Shit! It's evolving by fruitfly 2012-08-27T19:19:00
As above, couldn't rate. The game never goes beyond "Loading game...".
Will come back later to see if this has been fixed. The screenshots look great!
Foon → Ludum Dare Explorer → Users → kyyrma
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Riptale | jam | |||||||||||
| 2015 | 32 | An Unconventional Weapon | The Reviewer | compo | 89 | 3.82 | 3.24 | 4.02 | 3.06 | 3.26 | 3.38 | 3.78 | 3.75 | 100 | |
| 2014 | 30 | Connected Worlds | Flip Flop | compo | 120 | 3.74 | 3.85 | 3.62 | 3.87 | 3.64 | 3.56 | 2.32 | 3.25 | 64 | |
| 2014 | 29 | Beneath the Surface | Into the Abyss | jam | 211 | 3.45 | 3.10 | 2.61 | 3.29 | 3.35 | 3.87 | 1.72 | 3.13 | 56 | |
| 2013 | 28 | You Only Get One | The Curse of Mellon | compo | 391 | 3.14 | 3.09 | 2.41 | 2.65 | 3.37 | 3.53 | 1.95 | 3.13 | 67 | |
| 2012 | 24 | Evolution | EVO-001 | compo | 333 | 3.05 | 3.24 | 1.78 | 1.53 | 3.34 | 3.00 | 2.04 | 3.06 | 79 |
As above, couldn't rate. The game never goes beyond "Loading game...".
Will come back later to see if this has been fixed. The screenshots look great!
Finally got to play this! Really cool game, but the lack of strafing and the fact that touching an enemy is a one-shot kill make it really difficult.
Simple to say the least, but what it lacks in length it makes up in difficulty. Still a good job on finishing your entry!
I really enjoyed the graphics! Kinda' reminded me of Darwinia.
I had some trouble controlling my units. Is there only one specific unit capable of mining? Also (after numerous attempts at foolish moves) I got the pathfinding to crap up, with some units orbiting around others. I think you should have more help / instructions for the player, if you decide to further develop this game.
Love the graphics! The game feels like Mario Bros. with a cute robot, which I figure was what you were aiming for? The gun could be a wee bit bit faster though!
Oh and the EMP block still exists although the sprite disappears for me too.
Like some people have mentioned before, the snake movement is really fluid looking. Nice job.
Although this game is very basic, it really showcases one thing I've always believed in: allowing the player to customize his abilities always improves a game. Even something as simple as Snake!
Worked fine for me on Firefox. Nice graphics, the smooth transition between rooms is a nice effect too. The actual gameplay got tiring fast though. I played until I had about 50 secs left in the clock and then just gave up.
I think your large filesize is caused by all the audio files you have added in the game. I checked the download page for the soundtrack you used and most of those tracks were over 10mb in size. If you re-encoded the audio to a lower bitrate (with something like Audacity) I'm fairly sure you could cut the filesize to half or even less from the current.
The game itself was impressive in scope for an LD48 game, both in content and also graphically. The controls felt floaty and like others I had issues with the movement speed. Also dashing didn't help much, as you can't turn when dashing which makes moving around with it annoying. Still, with a little more work and polish this could become very good!
Simple yet pretty fun. The gameplay is reminiscent of early 90s Windows games :) Everything feels very rough and unpolished, the collision detection is off. Enemies seem to enjoy getting stuck in the walls. Really cool that you have your own engine written for this.
Today I killed a man by throwing the dead corpse of my creator at him. He was three days from his retirement.
All in all a good day for a robot.
This. Umm. Yeah.
It made me crack up. Props for that!
I played the windows stand-alone and had no performance issues whatsoever.
The graphical style is nice and the first person movement feels just like it should. The game itself is a bit too chaotic for my tastes though. I kept getting swarmed by slimes and eyeball bullets before I really even got my bearings :D
The NPC mechanic was a nice addition and fitting for the theme.
Your basic gameplay idea is really good. Makes me think something similar on touch devices (especially on tablets) could be amazing.
As others have pointed out, the music got annoying real fast. I'm guessing you are a programmer first and musician second, so you get a point for effort. The graphics could've been more polished too, given that there are only a few sprites and a simple background.
This was pretty cool, but it ended just as I started to enjoy it. You should've used the same font for the ending screen that you used through the rest of the game. This felt more like an 'experience' than a game, but I'd really like to see this one expanded.
Really nice puzzle-platformer. The graphics are basic but fit the game well. Sadly I didn't make it all the way to the ending scene :)
Just like Mjig I played for a long while thinking only A and Z do something. I did finish levels 1-3 that way though!
The idea is fun, although it's annoying to get stuck just slamming keys at random, hoping some little slime would find it in himself to spring for the goal.
Simple but enjoyable!
As an suggestion, couldn't you make a .bat in the windows standalone folder that contained something like:
@echo off
start /B love.exe growth.love
Which would start the game directly? Not that there is much trouble in dragging the game file into love.exe, but it would add just that extra bit of polish!
Too bad you didn't have time to work on proper levels. The engine itself feels polished and I was disappointed when I realized how quickly this was over. Hopefully you will keep on working this!
This was very good. A complete game with consistent art and gameplay. You set the mood well throughout, and the sand slowly consuming the castle was great. It felt like there was a story, even if there was no dialogue whatsoever.
The only thing you could've done better is to tie the game more into the compo theme.
One of my favourites so far :)
This was just amazing. The first time I flew into one of those huge spherical halls my jaw just hit the floor. Mind you I was playing this on a 42" TV and it looked absolutely gorgeous.
The movement speed felt low at times, but I guess this is so that moving around wouldn't feel more disorienting than it is. Still, I think the game could benefit from a boost button, so that when you fly down a dead end, you could get back on track faster.
I really like this type of game. You just want to keep playing to see what weird shit will be thrown at you next. It was a bit short though, or then I failed something (I got shot by the monkey).
I enjoyed the graphics and audio a lot. Set the mood well.
I have very little idea what is going on. I never made it past the second screen from the beginning :D
Well polished, although music could add a lot to the game. The graphics are nice! The actual game does get repetitive pretty quickly, but still a solid entry.
Is the idea to create an AI for each good guy separately? It's hard enough when I can't really make out which pixel is a good guy and which pixel is a bad guy, not to mention that by default there are 30 of them :)
Nonetheless a cool concept that fit the theme.
There didn't seem to be that much of a game here, although the simulation itself was cool. The ants didn't really seem to change their behaviour no matter what orders I gave them. Also, selecting ants by clicking was rather annoying.
Maybe I should've given them more time? Maybe there should be a timescale adjustment in the game, so that you can speed up the action on the screen.
