4 TEMPLES by MoltenMustafa 2011-05-03T20:33:00
This is a game I'm proud to have beaten. I really loved it.
Foon → Ludum Dare Explorer → Users → Kvisle
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 28 | You Only Get One | Defusement of the Pyong | compo | 179 | 3.45 | 3.48 | 2.55 | 1.56 | 3.52 | 2.96 | 2.93 | 56 | |||
| 2013 | 26 | Minimalism | BLOB | compo | 152 | 3.67 | 3.70 | 3.44 | 3.19 | 3.13 | 2.49 | 2.31 | 3.00 | 100 | ||
| 2012 | 23 | Tiny World | Tiny Quest | compo | 223 | 3.33 | 3.18 | 2.07 | 2.40 | 3.98 | 2.53 | 2.31 | 3.13 | 100 | ||
| 2011 | 21 | Escape | SUBJECT:7 | compo | 77 | 3.44 | 3.19 | 2.81 | 4.25 | 3.63 | 3.67 | 1.78 | 3.25 | 3 | ||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Cheese Hunter | compo | 143 | 2.93 | 2.86 | 2.00 | 2.93 | 3.14 | 2.92 | 3.29 | 13 |
This is a game I'm proud to have beaten. I really loved it.
I love it. I would love to know how you achieved that graphical effect.
Perfect interpretation of the theme :)
Works fine in Linux for me. Using Google Chrome in Ubuntu 10.10.
Doesn't work here.
Appy 1000mg-haiku:
Excellent artwork.
Robot is sad and alone.
Excellent ending.
Quite innovative, fun, a bit hard - but not too hard.
The Ubuntu howto:
sudo apt-get install g++ libgl1-mesa-dev libpango1.0-dev libboost-dev libsdl-mixer1.2-dev libsdl-ttf2.0-dev ruby1.8-dev rubygems
sudo gem install chingu gosu
Thanks!
You're probably right - it was a part of the nod to Zelda 1, where you start outside the cave ... But several people have told me that they forget to enter the house, and that they don't figure out how to shoot.
So the lack of explanations in the game is one of the weaknesses.
The thing with the doors is actually possible in Zelda 3 - where you touch the door, it disappears - and you enter the entrance. I can't say I made it as good as in Zelda 3, though.
I was hoping to fill the dungeon with more exciting stuff --- and the "puzzle" where you have to press the button would act as an incentive to walk through the rest of the level. Zelda usually has these - but mostly in the shape of "you need this item", or "you need this key", etc. The reason why I didn't get to implement what I wanted in time, is basicly because my basecode didn't provide me with the tools I needed --- plus, I was battling various bugs that was also in the basecode.
But you're absolutely right - the game is quite dull. I will be better prepared for LD21, and will be able to spend more time actually producing content to the game than dealing with silly bugs. :)
I didn't really think much about dealing with which door you enter the house from - when you enter the house, it checks if you got cheese - and deals with that accordingly.
Extrapoints for the amount of levels. I got stuck at "It's time to thread the needle"
Good job :)
The version of löve I had installed was too old, so the game only gave me a blank screen.
I think I beat it.
I want to encourage you to keep working on this - javascript / webgl are really cool things;
But you're probably aware that this needs a lot of work - especially the input.
I felt the bouncing mechanic was a bit hard to do - but I learned it in the end.
Nice physics.
You can sell this on Apple AppStore.
I love this!
But; What DeadlyJoe is experiencing applies to me too.
I think this was a great concept. Add sound and a menu, and put it on a game site. It's almost perfect.
I love what you've done.
The best theme-interpretation so far in my list.
Want to add that it worked fine in Linux, with Wine.
I get the 3x2 set of rooms thing, too. I like your art.
I got stuck the first two times I played this - but then I understood how the game actually works. A brief explanation of the core game mechanic would be nice on this one.
Very nice graphics. Very hard.
This game is very long for a LD-entry. Very well done.
It runs fine in Linux - first I tried running Escape.py, and I thought that I played the game then - but I feel it didn't behave the same way as jailed.py did.
Anyway; good job :)
A good first entry - it has some bugs, though.
This became a whole lot more interesting at the point I discovered how this all works :)
Can you compile it statically? Newest Ubuntu doesn't come with allegro5.
This is cool - I think you're on to something with this mechanic.
This was nice. I didn't understand that I was supposed to mash space at first - but when that made sense, I can see the potential here.
I'd love to see a more polished and content full version of this.
Some people add links for all platforms, Mac OS X / Linux, and just point it to the same file.
