn". Also the sprite stacking is very cool, I can't believe it's not 3D :D
The concept of the inventory as a puzzle is very cool! I would have liked a little more "sense of progress" aside from the expanding inventory and the contract prices, like something to buy with those money :D A question: are the contents of the crates completely random or do them depend on the active contracts?
Great concept and implementation! I love how you can't win if you don't force the ai to make a bad move. Great work.
Wow, a mix between a racing management game and... Excel? :D
I found the feedback of the game a little confusing. Each of the dice-placement actions would change several marameters out of more than ten (standard ones + unstability); you here try to follow the rules like a puzzle; then you start to qualify and you end up somewere (not clear which one you are in the ranking) and some comments that are seemingly opposite to what was advised in the pre-qualified help.
Overall the concept is not bad and has some innovative elements.
Thinking about how to fix some of the shortcomings, I would streamline the feedback loop and have some default for the beginning: like, - give the players a preconfigured car at start, so they don't feel overwhelmed; - then you can change some of the dices for every pre-qualifying session, but limit the changes to only one turn (so the players can immediately see what their actions affected); - then make *actionable* comments that can be vaguely related to a single section of the UI, like "You spun because the car was too fast in curves" -> meaning change brakes/wings/spoilers.
I like sport management games, I think it could be fun. Keep up the good work!
I liked how the narrative would give an hit to how to approach the next level! The jumping when on the edge of a platform feels unforgiving, maybe a little coyote time (or slightly larger bounding box for the player sprite) would have helped. I also liked how some levels have counterintuitive solutions, very good work!
Woah what a fun game, with a cute character. I absolutely *loved* how the last level challenged every strategy I had adopted in the previous levels: suddenly I had to learn that my depth perception was not enough and I had to run a little on the side to understand the real distance to the next platform. The music seemed very on point with the struggle. I beat the game in 2040 sec and I couldn't stop playing.
Go Jenry!
Cool light and fluid mixing effects! I reached Level 7.
Great game! I liked the use of a single bar for health and firepower. I too feel it lacks a little polish in the gameplay (sometimes it seems better to crash into enemies kamikaze-style instead of avoiding the bullets and firing) but overall is nice.
Great game, very fun. I felt the upper levels are a little unfair, because they had too large gaps and it is not always possible to find a way to the lift. I liked the music progression and the art style. Keep up the good work!
@nate954 ooh bomb jumps I didn't think of it :open_mouth: Brilliant!
Fun game! It took a little to me to understood that while you're dirty you cannot take any more buckets (it was written on the bottom of the screen, duh), but after that, very solid entry. Cool scenario too!
The pace of the incoming potions, and some difficulty with the input (it seems that the pick up action don't always work, and often selects the potion under the player) made me feel the poor Prakzar was in a ball pit made of pain :laughing: The "are you seeing this sh*t too" face could mean this is intended :rofl:
Good and original entry. Keep up the good work!
What a great game. The sword combat mechanics would need a little polishing, but as long as I had enough mana and could kill enemies from a distance it was very fun. Searching for a stable platform before starting combat seems a very unique take on the theme. Great voice acting.
There is a final cutscene I'm missing? When I defeated the multicolor troll I remained stranded on that level.
P.S.: Paint.net on the start menu lol
One of the best games I played on this LD. Well polished, unique and fun. I liked the dual-phase mechanic and the music. Well done!
The aestethic is really good. On the first run I felt the game was missing a way to correlate the actions to the values (like, a little plus or minus near the values when you take the actions), it was very confusing, but then I read your spoiler and probably there is no need for it. Also I'm glad for the spoiler because I could then reach the "good" ending. Nice job!
The art was coherent, and the gameplay was more deep than I expected. The game is a little rough around the edges (especially with the collisions between the player and the environment) but there were multiple scenarios with different strategies to win, and it was fun. The game shows great potential, keep up the good work!
Really unique setting and the ui was well polished. It reminded me of those small games of the old days for PalmOS. It could have been cool if the UnstableOS engineers thought about writing a small widget to show the engine temperature near the clock. Although the windows switching is part of the experience, I know :D Well done.