Interesting idea! A pretty relaxing game as there is apparently no fail condition. It's fun to watch your populated planets just spin around though.
For further improvements I'd like to see the building sped up, with a progress bar that shows how long each action takes. The graphics are adequate, except for the planets themselves. They would benefit from some texturing / color. Also, competing AI civilizations?
Currently your game is about running away from whatever animals there are on the screen, trying to make it to the end before they eat away your health. As there is no way to properly avoid the enemies or defeat them, wouldn't it be fairer to have the player just race against time to the end of the level? The enemy behaviour really makes the game too much about luck.
I played until the snake level, and couldn't make the last jump no matter how hard I tried :(
This is the second entry I've played mixing Game of life and a shooter, and this one really takes the prize. The graphics are simple, clean and most of all effective. The music goes really well with the action too.
A good, well polished entry. Nice job!
Interesting platformer, but very difficult. Was there actually any way to consistently attack the enemies? Sometimes I devoured their pixels, but most of the time they took mine. The enemies killed me really fast! I didn't make it very far, because I kept getting killed..
This game is really rough around the edges I'm afraid. The movement felt laggy and I kept getting stuck on walls and narrow passages.
The game was maybe a bit too easy. Rapid firing by alternating between Mouse 1 & 2 and flying back and forth I was able the keep the screen almost clear of enemies.
I actually stopped shooting them to watch their behaviour. They were sweeping down diagonally as if not even trying to kill me. Are the mutations random or traits passed on if the enemy succesfully killed the player / survived to the other edge of the screen?
This is actually the kind of stuff I was intending to do for my own game, but failed miserably... :b
Very simple, not that much fun, but still goob job on finishing your entry!
Good visuals and audio, the game itself is a bit simple though. Was there ever any other obstacles beyond the mouths? I could only ever get to something like 300 meters :D
Umm yeah. A bit hard to figure out what's going on. I guess I am a zombie and I stand on people and animals to eat them?
Maybe could use a little bit more instructions :)
Really enjoyed this entry. The music sets the mood perfectly and the graphics are impressive. Finding a new combination felt satisfying, although sometimes there was way too much trial and error involved. Maybe there could be short descriptions for the items in addition to name and image? This way you could get some hints when stuck.
Really sweet graphics. The enemies should come in wawes though, give the player some downtime to pick his upgrades.
It is hard to tell on which side of the branch the obstacles are, especially with the fires that seem to clip through the branches. The actual tree looks very cool though, very organic. As some other suggested, a 3rd person camera could work better for this one. With that and some smoother controls this could be one sweet rollercoaster.
I loved the transition effect between the levels and the way the game scored you (apparently?) based on the time you took on clearing each challenge.
Well polished, didn't meet any bugs. The particle effect on the player character felt unnecessary and distracting though, but judging by the previous comments I'm pretty much alone with that :)
The scope of this game is pretty impressive for 48 hours, even if most of the content could use some polish. Really nice work. The easy mode was a good idea, as most people have only so much time to review a single title.
It's great to hear that there are game development clubs in high schools. Would've been great to have something like that back in my own school. I hope you all keep at it, and once again great job on finishing your first LD entry!
start.bat didn't work, but it ran straight from the .jar file.
Getting the feel for platformer controls right is hard even for people who are experienced in making games. This is actually very good, especially for your first effort!
There seemed to be some collision issues though, especially with spikes. I kept dying even when my character clearly landed safely on the ground.
Short and simple. The platforming mechanics could use some tuning, although if it were any less tricky the game would feel even shorter. Good job!
Congratulations on finishing your entry I guess :)
Can't get past the spikes either. There is just a black screen after that. Tried it on Firefox.
Unable to download. You should consider Google Drive, Dropbox or Mediafire for hosting. They are all free and simple to setup.
"Here comes the punchline." He's like the indian Duke Nukem!
Really impressive graphics and soundwork. The actual game felt a bit uninspired although there seemed to be a lot of content. My playthrough got interrupted by a glitch of some sort, as after I died I got sent back to the start of the level and could no longer move my character around.
There was also an annoying issue on the screen not scaling properly on my widescreen monitor, so the window was always partially hidden.
Cool idea, but I can't give a proper rating because the way your page scales for me, the bottom half of the game gets cut off. If I go in the upgrades menu, I can't return (I suppose the back button is on the lower half of the screen that I can't view)
I'll try this later on my second computer.
Got it to work through the .swf link. Thanks!
I really like the visuals and how everything works really smoothly. The game develops into a proper bullet-hell in just a few moments though. I think this game could benefit from making the hitbox of your ship smaller and more pronounced (maybe make it a brighter shade of green) like in many japanese shooters, so as to give the player a bit more edge over the enemies.
This was really funny, and feels like a proper complete game. One of the best I've played so far!
Some things I noticed while playing: The sound effect for collision is really loud, had to turn down my headphones so my eardrums wouldn't pop. The movement is a bit slippery and physics feel wonky... boxes slide around when I'm standing on top of them. Also, the evolution card selection screen is really difficult to use. I usually have no idea which one I have highlighted and only manage to pick the card I want through blind trial and error.
This is so far my overall favourite entry. I would really really like to see this game being further expanded and polished.
I might write some more suggestions at a later time when I'm not so busy, but the first thing I noticed was that the camera shutter sound is bad. Shooting a camera - be it in real life or video games - you just kind of expect this very distinct camera shutter sound. The sound you have now is really disorienting. For the longest time I thought it meant I had failed to take a photo!
Not that related to the theme, but very impressive work for just 48 hours. As feedback, the movement felt a bit awkward, as I had trouble navigating narrow passages in the scenery without getting stuck into objects.
I think the game could benefit from a slightly closer zoom on the player. The low brightness coupled with the small visible area and tiny player sprite make it really hard to make out what is going on.
I liked the atmosphere and moody audio a lot. Is there any way to actually escape the ghosts though? I've tried to run away, but they keep chasing me until I die!
Neat little game. Enjoyed it! If you decide to work on this further, you could think of implementing powerups (longer tongue?) and maybe giving the player a bit more advantage when it comes to evading clones, for example by slowing down gameplay for a split-second before you get eaten.
Although a bit too complicated, this is still a pretty solid game for the compo. Had to read your description really closely to figure out what the heck I was supposed to do. Maybe making the wires look more like something that connect things would've made understanding the game easier. The graphics and audio stood out as well above average.
It's not much of a game, but I can't say I didn't enjoy it either. Kind of mesmerizing.
Your work is well written and really ticks all the boxes on the dystopian sci-fi / cyberpunk cliché checklist (which in this particular genre is often what readers are hoping for).
The amount of interaction was disappointingly low however, and it felt a bit more like one of those novels written in hypertext instead of a proper game. The image in the opening of the game sets the mood well, and I would've enjoyed more visual elements throughout.
