Octogeddon by flyingbear 2012-08-29T03:34:00
That was a lot of fun! Great work!
Foon → Ludum Dare Explorer → Users → kurrik
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | HEXATTACK! | compo | 498 | 3.07 | 2.90 | 3.22 | 3.25 | 3.03 | 2.92 | 1.55 | 2.41 | ||
| 2021 | 49 | Unstable | 👥 | Last Mile | jam | 981 | 3.34 | 3.20 | 3.15 | 3.85 | 3.71 | 3.39 | 3.29 | 3.21 | |
| 2019 | 45 | Start with nothing | ZERO COAST | compo | 3.50 | 3.12 | 4.25 | 3.87 | 3.54 | 3.58 | 2.71 | 3.40 | |||
| 2013 | 26 | Minimalism | Moonshot | jam | 164 | 3.40 | 3.48 | 3.26 | 3.24 | 2.97 | 3.18 | 2.25 | 3.34 | 58 | |
| 2012 | 24 | Evolution | The Destiny of Species | compo | 10 |
That was a lot of fun! Great work!
I love it. I think a tablet version would be a lot of fun and accessible to a big range of ages. The music did get a little repetitive but that's such a small nit considering the incredible amount of polish showing here. The artwork was beautiful! I loved that the hand moved as you draw! Tons of little details like that which make all the difference.
I really liked this one. The mechanic made sense but the puzzles made the game challenging. The sound effects make me laugh. It had a story! Great work!
This is a cool concept, but the controls felt mostly unresponsive and the mechanic for climbing walls seemed unintuitive. It might be nice to have the set of colors that the player's avatar can go through in the top left corner, and highlight the one he's on currently. This would help him plan his moves a little more in advance.
Took a while to get used to the controls but once I did I was navigating around pretty well. Wish I had some more power up or could feel like I had an easier time getting around the obstacles, but you've done an amazing level of polish on the game - fantastic work!
I like the atmosphere!
Nice work - the Jam version really fleshes out your vision for the game. Reminds me a lot of Frozen Synapse, which is a really really good thing. The compo version did drop you into things really suddenly though.
I think I would've liked it if the enemies bounced back or something after hitting you, felt kind of weird to have the ninjas just suck a bunch of life. I feel like there's a cool/weird vibe though which could be built upon.
Pretty tough! I think some indication of how many towers were left would be helpful. It looks like you prevent completely enclosing a tower - seems like it would've been tricky to implement, nice.
Would have benefited from better hit detection and controls, but I liked the atmosphere and graphics.
Some of the puzzles seemed a bit speed-focused (difficult on a trackpad) but I enjoyed figuring out the tricky ones! Nice work!
The effect would work really well in a fleshed out game. Kind of wonder why the download is 27 megs :)
Did you record the music yourself? I liked it! I certainly got an old dragon-warrior vibe from the game. Had fun running around the map trying to avoid mobs.
Haha, well it is a full game. Nice work on the details.
Nice, I like how you didn't go for the obvious "make a simple game" approach to the theme. Wall jumping got a bit frustrating though.
Nice mechanic and I like that you gave a tutorial. Also one of the few submissions with a sense of humor. A bit of the finesse of getting around was lost on me with my trackpad, I think having a separate jump button would've actually improved things. Overall, a promising physics puzzler though - I had fun working through it!
I thought the realtime stats was a nice touch and I thought the mechanic of trying to avoid collisions was really interesting. It did feel like I wasn't using much skill to progress, though - would have liked to have felt more in control of the ship or have been faster or something. Still, I dug the retro vibe and had fun. Nice work!
This is like a weird wonderful hybrid of Leisure Suit Larry and God of War.
This reminded me of the old-school DOS games I grew up with. Really nice work, I'd look forward to having more levels to play.
This is an impressive idea (I guess it's like picking a lock), but I agree with some of the other reviewers that I'd like to have more feedback about how I'm doing.
I thought the idea was pretty cool - it's interesting to move into one configuration and then have the next letter be inconvenient given where the blocks are. However, there's no scoring so it's difficult to figure out how well you did, you can always push the blocks off to the sides and start from scratch. It's still a good first entry and I had no problems running the osx version. Thanks!
Wow, super conflicted here. This is an incredible roguelike and I'm really impressed with how much you got done. I wouldn't really consider it "minimalist" though! Still giving a high overall score given how much you got done. The line of sight implementation is really cool.
I'm not sure I came up with a good approach to scoring higher point totals. Dictionary seemed a little permissive too. But I really liked the idea of the board locking up as you play - a mechanic to unfreeze the locks a little easier would be welcome. Nice work.
I too, missed the "paint as little of the canvas as possible" instruction until I saw the % of canvas painted score at the end. Would be good to highlight that more. I really liked the idea though - having to plot a map through the level and then actualize it with paint is very satisfying.
Had a bit of a slow ramp-up curve, but I love that this was a real game with real puzzles. I'd love to see more powerups sprinkled around the game in a fleshed out version. Slowly walking around looking for drops is less fun than trying to jump to where you thought you remembered the platform was. Overall great job though.