About the game; It's a bit difficult to rate in its current form, and you're probably aware of that. Just don't give up.
Made an attempt to run this in Linux, to no avail;
tv@apu:~/ld48/the-two-of-us$ ruby bin/main.rb
bin/main.rb:1:in `require': no such file to load -- gosu (LoadError)
from bin/main.rb:1
tv@apu:~/ld48/the-two-of-us$ sudo bundle install
Using rake (0.9.2.2)
Using chipmunk (5.3.4.5)
Using cri (2.1.0)
Using libxml-ruby (2.3.2)
Using faster_xml_simple (0.5.0)
Using gosu (0.7.41)
Using httpclient (2.2.4)
Using json (1.6.6)
Using nokogiri (1.5.2)
Using net-github-upload (0.0.8)
Using ocra (1.3.0)
Using thor (0.14.6)
Using releasy (0.2.2)
Using bundler (1.1.3)
Your bundle is complete! Use `bundle show [gemname]` to see where a bundled gem is installed.
This is pretty good, but also pretty hard.
It wasn't very intuitive, which I would consider its weakness.
Overall; A pretty good job. An innovative take on the tower defense genre.
Tried to run with Mono 2.8 on Linux, didn't work.
Was neat, the window was a bit tiny though - may be related to me having a multimonitor setup in Linux. Twinview always suck if you attempt to go in fullscreen.
Conceptually, quite cool. I wish it didn't care if a tile did fit with adjent tiles or not, as in Pipes and similar games. Giving me access to the map in game would also be cool for deciding directions :)
I fixed the crashbugs and made a Windows-version and put it here: http://dl.dropbox.com/u/1287557/dontleave.zip
I have not modified anything about the gameplay itself.
I've chosen to rate the entry in that state, so he can at least get some feedback on it.
Feedback;
This game is freaking hard, still has quite a few bugs - but I believe you've gotten a fair amount of practice out of it anyway. Keep coding!
Just to prove a point about the work I did, the patches are here: https://github.com/epc09/ld23/pull/1/files
This was quite good. Only complaint I have, is that the window was a bit small.
You should make more levels for this :)
A very pretty, complete, fun game. Wouldn't be surprised to find this with a overall and/or graphics medal.
My favorite part is when ludumdare_WIN.zip contains two directories: ludumdare_MAC and __MACOSX
:)
The exefile is 64 bit only, it seems?
This was incredible.
Yeah, like the others; Keep practicing - if you want to make games, you'll make games. You just have to work to get there.
Linux user here, so I can't play it.
It seems to use functions that are unimplemented in wine;
wine: Unimplemented function msvcp100.dll.?_Orphan_all@_Container_base0@std@@QAEXXZ called at address 0x7edf6cf2 (thread 0009), starting debugger...
This was pretty awesome. I really like the core idea of this game - especially when I understood that walking off in certain directions would turn me around 90 degrees. That was a very nice niche.
The audio was a bit unpleasant, so I turned the volume far down.
It's a good start, you should finish it up!
The controls are a bit difficult to master due to the way you get stuck at walls --- but the game has some very neat concepts.
It's a bit hard.
There's a lot of potential in this game - I hope you keep on pressing with those plans you mentioned.
The game eventually crashed for me, here's the Traceback;
Traceback (most recent call last):
File "<string>", line 76, in <module>
File "wizards/build/pyi.linux2/wizards/outPYZ1.pyz/game_window", line 462, in Update
File "wizards/build/pyi.linux2/wizards/outPYZ1.pyz/game_window", line 329, in Update
File "wizards/build/pyi.linux2/wizards/outPYZ1.pyz/game_window", line 186, in NextPlayer
File "wizards/build/pyi.linux2/wizards/outPYZ1.pyz/wizard", line 202, in Select
File "wizards/build/pyi.linux2/wizards/outPYZ1.pyz/texture", line 281, in Enable
NameError: global name 'Hover' is not defined
Works in Linux if I remove pygame._view from the import list.
Respect!
This was excellent. There's not much more to say, really.
There's a lot of potential in this - I think you should work more with it, finish it up / polish it.
I don't think the game works as it should in Linux, though - all I see is a player. And it took ~1 second before it said "Dead, you scored 100 points".
Going to leave the rating empty, since I can't see any other graphics than the player itself - I consider it a game breaking bug.
Which version of Löve have you tested with? Mine throws exceptions on me.
A very good entry. A bit too hard for me, but other than that; Very good.