This was really fun! Two issues I had though: Selecting units was a bit difficult with them being tiny little dots scurrying around (not that I could suggest anything better than clicking on them). Also when the game started, it took me a while to find my own troops. Would be helpful to have the screen focused on them when the game starts.
This is fantastic. I love the graphics and just flying around the levels seeing all detail that has been put into them. Reminds me of the graphical style in the Katamari series (which I adore!)
I only had a short time to try it, and I died twice in the first wave. A bit tough!
Also, the BGM stopped after a few second into the game. Was it supposed to loop?
Like you said, not much of a game. Would be interesting to see you finish what you had planned for this game. As it is, I still had some fun watching those little dudes plunge to their deaths :)
A bit too hard for me. I kept dying at the part where you have to run (slide?) under all those moving pistons until I just gave up. The music got jarring really quick as well. Was it something off from public domain?
Still a nice game. Hopefully others will have more luck finishing it :)
Thanks for the comments. I'll be sure to comment all of your games as well :)
@Maacus: I was the only person to test the game during developement, so the difficulty might well be too high. I preferred to use the gamepad, so the difficulty is best adjusted for it.
@josefnpat: Thanks... and you are not alone! There is actually a mean little oversight in their creation code that causes the powerups to pick a random direction when created. Sometimes this can make them almost impossible to pick up as you can't actually move backwards :D
If I decide to further work on this game, I'll make it so that they are catapulted forward so that the player has a more fair chance of catching them.
@Pierrec, 5n4l3: Thanks for the feedback.
The theme is mentioned in the opening scroll, but I feel it's a really cheap way of trying to justify it. If you read the notes on top if this page, you'll see that the game was meant to have basic evolving AI, but I had to cut those mechanics out towards the end of development.
For me this year was about finishing an entry. This is actually the first game I've ever shared publicly!
@Huchikut: Nice to hear someone shares my passion for space shooters!
The issue with gamepad support in the title / continue screen is the way GM8.1 handles joystick input, as there is no built-in variable for checking if the analog stick is brought to its max / min Y position. I couldn't get the cursor to move reliably, so I completely removed the ability to use controllers in the title screen.
Thinking back, writing a custom script to check if the analog stick has reached a certain threshold on its Y axis would've been easy, but it was just one of those things that got left out because of the limited time.
Thanks for all the comments guys!
@cacciatc: The laser is initially weak, but upgraded to level 2 it is actually the fastest way to kill both the bosses in the game.
@repstyle: I tried to balance out the weapons so that they all have different uses. The blaster is good against fast and weak enemies, the laser works on large and slower ones and missiles are good for immobile enemies like the turrets.
I couldn't add all the enemy variety I would've wanted in the LD time window though, so I agree about the missiles (especially when upgraded) feeling a bit too useful when compared to the other weapons.
Took me a while to understand that to attack I sort of had to swing my mouse towards the enemies. I wonder why you decided on having the player bash WASD to ready attacks? It felt unnecessary and really made the grinding feel even more repetitive.
Not to say that the game wasn't nice. Just a bit rough around the edges! The art is a big plus.
Really fantastic entry. Everything feels solid and polished, and like others have said that music track is great.
Ha, that was funny. Not much of a game, but...
I'm amazed at how much content there is. Varied tiles, enemies, locations... This is really cool, probably the best game I've played so far this compo. If you pulled this off in just 48 hours, you really know how to manage your time!
Having tried to make an exploratory game myself, this really puts my entry to shame :D
The mirror doesn't work. I really want to play this, the screens look really interesting.
Seconding Tyro here, the graphics are really reminiscent of Kirby. Really cool visual style.
Great game. The art and and music mesh really well, making up a really dirty, creepy atmosphere.
This game was simply fantastic. Nice graphics, simple yet compelling gameplay and quite a lot of good puzzles to solve. You've managed to put a whole lot of polish on this in such a limited time, really impressive.
The second to last puzzle was maybe a bit broken, but I did manage to clear it with some creative thinking. Some of the blocks on that level seemed to work incorrectly, as the Toast got stuck on the corners of the blocks.
This would be through and through 5/5 for me, except for the music which grew jarring after about 5 seconds. Still good job on featuring music as well.
Taking in account that this was made in such a short amount time hours, the scope is really impressive. I guess the purchased material simplfied the workflow? If you had restrained yourself a bit and not gone for such a grand plan, I think you could have made a really nice game. Good work, nonetheless :)
The implementation of the theme is a bit of a stretch, but a pretty cool game nevertheless. Really like the graphics.
Really cool first entry! Unfortunately my character spawned inside the ground most of the time, and the loading times were really really long.
What was working though, was really slick. Moving the character around and shooting felt great.
Did you use .wav for the audio? The download was really big for such a small game. I'd suggest using .mp3 when possible.
A bit underwhelming, but a decent entry nonetheless. I wish you had the time to make the battles more involving, as now the game consists mainly of tapping Z and the enemies don't really pose much risk.
I tried the downloadble version, and was shocked by the filesize. A whopping 55Mb for a game of this scope! Also, I got a login screen for something called Clay.io, apparently it has to do with the development tools you used.
Good use of retro stylings in the graphics, and I'm glad you decided to add music. Generated with autotracker, right?
It looks like it would have been a really fun Bomberman-clone if you had more time to work on it. I had the chance to try with a second player, and it was fun. Some simple additions like a way to restart the level or tally a score would have made all the difference. Also, the way the characters bounce against objects is pretty disorienting.
This game would benefit from a way to change how fast time progresses, as at times the game is about as fun as watching grass grow ;-)
A visual representation of the adventurer in the dungeon could have really made it more appealing. Plus from the music. Minus from not really working the theme. Congrats on finishing!
Interesting game. Good work on the descriptions between the stages.
Nice little game! I'd prefer a control set-up where the action keys (in this case fire) and the control keys are on different sides of the keyboard.
The graphics were the high point for me, a nice mix between contemporary effects and retro. Next time I'd suggest you try to add some SFX as well. Adding sound makes a huge difference in how polished the game feels.
A very sparse, yet polished roguelike. It seems I only ever got cursed items, but that must just be my bad luck!
A really polished entry, with great graphics. I'm really impressed by how you pulled all this off in just 48 hours.
Only issue I noted is that the small blocks you have placed on the ground to prevent the player from pushing boxes so that the game is in an unwinnable state don't actually do a very good job of stopping the blocks (due to the slippery physics)
This is one game I could easily see developed further and published for $$$ on mobile platforms.
Congrats on finishing. The game really needs some instructions however.
Really good visual design, really liked it. Surprisingly fun game too! The mazes are pulled from a pool of pre-made ones, right? Could have given it more longetivity by making them randomized.