Interesting concept! I felt the reloading of the cannon balls was too boring and the player movement a little sluggish, but it was fun destroying the other castle walls. Great work overall!
Cool concept! Seems like Twister on a keyboard :D
I can see you have very low karma from comments, this could hurt the discoverability of your game... You can increase it by leaving comments on the games you rate. Keep up the good work!
It seems it could be more fun if not for the strange input system: I keep pressing the wrong buttons over and over. I get that is a simulation of a physical game buttons like the Tamagotchi, but it still feels like it has a poor usability. Cool concept and great potential though!
It's great. The characters are well polished, the atmosphere is very eerie, good job. It took me a little to undestand that I needed to keep the RMB down + clicking LMB to attack. I found the panicked reaction of the humans very fun, I don't know if it's intended :laughing: The game shows a great potential.
Nice concept! The input for the spin felt a little unstable (maybe it's on theme) but otherwise a very solid entry. Congrats on finishing a game and keep up the good work!
Nice graphics. I died many time trying to understand how everything works, the tutorial is not so helpful (or maybe there is a mechanic I'm missing). Also the piano music is nice. The game shows potential!
Great potential! I also managed to juggle the last two boxes up and down :laughing:
Very well done and unique. The jump mechanic feels really strange, but I know, you can change it via json file :D Loved the characters aesthetics!
Omg the kraken was very quick! I couldn't manage a single hit in three runs. Good concept and nice implementation, the unstability of the world was well rendered. Keep up the good work!
Oh, how I liked the graphics. It's a cool and fun concept, keep up the good work!
Nice game! A couple other levels between the second and the last could have been cooler. I liked the graphics. The game overall shows great potential!
The game has some potential. Maybe you can add some way to show the nearest ore veins, and maybe some way to spend them. Good work!
I really liked the minimalist aestethics. I managed to correctly load the first ship, they really are unstable beasts! Also the playable tutorial is great, every game should have something like that.
P.s. Sometimes the crane is picking two containers at the same time and one of them gets stuck, and the crane cannot pick anything more. Also sometimes the tilting gauge ui is not working and remains at 0.0. (windows version).
Good concept! It was like herding cats :laughing:. I also liked how the characters are drawn.
Awesome graphic! I feel the reset for replay is too punishing for the player, but overall congrats for finishing a game!
Cool concept! I hope next time you'll have more time to refine it. Great job!
Impressive that you made the entire engine. In the Ludum Dare context could have helped a little more refinement in the input management (the key for attack doesn't always work, while the player continue walking in a direction long after I've stopped pressing the corresponding arrow key). The basic concept was cool!
Stunning graphics! It really seemed an old 8-bit game, and both the sounds and the music contributed a lot to this feeling. The gameplay could be made more exciting by having some sort of progression, but overall it's a great work. Well done!
Cute little game. It's good to be helpful and give the people you love a good start of the day :D
Very nice game overall. It seems to capture the spirit of the alienating machines of the old factories, and the muzak-like background music nails it.
The ui is very well done.
I really liked the sassy skulls. Well done!
I liked the art style and the humor. The game overall shows great potential! I'm looking for the post-jam version. Keep up the good work!
Very innovative! I liked how some of the movements could only be done when the currents were right. Also the movements of the wreckage woods felt very natural. Keep up the good work!
Graphics really well made, and the game was fun! The puzzles were balanced and the last was difficult but not impossibile; also you took the time to make an ending. Keep up the good work!
Cool physics game! I know there was no real disadvantage to place as many pieces as you want, but there *was* a goal and you could get stuck if you didn't pay attention, so it felt like a challenge. We used a similar character as the player, woah :laughing: Keep up the good work!
The windows zip file contains only the jar, is this expected? When I launch the .bat file it crashes with ``` Exception in thread "main" java.lang.IllegalArgumentException: input == null! at java.desktop/javax.imageio.ImageIO.read(ImageIO.java:1356) at com.game.core.images.ImageLoader.loadImage(ImageLoader.java:17) at com.game.sprites.Spritesheet.