At least it's a game! The fast/accurate clicking mechanic is a little addictive. It seems like maybe you were going for more depth? What do the icons on the top right mean?
@SuperlevelSebastian - This was written in Go and it appears that Go unfortunately has some problems compiling to 32-bit code. However Go 1.1 RC1 was just released and apparently does a much better job. So I can try and see if it's possible to get a build together, but no promises :)
@Cybearg - Aww, I love level 3! It is pretty tough to get right. I kept failing it when capturing screencasts. Sometimes I can do it a bunch of times in a row, and other times I fail repeatedly. I would tune the bounding boxes for a future version in order to be more lenient (on a diagonal, the bounding box has the most error for a circle object).
There is a way to beat level 3 in a cheap way though. It makes getting 3 stars much easier. As a hint, consider using the first bottom anchor to find an alternate path.
Thanks for the feedback though! Much appreciated!
@burtlo and @hughsk - thanks for the review! I agree about the lack of obvious damage bar, it was something I wanted to get in there but never got around to putting in.
@avidgamerNino - thanks! I enjoyed the rec - we were thinking about multiple attraction sources but didn't go too far out of the core mechanic. It's cool to see another game with it built in.
Particle effects were really nice! Performed really nicely. Felt like you have a good foundation, need to add some variance to enemy patterns and appearance.
Loved it! Great puzzles, not overly difficult, but satisfying. Didn't realize the silhouettes had hints until I was down to two, so that was helpful. (Ostrich was the most frustrating one even though I had an idea of what to do.) Art/music well executed.
The enemies kept spawning and kept me busy continuously. More ebb & flow in the gameplay would have been nice, to feel like I was fighting my way out of a pile-up and then catching my breath. Controls and enemy pathfinding were pretty good, I also liked that it was easy to just jump in and play.
I really like the idea and found myself relaxing to the great music as I chiseled away. Nice work!
I really like the idea of building up your own character as you escape from a lab. I kind of wish there were a mechanism to learn and iterate about what kinds of modifications were useful, but this is a really promising idea.
Very polished and well executed! Lots of nice details (like the background drawing, expressions on our ball man). Great job!
Cute! Played the HTML5 version, it ran reasonably well, though whenever I got on the bus, there was a picture of the bus still out of the window? Not sure if that was part of the surrealism or a weird bug. Only got two of the hidden states, I think (cat, didn't want to get on the bus), and it did get pretty repetitive, but on theme and nice ambiance.
Cool ship building mechanic, fun and quirky. High score 440 :D
Worked well for me on web, great graphics/music. I liked the little left arrow at the beginning, like many old Mario levels where there was something hidden off to the left at the start of the level. Jumping a bit too floaty for my taste, but overall nice job!
I think the idea was really cool. Hard to keep up with the conveyor belt!
Wow, there are a lot of cool systems here. I really appreciated the tutorial which made it easy to understand how to play. The graphics and animations are great too! It's really impressive how much you got done. Only real downside for me is that it's really very difficult!
I definitely got lost in the LD version, but the post-LD version helped me figure things out. Definitely feels like you had a great vision and just not enough time to execute on it, but I'm glad you followed up with an improved version. Really nice graphics and I dug the music too!
I was impressed you had a whole strategy system with AI built for this! There's a bit of a steep learning curve to figure out how the unstable creatures thing worked, and I was wishing for a better way to see which characters I could control, but I'm really impressed with how much there is here!
I thought it was a smart idea to make it a one-button game instead of letting players move left and right. Jumping on top of a pumpkin to ride back a little bit seemed like an interesting idea which could be fleshed out some more - I found myself thinking some of the double jumps were a little unfair since there was such a short lookahead distance. Visuals and especially music were really great!
I'm not sure how much I could do to keep the wineglass steady - seemed like moving the mouse as little as possible was the right strategy. But the idea was really interesting and you got a lot of mood with just a few smart details. The liquid sloshing in the glass was really well done!
Thanks for the feedback so far! We made some adjustments to the WebGL settings so it should run smoother. The buildings at the top do get their number cut off—that's a bug on our end, sorry! Kind of makes it more difficult though, since you have to guess how many packages to take :D
The rules started making sense as I played but I think I got lucky a lot!
Pretty interesting idea with good promise. I think I would have been helped by more feedback as I was moving witches around though - hard to tell what was working and what wasn't. Great atmosphere and humor!
I wished there was more of a feedback loop when selecting ingredients, and not being able to skip the text animations was a little frustrating, but I really liked the concept of the game!
It kind of looked straightforward when I first loaded it but I kept going "oh, it does this? this is cool!" as I learned more about the game. I was really impressed with how solid everything felt and the subtle details like the models being in 3D and having nice lighting as they moved around. Really great work!
I liked the way the game looked and played, just kind of wished there were more feedback as to how well I was doing-it was kind of hard to keep an eye on the gauges while trying to hit the timing correctly.
I ran into a couple cases where it looked like I should have won but the game didn't seem to recognize that. But other than that, it was a really interesting idea! I liked not being sure about what was next, so I needed to play according to how much risk I was going to take. Nice!