This scores really high on my it-so-absurdly-bad-its-good scale. This game is like a fever dream.
After the long long opening I wound up on a beach, where the terrible opening theme kept playing along with a new, guitar melody. After whacking some crabs with my hook, I died and ended up in an empty room with no escape.
The music and imagery still haunt me.
Congratulations on finishing your first game! Its actually pretty impressive in its scope.
I guess its more of an engine test than a full fledged game, but all the stuff you have working is pretty slick.
This game is simply amazing. The build up for the music in the beginning reminds me of one of the Metroid games, maybe Return of Samus on GB? I can't even begin to fathom how you pulled off such a detailed and cool little platformer in such a short frame of time.
Congrats on finishing your first game! Very simple, but a good first entry. Too bad you couldn't work in the theme a bit more, but there is a always next time :)
Enjoyed this one a lot! It's simple yet really elegant, and I love the retro aesthetic and difficulty.
A tight and polished entry. Really impressive work guys!
It's a bit rough around edges, but its got charm. I guess its the simple music and graphics, and the sweet mixture of colors.
The controls are awkward though. When planning controls, I think the players hands should be as separated as possible. For a platformer I'd prefer arrows + A/S/Z/X/... Also, maybe the colors should have just been something you scroll through with a single button.
Unfortunately there is zero challenge if you just sit in one spot and keep shooting at the doorway. The visual are nice though, but it would be better if the bullet sprites would also be affected by the scanlines.
Really nice. I like the control setup, it's like a twin-stick shooter roguelike. Cool artstyle and music too!
Really interesting approach to a one button platformer. The controls are really tricky though.
Great presentation! Both the audio and graphics are fantastic, among the best I've seen so far. I'd prefer the port on screen to be larger however.
Seconding that pressing the arrow keys seems to break the game. I could make it up until the third screen, but there the timed prompts are either too fast or the detection is somehow off. I can't seem to hit them no matter what.
I'm not exactly sure what I did, but I got 27% of my fans happy. Kinda' Katamarish, or at least it reminded me of that. Cool entry!
Cute graphics and a really nice sense of humor! The game was a bit slow for me for whatever reason though.
The best I got was about 200+. Would have been better if there was some prompt to the player once the rocket lands, a simple "Try again!" would have better pulled it together as a full game.
Had fun with it still!
Pretty impressive game for the 48-hour timeframe, although you could have worked more with the theme. Good promotion of green values as well... ;-)
The music did make me reach for the mute button though!
Far from hating it! This entry is one of the best I've played so far (and I've played a lot of great games this LD...) The pixel graphics are neat and well animated, and the music fits the game perfectly. The whole thing has got this great cheeky atmosphere going on. I think the puzzles require just the right amount of thinking, not too easy, but not too hard either. Figuring out a level feels great, like it should in a good puzzler.
Ha! Got to be the number one with 95 seconds. Really simple yet cool game. Are the other cursor recordings of earlier players?
Really reminded me of this: http://donottouch.org/ Was it an inspiration? :-)
One of the more unique takes on the theme. Makes for some clever maths puzzles, I like it!
I simply love the visual style. It would be great to see a more complete game done in a similarly surreal yet coherent style.
At one point, for whatever reason my jump launched me way above the city, and I eventually floated down on the very limits of the box the city is located in. That was beyond trippy.
@meek: Unfortunate! Thanks for giving it a shot still :-)
I've tried the game on three different PCs, and I can't reproduce the issue. If anyone else has the same problem, please leave a comment so I know to look into it.
Thanks for taking the time to try it!
@Sam, @Meek: What OS are you running? Also, did the game throw any error message as it crashed?
@Katamori: Thank you for taking the time to write such a complete review! Really appreciate it :)
Regarding the theme, I my implementation is "You only got one (minute)" Although you can get more time by picking up the items, so it's no exactly true :D
@Pyro: Yeah, its like riding an elevator. I was going to implement a smoother, gravity based jump but I simply didn't have the time.
This was a really impressive entry for the 48-hour time limit. You really nailed the underwater setting with a rather simple tile set, I'm envious!
This game showed real finesse with game design, especially the moment when you first get the bubble bomb and are trapped between the two lasers. That is exactly how you should teach new mechanics to the player.
The game is also surprisingly long for being made in such a short time, and the music and sfx are very fitting. The only thing I felt was out of place was the HUAH when picking up a power, it kinda' clashed with the style.
A very impressive entry, congrats!
You really nailed the arcade gameplay, top notch presentation as well. Loved it, a really cool entry!
Like many others, this is something I'd consider developing further. You've got a great formula down: its both pick up and play and addictive.
The music and visuals work well too, only the devourer of worlds seems to clash slightly with the art style.
This entry came highly recommended, and I can easily see why.
This is exactly the kind of game I first envisioned for this LD. How I wish I had an Oculus to try it out!
This is five start material right here. Not only does it press all the right nostalgia buttons, its actually a very polished game in its own respect. This is possibly the most faithful recreation of PS1-era 3D effects I've seen outside the realm of emulation.
Simply fantastic, massive kudos to the team. Viis kautta viis.
Fantastic art style, I really liked the atmosphere. The only thing that felt inconsistent was the actual beacon. Why would a tribal looking fellow have what appear to be small radios or something? Maybe it could have been some sort of organic bait instead. But its a minor complaint!
I did manage to get the worm AI stuck on my first playthrough. I couldn't reproduce the effect, but what I did is I tossed an beacon to which the worm become attracted, then tossed another upwards along exactly the same line as the previous one. The worm moved to the second beacon and just kept on burying itself and coming back up again.
Despite these small nags, this was one of the strongest entries I've seen so far. Great work!
Congrats on finishing your first LD! It's a bit too easy to get stuck on corners, and I can see there is still a lot of placeholder stuff there. Still a solid entry :)
Unfortunately short, but I can second it works really well with a 360 controller. Nifty art style. The movement was almost a bit too slippery and fast!
Simple, cutesy graphics. I keep getting stuck by using the sleep button, not sure why. Couldn't finish, but I'm rating what I could see.
At first I thought the graphics were really cute, but man, the game is downright disturbing once things get going! Fantastic graphics and audio, especially love how the music changes once things start going south.
Game feels like something that could work as a full game, probably on mobile platforms.
The controls are a bit wonky, but I like the fact that you had an in-game tutorial. It's a sign of good design. I really wanted to have one in my game too, but I never had the time for it.
The graphics in the first level are very nice, especially the monochrome palette. I can see you were rushing to get the graphics done in the later levels but they are still serviceable.
Short, bizarre, but I had fun!