Thanks to everyone who played and rated it so far :D
I really regret that I didn't go around and fix the jumping mechanic, as it "makes or break" the game. I hope to implement an enhanced version later, just to show people what I wanted my compo entry to be like.
I didn't figure out how to start this.
The jnlp-file was downloaded by my browser. I attempted to open it with javaws (web start, often works) - it complains about parsing the file.
Was unable to run in Mono - would be cool with a Mono-port.
What did I just play
Works fine in Linux, just start with:
# java -jar NanoQuest.jar
About the game;
Very nice graphics. Sometimes enemies appear too far to the side for me to be able to hit them - and there could have been better feedback as tcstyle already pointed out.
Definitely potential in this.
This was excellent.
Waiting for a Windows or Linux build.
The DNS-entry for the webserver I'm downloading this from is wrong;
s3.staticvoidgames.com is an alias for http://s3.staticvoidgames.com.s3-website-us-east-1.amazonaws.com.
It shouldn't have http:// in it. That's probably why webstart / applet loading fails. Downloading directly from AWS works.
Adding the following line in my hosts-file:
207.171.163.193 s3.staticvoidgames.com
Fixes a lot of problems with that website in chrome. This probably affects other people too - you should check that out.
The game:
A nice prototype - would be nice if the camera could show a bit more of the surroundings as well.
Got stuck on "Level 2" - I got 16 coins but found no way to get past the toll - or enter the closed door.
A bit trippy for my taste, but definitely pretty.
Technical:
It has a big problem with input --- I checked the source code. You can't have two SDL_PollEvent loops -- when you do PollEvent, it discards the event. Merge it into a single loop, and things will work smoothly.
The game:
I managed to both lose and win - could be an interesting turn based online game - switch the graphics to something a bit more intimidating and you'd be ready. :)
It's a very charming little game, but it's a little hard for me. I wasn't able to pass level two :P
I'm not sure if I'm doing something wrong, but I feel the trailer showed off more attacks than I was able to do in the game - and I couldn't hear the sound effects that are in the trailer either.
Make it possible with multiple projectiles at the same time, add a couple of additional enemy types and a boss --- and you got yourself a quite fun game.
There is potential in this, and it can become quite fun if you put a little extra work in it :)
(Also ran it on linux, java -jar tiny.jar worked fine with oracle jvm)
same error as edg3 --- I'm on Linux though.
How do I run it?
$ java -jar homedefender-linux.jar
Exception in thread "main" java.lang.UnsupportedClassVersionError: me/hopps/Starter : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:634)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:277)
at java.net.URLClassLoader.access$000(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:212)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
Could not find the main class: me.hopps.Starter. Program will exit.
Good start, you should finish it.
I got the message: "We're sorry, but something went wrong." when attempting to log in.
Neat, but I'm a bit confused if the walls had a purpose - or if it's one of those unfinished features that you hoped to implement but didn't quite make.
Other than that; Pretty solid. Fun, neat.
Very nice graphics
Very good puzzles
Nice loops
This whole thing feels very polished to me.
I really like the graphics, but the rest is hard to comment on - I don't know what I'm doing.
I like this. Given some tweaks and balancing as far as speed goes, both for your character and your enemies - can make this game quite fun.
This was excellent! You certainly know how to juice your games. I didn't do hardcore mode, but I did play through it - although I was about to quit when I arrived at "The Final Battle", since I wasn't too sure if it would go on forever or not.
My only question would be: Is this game beatable? I start it, I get to pull two, maybe three shots - I die.
With the right mind-bending levels, this can become a pretty good puzzler.
First I just popped up the game, started to drive, and was told that I was out of energy and that I had lost the game. I tried several times, and beat it on the fourth attempt. I think that if you worked on how you were presenting the core mechanic (the transfer of energy from the battery to you, and from you to the world) - it would be easier to dive into.
I like it. It would be cool if the camera moved along with the craft - showing the ship at the center of the screen at all times. Would be cool for aiming, I think.
My game is about a blob, too!
I didn't understand the grey box-mechanic, and I got stuck by the lava - I didn't find a way to get past.
Trying to wrap my head around level 5 with no luck.
Cool puzzler, but a bit difficult to master the mechanics properly. Almost finished it but gave up on level 5.
This game is really cool. I didn't manage to win yet, but it def. deserves some special kind of attention. The mechanic is great, and wonderfully implemented. The only downside is that I can't show it to people I know who are hearing impaired on one side.
I gave up at 'sprint'.
Neat mechanics, I like it :)
Really pretty stuff, and a nice execution. I gave up at level 3 - record 33 seconds.