High score: 7905
I liked the graphics, the houses are very well done. I keep being killed by glasses at high speed!
The double vision is a nice touch, it doesn't seem to impact the gameplay very much but it fits the theme.
I found the background "music", the sound effects and the general mood very nice :D Although when I reached the bar every face became stuck into a smile, it this expected?
It's a fun game, it starts slow and the first time I died because I didn't understood that I shouldn't keep zapping the atoms that turned blue. It's written on the tutorial, duh.
I really liked the music. It reminds me of the intro musics of the Amiga and C64.
The game shows great potential. The sound was a little jarring and I had to mute the audio to play, but, overall, congrats on finishing a game! Keep up the good work.
Original take on the theme :D Well done! I liked the graphics and the music. On the game design side, there is actually no reason to go open all the stables, right? I found that if I opened two of them I could play the same and the game is less hectic :laughing:
Good job to all three of you! Keep up the good work.
Very fun! You missed an opportunity to make a *Potion of Remember Past Failures* on Day 3, lol. The manual/walkthrough was very useful and I guess you can promote it as a "real manual" in the game lore, like Keep Talking And Nobody Explodes does (or [this other LD entry](https://ldjam.com/events/ludum-dare/49/stable-inc)).
I liked that the "good" ending is unlocked only after all the other, over-the-top ones. I did not expect the zombie apocalypse and the potions guy *definitely* needs to remove the business name from the flasks :laughing: Great work!
@der-mondhase P. It seemed the most fitting, the freaky glasses guy didn't need Am., to maybe return to old habits, and An. seemed too nihilistic (not a solution, either).
Very fun. I usually hate the chasing-run-for-your-life mechanics in games but in this case is very well done and I managed to complete the game!
Really cool encircling mechanic!
I liked that you could use the collected cheese for defence, and that its weight would slow you... Really cool game!
I did not expect to fall when going from the first apple to the second! Really cool mechanic. I also liked the touch of the switch of the apple graphics when inside or outside. Nice work!
I liked the atmosphere! Cool text adventure :)
Very fun, I really liked how you are left to decide if the situation is so dire that you'll have to kill your own friends. Graphics and music were top notch too! Really impressive.
@drinkycode @meep @samuli Yeah I liked the dithering too! I believe the clash effects is so noticeable because one of the colors is much darker than the other. I had no time to experiment then but I'm planning to fix it in a post-jam version. Thanks for playing!
@meep @karakv1s I felt that having to repeatedly press a button to float up would give the game a "swim or sink" feeling, but I agree, the option to use the UP button for this is definitely going to be included in the post-jam version!
Thanks for playing!
@rotob123 why not? And maybe give the little fish some way to get revenge on the big fish :)
Thanks for playing!
@armainap Your eyes are not weird, sorry for adding that to the challenge π
Thanks for playing!
@ironhandmd Thanks for playing!
Wow, it really does need multiple runs to really grasp the various forms and effects. Probably better in multiplayer because the AI seemed a little clueless, but I guess fine-tuning the AI would have required a lot of time... Overall it's a solid game, really cool!
Great vibes... I also liked the light effects on the Ladybug sprite.
How do you collect the coins? Neither E nor Left Click work, I tried with a controller and it didn't work too.
Immagine 2024-10-17 185014.png
Nice work overall!
Immagine 2024-10-17 211954.png
On the second run I noticed there is coyote time too... wow.
Cool game, I really liked that you could control the creatures by getting away from them :)
Ngl I fully expected a jumpscare at some point... π I could not open the door in the level with the key, too. Nevertheless, really nice work here!
Hilarious! :laughing:
It took me a little to get used to what was appearing on the screen (especially that the < > V ^ were referring to one of the cannons) but overall I had fun. Really cool game!
I liked the multiple options for attacks and the boss animation! I was not expecting the platforming level at the end, nice art :) Congratulation for the finished game and keep up the good work!
Damn Tick! Luckily my friends helped me reach the neck... Fun idea, really cool game!