I like the graphics, very simple and flash-like but especially the monsters had a consistent visual style. The only real complaint I have is that using the Shift key for shooting is slightly annoying, as Windows kept giving me a prompt about toggling on Ease of Access settings every few presses.
Congrats on finishing your first LD! The transition between levels is a bit abrupt, and I managed to get the game to crash by going left from the start of the second area.
Really fun gameplay and a great a piece of music behind it. I also like how the soldiers are animated.
This is an entry that I could see developed further as a mobile game.
Couldn't play because I need a plug-in, but as a note you should probably make controls for the WASD layout as well!
Cool game. Would have worked great in the one-button compo. Personally I'd like it better if the movement and shooting were given to the player. Congrats!
Really cool graphics, awesome. I also loved the very simple yet effective storytelling in the beginning with the little dude going to wake up the giant. Fantastic mood!
For me personally this was a really smooth entry. Enjoyed it a lot!
The gravity switching is cool, because its not exactly all powerful. In fact I never quite grasped exactly how it works, which some could see as a negative. Maybe a bit more explanation would do?
In the future you might give controls a bit more though, right now the layout is a bit odd. Also using mouse for the menu and keyboard for the actual game would work if not for having to use enter as your attack button.
The sprites and background are really nice, but the floor tiles are a bit bland and repetitive. The latter goes for the music too.
Still a solid entry, congrats!
Wow, bleak stuff. Although the gameplay wasn't anything spectacular, it somehow kept me playing for a long time. Cool entry!
While I felt the actually gameplay mechanics are a bit lacklustre, the visuals are really cool. I'm impressed!
Captures the essence of old SSI Gold Box games really well. Possibly one of the most expansive entries I've seen this LD, and one of my favorite so far. I'm going to finish this once I have the time.
I really liked this entry. With a bit of music this would be absolutely perfet. Fantastic use of minimalistic graphics, a polished package and a nail biting difficulty level - I love it!
Congrats on finishing!
At first glance the graphics are really cool, but you might have gone a bit overboard with the stretched pixely style. The camera is also a bit too close to the player, so anticipating jumps is really hard. Kudos on the animation though, I really like how the character tips over the minecart.
This was really really cool! Although the controls were a bit odd at first, I worked well. You guys should check out WaterHazard by Hemuuuli, they had a bit of a similar thing going.
This was really cool, and has a great atmosphere. Good interpretation of the theme as well. I love that these type of games are becoming more popular as of late.
This game is nuts, great use of the theme! The camera could be a bit further from the player though, especially when dragging corpses. I kept getting killed by cops I could never see coming.
This is a fantastic use of the theme, and a great game to boot. Very nice!
Although difficult, this is a really polished entry. The graphical style is fantastic, and everything feels solid. Congrats!
@Artylo:
The camera is used for taking photos of enemies and items in exchange for money. You press [2] and move the camera over to an enemy, then press fire to take a photo.
@TheLastBanana:
Cheers! The music is by Teknoaxe, you can see more of his stuff at www.teknoaxe.com
@robopossum:
Thanks! I really wanted to make a tutorial, but as the contest drew to a close I was simply too drained to start making a new level.
Thanks for all the comments!
I see the camera is causing confusion still, I added a picture with simple instructions, so hopefully next players won't be so baffled by it.
@Kwrky:
Thanks! If anything I learned the importance of a proper tutorial this LD around ;-)
And yeah, you can really see that I tried to stretch the game with artificial difficulty. I really wanted to make at least three levels, and was a bit disheartened when I didn't have the stamina for it.
Very nostalgic. Good use of a limited palette in the graphics. Enjoyed it!
This was an absolutely gorgeus entry on every level. The writing was really strong, and the graphics and music made my day. Beautiful stuff!
Having to right click for rotating the view is slightly annoying, as that brings up the menu for the webplayer.
Really sweet game, you should work on this idea futher. Great degree of polish in having both gamepad and PC controls supported, although I didn't have a controller handy to test.
I felt the need to collect those small pellets after putting a planet together wasn't a necessary mechanic, I'd rather focus on putting some more planets together :-)
I'm a sucker for 80's cyberpunk visuals, so you can imagine how much I enjoyed this. A bit simple but fun distraction. Slightly disappointed the level wasn't randomly generated though. This would seem like the perfect game for that.
I felt like a bit of a dick warping straight into our own system (at least Earth and Uranus were there!) and sucking the life out of our sun... Simple, but enjoyable.
Bonus points for the instantly recognizeable ship, despite it only being a few pixels tall ;-) http://goo.gl/tA48JB
I adore the pixel art in the logo, really nice. Cool concept for gameplay as well!
I ended up doing a lot of loops before I stopped. Really cool stuff, although the part with having to stare at the eye gets a bit annoying. Haven't played Antichamber, but having seen screens of it you seem to have gotten the name right for this game ;-)
Seconding the problem with cursor not locking in the game screen in the webplayer.
Duuuude, you made all these graphics in 48 hours? I am absolutely blown away, really good work.
A bit complicated, due to a lack of tutorial. Once I got it though, I found the concept clever. Good job on interpreting the theme.
Really good art for the short timeframe½ I kept running into a bug where my character would be stuck walking into a certain direction. At first I though that was because of loss of focus, but the game seems to be built to handle that (with the large play icon appearing when focus is lost).
As mentioned by others, sound can usually be handled fairly quickly. Look into sfxr and its multitude of offspring for sound effects, absolute-music, fakemusicgenerator, autotracker etc. for music.
A bit too trial and error for my tastes, but very built very solid. Enjoyed the smooth scrolling and animation though.
Neat scanlines / noise, a pretty tricky game! I had trouble remembering which button gives me which color, so maybe an on screen indicator could make it easier.
Very difficult! Not exactly on the theme, but teels really smooth and fun to play. I like that this is one of the first entries I've seen to focus more on humor.
Short, but I can see the concept, works with the theme. The pixel art is both well drawn and animated. Good job!
Short but pretty sweet! Very solid SHMUP mechanics, and a great detail in the beginning showing the rest of the fleet blowing up.
The addition of music would have made this entry even better. If you are not into composing, I suggest you look into automatic music generation for future LDs! :-)
Guess I have a bit of asian blood in me, because I could hold my own against that wave just by myself ;-)
Really cool entry. Despite taking a rather literal approach to the entry, you managed to get rather unique gameplay out of it. Like in many other entries, a piece of music could have made this much better!
Pretty impressed about how much you have managed to pull of in the short time frame. Having the camera control taken away from the player is something I generally dislike in games, but in the case LD it does make the game feel more "legit" somehow.
Really cool visually, very moody. Good choice of music as well. The actual game was not that intriguing to me, but that's likely because I had no one but myself to test it with.