A bit unforgiving, I think - having to start from the beginning makes it a bit too hard for me.
Are the levels generated, or are they picked randomly from a pool?
The game is pretty, and the mechanics are solid.
Very nice, but I had to give up at level 18 -- I don't have the reflexes required for this :)
Pretty cool game, and really tough puzzles. I got the bad ending, it seems.
I died. I'm also probably gonna get epilepsy..
Really fun game!
A very pretty implementation of a very simple mechanic. The "two-stick-shooter" works very well with wasd+mouse. Would be cool with title/end-screen, sound/music, and a possibility to win (that may be possible - I may just suck :P)
I finished it! I like it, this is something that can become really good with some work. The core game mechanic is there - you can make this quite nice with small modifications here and there. :)
I finished it it! I was a bit confused about the levels that aren't beatable on the first try - but as I kept playing I figured out the mechanic. Nice job.
Most clever use of the theme so far. I love it.
I got stuck at some point, not sure which level it was - yellow/green guy.
Crashed on my 32nd click.
Lovely art-style, a little confused by the ending.
Since it's a java-game, it's probably not too hard to make this work in Linux/Mac OS X as well. I'm in Linux currently, so unable to review it.
Got this to run in Linux without any big problems - just had to install the missing packages. For me, in Ubuntu 13.04 that was python-pyglet and libavbin0 ...
As you say, it's unfinished - but you've got something going on, I like that.
First I was wondering what this was all about, but reading the instructions you posted in the comments helped alot. Now it's actually quite fun.
Worked fine in Ubuntu 13.04 with sun java 7.
Works in Wine in Linux. It'd be cool to be able to control the pad with the mouse. At one point I both beat the level and got game over at the same time; But I was sent to the next level so it worked out well.
Neat.
Works fine in Linux, just run it like this;
java -jar LD48.jar
I managed to cover the entrance with a tower, making it impossible to lose.
The UI could use some work, since the circular menu can appear partly off-screen, some choices are unavailable for certain cells.
I like it! Good job.
I like the concept, the style and the sound a lot.
But I have difficulties controlling the box due to the isometric view, so I don't know if there were more levels or anything - I kept dieing pretty fast.
A lovely take on the theme, great fun, great graphics - an overall good game. And incredibly suitable for IOS/Android as well. Add a multiplayer-option and you've got yourself a hit.
This is scary stuff, really innovative, fun mechanic - and a lovely take on the theme.
I think the mood of this game was great. The trilemma is great, and I love the storytelling.
The game is very hard - harder than mine, and I don't make it very far. I like that the game renders from a different perspective than the common space shooter; It makes me think that there's probably a market for it.
This is really cute. The quotes that come up reminds me of certain people's Facebook-postings.
I like the sound.
I'm not sure if there's an end in this game; I didn't reach it.
Thanks for creating the standalone versions so I could try it!
This is very hard, and it took me a few attempts to figure out what ended the game and what were good things to hit. I don't think any of my attempts lasted more than 30 seconds.
I noticed that if I held down the mouse, you could see a trailing line - but my bee/wasp/thing would only fly directly to the end of it; Having it follow the trail could be a cool mechanic to add when flying through the more complicated areas.
I like the music and the graphics a lot.
Shooting the boxes was really satisfying. Good job. Bummer to have to start all over when I was killed by the big box, though.
I finished it! This is really polished - I like it a lot.
I'd like to see more mind-bending puzzles.
I beat it! I think you've done quite a good job with this. I think the graphics are quite stylish, but I had some trouble seeing the cave entrance - I think maybe some places could emphasize what kind of items are interactable.
It's good adventure gaming fun, and we like that.
You're off to a good start.
This is incredibly hard.
I like that you included a Linux-version, but it doesn't seem to contain any executeables.
A short and sweet entry. Got 29207103 points!
I noticed that the seconds are a little short - no way this is a full minute.
This was a nice entry.
I remember I played some flash games a few years back that were similar - where you had to solve a bunch of puzzles to get out of a room you were locked in. It's a concept that has more than enough potential to go around.
A bit short, but I'd love to see what more you can do with it.
I explored a big part of the house, and then I got knocked around by that black thing. I don't know if there's a win condition - it's how far I got.
Several things I like about this entry that I want to ask you about. How is the "sort of but not really" cell shaded graphics made? I tried to look at your shaders, but I was unable to find them in the source code.
Also curious about what's used for physics.
Nice entry, played multiple runs, but never made it past 400 meters.