This is a really interesting idea, but I found the difficulty curve pretty steep! Hard to juggle upgrade timing while avoiding enemies! I liked the graphics and mood you achieved too.
Such great atmosphere and music, and I really liked how well the simple art style worked. As I was playing, I felt like I didn't know whether I was doing well or not - trash kept vanishing before I could pick it up and I wasn't sure if that was ok or not. A little more feedback would have been great. But I enjoyed it, congrats on a great submission - pretty impressive given this was your first time!
It took me a little bit to figure out how to add a component and write a script. It's really cool that you built a mini computer for this jam! But I didn't know what the goal of the level was and wound up giving up.
This was really difficult! I think it would feel better if platforms only started falling once you jumped on top of them - right now touching them from the side starts their fall trigger. But I liked the art and overall vibe you got!
Took me a little while to understand how balancing the position of the rods worked in addition to just fixing broken things. I think a mini map or other indicator showing where things are broken would be nice! Really like the atmosphere, graphics and sound. Nice work!
Took me a little while to figure out: the character's hand points to where you will jump, hold the jump button to charge up a jump, and when you get close to a clock then rotate the twin sticks to the indicated time. After figuring out those mechanics, I was able to make progress! Nice, inventive game which definitely does a good job with theme and mood. A little frustrating when missing jumps (particularly if I can't see where I'm jumping) but you mentioned wanting to get something difficult. Nice job!
I definitely got some early Wing Commander vibes. I wound up getting behind the asteroids, pointed toward the planet and it was pretty fun picking them off one by one.
Controls could probably be reworked a little, was a little overly sensitive for me by default using a mouse & webgl on osx.
Nice Gradius-style throwback game! I liked that the ship could take a few hits since it was a little tough to control, and I was able to enjoy getting through several levels. I wish the time slowdown mechanic were explored a little more , feels like that would have been a cool way to get through tougher areas without taking hits.
What a great theme! Got score 700 (would be good if the game showed you the score before reaching the end, maybe if you lose all your lives). Hitboxes are a little punishing, I'd suggest shrinking them a little so it doesn't have to be quite so exact.
Great mood! Gameplay seemed pretty straightforward, is there any more strategy to employ? I'm also not sure if the zombie kill counter is correct - it seemed lower than what I'd managed to kill (or maybe I'm missing a mechanic?)
I really like this idea! Feels very original. I do wish the camera zoomed out a little bit more - when the screen fills up it can be hard to draw the lines I want to because the balls go all the way out to the edges. Great work!
This is really nicely presented, I like the interface and the idea is pretty cool. The AI seems a little nonsensical so I was mostly just typing random positive prompts. Repeating the same prompt over and over seemed to be a way to get extra points. Is there a "win" goal? I would love to be working toward a specific goal.
Great idea and execution. Reading through all the cards was really funny! The game could have been a little deeper - not sure if I missed something but I couldn't figure out what real strategy options I had in a fight. I seemed to win a lot of things by default.
Hack the planet! One of my favorite movies :) I really liked the idea, although I did find it difficult to keep up with all the things going on. Really minor nitpick but I wish the commands didn't need the dash in front of them. Lots of small good details though, nice work.
This is really incredible, fantastic work! I really dug the concept and execution. Only feedback I have is that the mechanic of actually solving the problems felt a little slow - generally just kept adding to the total until I reached the target. Might have been more of a brainteaser if I were limited in some way, e.g. only having access to odd numbers or something. But overall really really great!
Really nice job on setting a creepy mood! I think juggling the inventory got a little frustrating but I definitely get that that's part of what makes the experience scary. Great work!
I like how quick it is to buy/upgrade towers, and felt really powerful getting my towers up to level 20+ where they just shoot a steady stream of arrows. I eventually got the two towers closest to the spawn point upgraded to level 70+ and the enemies weren't making it off of the platform they spawned on. So maybe a little bit more scaling of challenge would be good, but this was fun and nicely polished! Great work!
@darzu thanks for the feedback! I was trying to balance the game to allow for waiting and saving up bigger attacks, but I don't think I sufficiently nerfed fast clicking enough to force that style of play. I was kind of hoping for a balance where you have to go back and forth depending on how things evolve. Thank you for playing!
Congrats on your first game jam! This was a fun, quick play. Good work!
Nice work! I like the theme and found it satisfying to run around the map blasting the aliens. Feels like saving up for the upgrades took a bit too long though - wish there were faster progressions for the weapons.
Wow! I really loved how this elevated a simple platformer concept and made it really engaging and fun to get through. Fantastic work on the art, sound and writing!
Reached 407m! The jumps are a little floaty which is hard to get used to, I probably would have wanted more gravity. But it works well for the swinging parts which happen later in the level! I really found it intuitive to chain multiple grappling hook swings together. This was fun! Nice work!
This was fun! I wound up liking the mechanic of having to reposition my fleet as the planets orbited.
This is a really inventive idea! I like the idea of trying to fix the ship in the middle of a fight. Rerouting is super interesting but kind of difficult to use, maybe there should be some way to fix things if you can buy yourself some extra time. Nice work!