I like the idea here, but controlling the game is a major pain because of how mouselook works. Could have used some sound effects as well, just so you would better know when you hit something, or when you are hit. Still a good effort.
Really cool! There are quite a lot of keys to remember, so there should maybe be a way of viewing them while in-game. I'd really like to see a further polished game with this gameplay mechanic.
Well that escalated quickly.
The beginning alone was charming as hell, and weirdly enough it only got better from there. This was really something.
Happy to see more people embracing the NES in their LD creations. I've found that going with an NES aesthetic is a good way of limiting yourself on putting too much time in the graphics alone. Fantastic work guys :)
Happy to see more people embracing the NES in their LD creations. I've found that going with an NES aesthetic is a good way of limiting yourself on putting too much time in the graphics alone, while still giving your game a consistent and familiar look. Simply fantastic work guys!
This was a rather trippy experience, unfortunate that I couldn't really see the connectivity due to lack of players. Were the models made by your team? I thought the player character has badass design, pat the designer on the back if he is around.
This was a truly bizarre but somehow very compelling entry. I got until you have to cross a ravine full of spikes, after that I got tossed back into space and I returned to the first world. Not sure what I should have done after that, Good use of single color graphics as well.
The first screen of the game was so neat, so I had pretty high expectations... I'd venture to guess you ran into some time constraints? :-) Congrats on your first entry!
Love games where music is a part of the gameplay. Very interesting and trippy experience, although a bit simplistic.
The music is... rather morbid. I was expecting something more humorous. Nicely polished entry.
Super simple, but very neat and polished. After having heard nothing but sfxr sound effects so far, your sound effects really cracked me up. Bonus points for that, a really nice touch!
This is one of the most visually interesting games I've played this year, including both indies and AAA titles. This also made me want to look up Naissancee to see the source of inspiration.
You've done a great job building this gorgeous geometry in just 72 hours, I guess the trick was reusing objects like the pillars etc.?
Very polished for a 48H entry, impressive work. You have a good grasp on how to teach the player gameplay mechanics. Felt very well executed and the difficulty grew at perfect pace. The autotracker music is a bit of a downside, as better random music generators exist and the melody is annoyingly recognizeable. Much better than no music at all however!
Seconding that the walking speed is rather slow. I understand that a slower pace is good for building tension, but especially when you are unsure of what to do next it can get slightly tedious. A very solid first entry however, and I like the pixel art a lot!
Fantastic. I wish the game had some sound though, maybe the sound of cables flailing around and a digitized voice actually telling the desired number when you jack in the cable. Would have added to the already brilliant chaos :-)
At first I was expecting a joke / "couldn't actually finish" -type of entry, but was I mistaken. The actual gameplay is really really fun!
Took me a while to get my head around how the game works. The graphical style is fantastic and most of all consistent, evokes the industrial era perfectly. Absolutely great job there.
Thanks for all the posivite comments guys, glad to hear you enjoyed it! I'm looking into some of the issues posted here and I'll try to figure them out asap.
@juakob:
Thanks for bringing that to my attention! It must be a false positive. Here is a full scan report for the file: http://goo.gl/LYzK12
You actually managed to make a rather faithful reproduction of the mechanics in the Kunio games! Good touch with the cart ;-)
The visuals are basic yet really really cool! Solid game, although getting your minions caught behind a wall does cause some weird effects with the AI and there is a bit too much luck involved with the random layouts.
The art and gameplay are both absolutely fantastic. The sudden death is an annoyance though (being thrown straight to the title when you touch an enemy). I see that you already noted that in the post-mortem, so if you keep building this further I guess that would be one of the first things to polish.
Finding the perp ended up being too difficult for me, but I really enjoyed the mood and ambience. It did feel a bit like an imitation of Bernband, but that isn't at all a bad thing.
Also the performance seems to be pretty bad like you mentioned. The second mode (Hitting Q twice) seems to work best, and I'm saying this on a pretty beefy PC.
Very solid and polished. Good use of the GB palette and resolution, although I'd appreciate the possibility of playing in a less scaled window. Nice touch with the BG-inspired icon.
Really cool and polished entry. The puzzle mechanic is much better than in games where you simply hit a key to switch worlds, because together with the jump key it forces you to really think about what you are doing. Fantastic work!
Oh come on, this is beyond sweet! Amazing effort for just 48 hours, especially the graphics.
One thing that put me off was the fact that the game came with an installer. I wonder if there was a reason for not exporting a stand-alone executable from Game Maker? Installing is just that extra bit of hassle that might cause some people to skip this entry, which would be a huge mistake.
Very simple but I had a good laugh with it. Little content but what is there is very polished. Reminded me of Track and Field.
Not much of a game, more of an engine or mechanic test. Still, congrats on finishing your entry!
Like you said in the description, very relaxing. I like the fact that there was no real sense of urgency or danger. Nice visuals and music as well. An all around solid entry!
WebGL worked fine for me (Windows 7). This was really cute! With Unity being so prevalent now, I'm struggling to understand how impressive a game like this is for 72 hours. It looks amazing to me, but I wonder how hard that is to make in Unity? Either way, I loved it. High marks all the way.
Also seconding that this game needs the ability to roast marshmallows. You have the fire, you have the marshmallows. Come on!
Good use of the theme. Nice touch with the character getting smaller as he spends gelatin. Great humour too!
Tiny and whimsical. Very polished to boot! Great entry, and actually very fun for a short while with two people.
The concept is fantastic, great use of the theme! The visuals and audio are great for a solo 48 hour job. The gameplay itself is a bit lacking though, and I found it odd that weapons would stay behind and continue shooting even after I had blasted off the soldiers with my sweet tunes.
Oh god, the only thing I can think about now is an isometric Hotline Miami à la Assault Trooper on DOS. Big bucks to be made for the first person who grabs for that idea.
Oh and this is an amazing homage to Hotline Miami. Top notch graphics and music.
So, will this be sold as a set?
Add some type of collection element to this and it's good to as a mobile game. Great work!
The game performs a bit odd for me. The level seems to shift around and I keep losing focus when I press space. I only played the first two stages, but overall seems like a solid entry. The scanlines are a nice touch.
Seconding much of the reviews here already: really fun artwork, but the actual game is pretty lacking. Congrats on your entry nonetheless!
It seems a bit more like an engine test, but from your description I understand the game was left underdeveloped due to being a bit too ambitious. What is in there though is very solid. Especially the way your character moves and how others follow in formation feels polished.
So far the most amusing use of the theme. Clever!
Goichi Suda presents: Silent Hill. It's games like this that make me want to learn Unity.
Unfortunate that you didn't have the time to finish this. I love the concept and the whimsical graphics, and the mechanics seem solid. I'll check back later to see if you have developed this further.