I beat him in 324.05 seconds. Took a while before I understood how to use the shield. Very neat entry.
Hi! The Linux version is the Windows version.
Would it be possible to put the Linux export out there somewhere?
I don't know Unity at all, but I know that when I download other Unity games - they come with a Linux-specific version that has a Linux binary (well, it's a mono program in the end). The version I downloaded here does not.
So, I'm on a little thin ice here - but I don't think it's true that Unity exports one version that covers all platforms -- because all the other Linux versions of Unity apps I've downloaded have had Linux specific binaries in it - and no Windows stuff.
Interesting mechanic and a nice entry. A little bit hard to master the mechanic, but it's not because there's anything wrong with the design.
A great job on the graphics, too.
I like it, and I feel it's complete as it is. Thumbs up.
The graphics remind me of the C64 era. I like how the boat rocks up and down. The colission when I fight is a bit off I think -- I'd love to see a win/lose condition added to the game.
Some nice core concepts here. I hope you work more on it.
A bit clunky to move around - one have to right click in the middle of the cell, and if there's text rendered on top of it (like in the bottom of the screen) it wont work.
Felt that my people died too fast (The counter clearly states 8 turns before death, but it's closer to 3) - more than often I was unable to find usable resources for that unit - took a while before I found forest at all.
It would be nice if the turn ended automatically when one's out of things to move, just to add some more flow to the game. Also if it did like in Civilization, where it would select a unit for you - and you'd have to do is move the unit.
Nice little entry. I had problems beating the one with four rotating balls before I gave up. Not sure if there's a win condition, or if the levels are proceduraly made and will go on forever.
I liked how the audio worked when hitting the balls - it worked well with the music.
A bit frustrating use of the theme - restarting the entire game for one miss isn't very forgiving :)
I really like the game, I believe I managed to get past quite a few obstacles in the end. However, the implementation of the theme makes it a little too hard to be enjoyable in the long run - I did ragequit when I died and had to start all over after something I suspect was a pretty good run on the obstacle course.
Adding checkpoints beats the point of having 'one life' - but it would make it more enjoyable to me at least.
Adding some sort of hint at how far I've made it may change that -- as knowing that I almost beat it makes it more tempting to retry.
I hope you do more work on it.
Fun little game - not very touch pad friendly, but I managed to survive a few levels nonetheless. Good job!
Fun little game - really hard to master, I hit a lot more rocks than oil pockets -- I tend to try to avoid everything that huddles towards me for some reason, regardless of what it is.
I bought lots of machines, they made me rich. Didn't get the hang of buy/sell.
It was fairly easy until level 8, then it suddenly got incredibly hard. Nice little entry, not sure if it has a win condition.
I was two minutes late to the conference! D:
A lot of good mechanics here, and I'd love to see more of this game. However, some parts of the game were a bit mean; The parts where you lie to the player is mean in a way which differs from KPs deception game - as it's not obvious to me that it's a part of the core mechanic here. But you can still get away with it, since you don't lose a lot of time when it happens.
I'd like to see a post compo version of this.
I made it to level 4 before an avalanche of sharks got to me. I like it, and I like the use of shaders on the bottom (I'm assuming it is a fragment shader using time as input to move things around).
Well made entry.
This is a very sad game. It's good, but it's so depressing. I had my entire family die before me, before I managed to keep myself alive (but on the other hand, it suddenly got very easy)
Fun little game. I haven't seen libdumb before, so that was new to me. I got consumed around wave 25 or so - Too many bunnies.
I also enjoyed the Monty Python reference.
I have a big problem mastering the game mechanic. I've gotten a maximum of one hit, before I do something wrong on the next one and die. I'm not sure if I'm supposed to click exactly when the ring comes in, slightly before, slightly after -- but I do know my fail rate is high - very high.
Fun esthetics, and I love the sound of the enemy.
A fun little piece :)
Proper use of the theme.
Nice use of the theme, and highly humorous entry. I liked it a lot.
Nice little entry.
Took a while before I understood that I had to use space to move -- I thought space was only to start the game.
Pretty brutal game, really - that's a lot of arrows. I'd love to see who's chasing him. I had no chance at surviving more than 2-3 flowers, so I'm not sure if there's a win condition.
I remember an exchibition about Otzi in a museum near where I live - got disappointed when I could only see Otzi on a webcam though.
I think this entry has it all, really. I never figured out how to dry the phone, but I believe I figured out the rest. My feedback would mostly be about small user experience things, most of which has been mentioned by others.
Very good entry.