Ha, very short but at least I got a good laugh out of it. Some spelling mistakes here and there, but nothing major.
The music, the grungy pixel graphics and scanlines and very solid controls. I love it! A tiny but polished package.
Cool visuals and music! Reminiscent of many succesful vector styled SHMUPs I guess. Gameplay-wise the meteors might have been a bit in short supply. There simply were way too many enemies and too few rocks, and sometimes it seemed my rocks didn't do much damage at all. Still, a really cool entry!
I came for the palette and graphics. Pretty neat! The actual gameplay did leave a lot to be desired, especially the decision to make twin stick shooter only on a keyboard. Controlling the crosshair was a pain, and for whatever reason it seemed to spawn at the very edge of each room I entered.
Well that was simply amazing, great work! Felt very polished and the amount of content and planning was very impressive even for the jam timeframe. One of the best I've played this LD for sure.
Although I like the lack of handholding, I have to say the game is maybe a tad bit too obtuse. Also you can get trapped on an elevator trip back up if you don't step off in the beginning, which is pretty aggravating.
Oh my, is that Barbamama? Pretty cool take on the theme! I wasn't able to give the baby hot milk, was there some step I didn't know? I took a clean bottle, filled it with milk and microwaved it.
Moved me more than Shelter. Also 48 hours, wow.
Pretty cool! Nice art too. The line of sight mechanic was a bit crude. I wish it was a bit smoother instead of just a huge triangle changing position now and then. Also the controls were a tad too slippery for my tastes.
One simple way to improve the game would be to have some in-game instrucion on the controls. It's not that they weren't easy to guess, but still :)
My favorite game of the jam so far. Really impressive pulling off a rhythm game in just 48 hours, even if there is just one song. I take it you made the music as well? Catchy!
Now this was really sweet. A fantastic throwback that still manages to feel fresh. This one is destined for the top 100!
I did have some issues with the last line of text being lost while playing windowed, but that is a minor complaint.
Also, if you are looking to exchange votes:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=8424
Very simple, but a good game jam title: does something small, but does it well. Everything from graphics to gameplay feels polished.
Fun idea, nice polished game. This is something that could actually work in a full game - maybe on a mobile platform. Right now the biggest issue how floaty and sensitive the controls are.
The game is very rough right now, but I'm pretty impressed by the graphics!
Works fine for me, music and all. Interesting effects, but I didn't really figure out how to beat the enemies. Shining my light on them or zapping them with the laser didn't seem to do much - maybe these are the funky things you mention? ;)
Another fantastic entry in the compo category. I'm constantly impressed by how much people can squeeze out in that short time frame. Graphics, gameplay and level progression is all super polished (although the level that starts with a drop into a laser annoyed the hell out of me.) The fourth wall breaking smartass main character was surprisingly ungrating as well. Great entry, congrats!
Ha, I really wanted to make a humorous game about Chekov's gun but I just couldn't come up with a concept silly enough. You guys pulled it off! Great artstyle and the music fit so well. Loved it.
The 2D-3D plane switch effect is pretty ambitious. I'm so far behind times I have no idea how hard making something that in Unity is, but I know I couldn't pull it off. Lots of humor too, I liked it.
Silly thing, it was exactly what I expected.
That was pretty cool, like a mashup of Judge Dredd, Robocop and the worst and best of the neon soaked faux-80s. I think the biggest problem was trying to shoot the perps without hitting civilians, because of how many there are and how hard they are to tell apart. I guess that is a part of the challenge though!
@DesignerNap: https://www.youtube.com/watch?v=_MS4sLlBvbE
That was awesome! The only downside is the main menu, which really doesn't measure up to the visual quality of the rest of the game. Great music, great visuals and a humorous idea. Fantastic entry.
Fantasticly polished and very consistent art style. The gameplay was interesting as well, although I'm not quite sure if I understood everything correctly. I did manage to make it further on to other bullets though.
If I would improve something, it's the instructions. Have some more controlled tutorial levels in the beginning.
I have to say, that was exactly as I've imagined lolita teaparties to be.
Really fun gameplay mechanic with stealing enemy skills. Great way to integrate instructions in the game as well. A very polished and fun entry, especially for the time limit. Also you understood the theme just right!
This was both unconventional and super fun. Good puzzles and nice minimalistic art. Most of all, made me want to read up on PuzzleScript.
If you miss infecting an ant in the beginning (press space without an ant in vicinity) the delay until the game restarts is a tad too long. I made it to the queen, but for whatever reason I was no able to infect her. Cool take on the theme!
This is just such a damn treat. Great work, big thanks to the whole team. I had a blast with this. I'm a sucker for these types of sim games (and I actually made one for this compo, but your effort puts mine to shame at every turn).
This presentation, music and writing could work as a full fledged game if you were to pursue it. Just get more content and interaction in there and you are golden.
Congrats and thanks again!
This was an absolute blast to play! The difficulty level felt a bit off however, with the car not being able to take any damage. Maybe it would be better if the car just spun off and became uncontrollable for a while when it bumps into something? Also the powerup was amazing, but there should be a clear indicator when it is about to stop.
The pixel art is fantastic, and so is the music. Everything that is in there is very polished. Too bad it's really missing the game - if you had the time to make the runner part functional the rating for this would have been even higher
I actually had to check and recheck if this was a jam entry or compo entry. Super impressive visually for the time limit. I love the filmgrain and hazy look, very Alien. Goes straight to the top my list of games this compo.
Another great Pico-8 title! I really need to get into programming something for this.
Couldn't make it past 1000 no matter how I tried. Neat little game. Best part was the singing, naturally.
One simple way to improve the game would have been to have some sort of animation for swinging your sword. Right now it is a bit disorienting!
Much of the graphics look really polished. Also, one of the most unconventional weapons I've seen so far. Unfortunately didn't have someone to play with, but I had a bit of a fight with myself. Congrats on a cool entry!
Congrats on your entry! Nice little game. I like how the staples stick around for a while after shooting them.
There are some issues, naturally. Sometimes the flying enemies can get stuck in the outer walls, which causes you to get stuck in a room. Also the music gets tiring real quick. Still, a great effort!
Very simple, but good idea on using the theme. I got 8 correct in 21 seconds. Does that make me smart?
Really interesting art style! It reminds me of early Windows games. Using fries as a weapon sure is unconventional, but as a mechanic it's pretty much like shooting anything.
Fair effort! Being able to only shoot left and right is a bit of a bummer, and once you get the gold bar killing (bribing?) the enemies gets a bit too easy. Hits the theme though!
It's like Harvest Moon for the Call of Duty generation. The isometric pixel art is really beautiful. Too bad you didn't have time to fit in the enemies, but it works as zen robot garden just as well.
I feel ashamed for my actions. Also, I can't believe I walked to the other room to get my controller for this.
Seconding PeerPlay, the web version is unplayable. Only interaction I could find is clicking on tetraminos to rotate them.
Damn, why didn't my game have nice scanlines like this. I've rated tons of titles this jam with scanlines, and the all look fantastic.
The visuals are really the high point of this game, but the mechanics are absolutely solid and serviceable as well. Nothing wrong with the audio either, although maybe some music would have been a cherry on the cake. Cool entry!
Lots of options, lots of small stories. I can appreciate pulling off that much written content in the time period you described. Nice work.
Pretty neat! Most importantly, thanks for bringing Pico-8 to my knowledge. The concept of a tiny fake console is cool to say the least.
Somehow I have the feeling this music is not completely original. But what the hell: at least I got to vacuum some dudes while meteors fell around me.
Pretty cool visual style and a unique idea. Having to start over if you drop a character is a bit harsh though.
What did I just play?
The mechanic is really interesting. I'm not sure because I've not played it but only heard of it, but is this somewhat similar to the game The Swapper? Telefragging is something I really miss from old FPS games. Building a game around that is an intriguing idea.
Congratulations on finishing your first LD! Good stuff!
Damn, that was pretty ethereal. The art style is not exactly to my taste, but I have to commend how consistent it is. The running animation for the main character feels a bit off though.
Really fantastic art and audio. Great production values for a jam game. Too bad about the lack of AI, as I'm seconding it's hard to test a 2-player game proper when you might not have a second player handy. Really cool entry nonetheless!
Maybe it's just me, but I couldn't quite figure out what to do in the game. I guess a bit more of instructions in-game could have helped. I grew some vines, I dropped some grapes... very little seemed to happen. The growing vines were pretty hypnotic though.
At first I just shot out single rainbows, but then I realized I can hold down the button to spew out glorious rainbow puke. A pretty solid entry! Wish the in-game graphics were as well thought out as the intro screen.
The audio and graphics are both really cool, and the basic gameplay mechanics seem solid. I guess the biggest thing it is lacking is thought out content. There are a bunch of levels, but the color mechanic feels more like an annoyance than something interesting most of the time. Still. a nice take on the theme!
This is really cool. Good progression with the mechanics. This could work well as a commercial game - maybe mobile? Simple way to improve it would be to add an indicator for the grenade arc when you hold down the mouse button.
One of the most polished titles I've seen this jam. The only bug I faced was getting stuck in a force field, but even that fixed itself after a bit. Congrats on a great entry!
Amusing gameplay. Pretty great art too. Somewhat reminds me of Ghost Trick, which can never be a bad thing.
Pretty simple, but still a solid package especially considering you all had to work during the weekend. If the background graphic was just a tad bit larger so you wouldn't end up seeing those black borders, the finished product would feel much more polished.
One my favorites so far. Feels really polished with different powerups and full fledged mechanics. Graphically the character sprites are bursting with personality. Really good job, especially for your first entry!
Congrats on your first entry! Simple, but pretty original idea. I messed up Space Man pretty bad.
Also thanks for the feedback on my game: I fixed the missing download link, if you want to try it out.
There is very little of a game here, but the presentation is absolutely top notch. Also what the hell are you talking about amateurish voice acting in your post-mortem? That stuff is gold, it was hilarious.
One of the best mashups this LD. Very polished, and a great first time jam! Congrats!
Well, it's exactly what it says on the tin: a game that simulates the simplest of LCD games. It's not terribly fun, but it does what it promises at least.
Looking at the graphics and layout, I'd imagine you could have made this into a more involving rhythm game by assigning each of the lanes it's own button, and made it so that musical notes drop more faster down each lane (think Beatmania).
The graphics, controls and basic mechanics are all absolutely top notch... but! We just couldn't figure out the controls right. I think some type of tutorial in game would have been ideal, although I understand making something like that would have taken precious time. Still, a fantastic entry!
It's a game where you play as a penguin rolling cigarettes at your factory to kill all humans. Also: You make an electronic cigarette by rolling smashed electronics.
How could anyone dream of beating that?
If nothing else, this rates pretty high on my WTF-scale. Congrats on your first entry!
Pretty amusing, but the controls are a bit complicated. Maybe it would have been simpler to just control the enemy monkey with your own movement keys when you pick up the remote?
Very difficult! I like what you did with the theme, and the ocarina does automatically bring forth some memories of Zelda games.
I did have some issues though: the game seems to be very laggy, even on quite high-spec hardware. Also opening the doors with spells seems to be pretty hit and miss. I tried opening the first door a good dozen times before I got it.
Don't bother playing this.
The art is quite pretty, but the shoddy hit detection doesn't do it justice. Fun game mechanic however, and nice to see an arabic theme.
The graphics are really neat, I love the mixture of sprites and low-res 3D. Sometimes it's not exactly intuitive what is on the same layer with the character (platforms that he can jump on) and what is on the background / foreground.
Not sure if I was playing against bots (are there bots, probably not?) or real players, but there were four of us and it was pretty great. Controls remind me of Super Meat Boy. Really cool visuals and physics for such a short time frame, congrats!
Neat artstyle, game reminds me a bit of This War of Mine. I really liked the climbing and all the mechanics felt solid, but some of the jumps were just a bit too hard for my taste.
Thanks for all the comments guys! So glad to hear the game has been enjoyed :)
@chromebookbob: Thanks! It's made in Game Maker Studio. I'll add the tools on the entry details.
@Jungle: Yeah, the logic behind some of the messages and tweets is... shoddy. If you saw the IF-spaghetti that powers it all you would be surprised it even runs!
@ito123456789, @ManicMiner: Any details on the crash? Does it produce the normal Game Maker crash log, and if so could you paste it here? Sorry about the crash, but at least it crashes at the very end of the game.
@sawyerWeld: Thanks and fair point. The way I see it, the critique game reviewers give is a weapon from a developer point of view. It can make or break the game, even unfairly. The problem is that side of game journalism doesn't quite come through in the game as it is now.
Originally I wanted to have more interaction with the devs, so that they would also voice their feelings on Tweety depending on your reviews. Unfortunately due to time constraints the Tweety content affected by your decisions is pretty limited.
Nice game man! I like the death animation, I did not like the controls, and the hole was difficult to spot. Good work
Angry Birds mechanics work well! Day and night is really nice. Excellent work, one of the best ones I have seen in this LD!
I took a while to find an enemy but I killed it easyly! Graphics are not the best but the feet animation rocks ;)
I had little bit problems with the first customer but after that it was clear. Needs little bit more content but the fireworks are nice!
Wow the game looks really interested! The beginning was difficult but after a while I was dyscovering artifacts left and right! Excellent work!