Omnidirectional Chaos by Martze 2013-08-29T09:44:00
Possible bug - you can skip the first 1.8 seconds of chaos with one timed jump: http://i.imgur.com/aoPYrJQ.gif
Foon → Ludum Dare Explorer → Users → L
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥇 | 2012 | 25 | You are the Villain | Tiny Sorceress | compo | Humor | 4.62 | ||
| 🥈 | 2012 | 24 | Evolution | Terra Tam: The World Warrior | compo | Humor | 4.51 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | Certain Defeat | compo | 70 | 3.76 | 3.26 | 3.58 | 2.43 | 4.14 | 4.36 | 3.55 | 62 | ||||
| 2013 | 26 | Minimalism | App Escape | compo | 596 | 3.13 | 2.98 | 3.47 | 2.75 | 2.89 | 1.38 | 3.82 | 2.74 | 62 | |||
| 2012 | 25 | You are the Villain | Tiny Sorceress | compo | 17 | 4.00 | 3.77 | 3.80 | 4.44 | 3.78 | 1.32 | 4.62 | 3.81 | 57 | |||
| 2012 | 24 | Evolution | Terra Tam: The World Warrior | compo | 104 | 3.52 | 3.15 | 3.29 | 2.80 | 3.81 | 1.12 | 4.51 | 3.36 | 48 | |||
| 2011 | 21 | Escape | I'm Being Eaten By A Spider Queen (And I Don't Like It One Bit!) | compo | 186 | 3.06 | 2.67 | 3.22 | 3.89 | 2.78 | 1.00 | 3.47 | 1.10 | ||||
| 2010 | 18 | Enemies as Weapons | Man Cannon | compo | 89 | 2.83 | 2.75 | 2.75 | 3.58 | 2.13 | 1.86 | 2.57 | 1.70 | 4 | |||
| 2010 | 17 | Islands | On an Iron Isle | compo | 103 | 2.85 | 2.59 | 2.36 | 2.33 | 3.44 | 2.60 | 2.08 | 1.00 | ||||
| 2009 | 15 | Caverns | Heart of Gold | compo | 27 | 3.52 | 3.29 | 4.07 | 3.55 | 3.58 | 1.77 | 2.83 | 1.38 | 3 |
L leaves an average of 5.7 feedback comments each event.
Possible bug - you can skip the first 1.8 seconds of chaos with one timed jump: http://i.imgur.com/aoPYrJQ.gif
Pro: I like that the goals are different in each level.
Con: No checkpoints?! Also waiting 10 entire seconds on the tutorial levels gets old the second or third time.
I like the general concept of this game a lot!
However, I believe using full tracks from Freesound constitutes breaking the 48-hour rules... :|
Giving four stars for humour just on the strength of the game title.
The jelly-like splat of the character on platform landings is pretty cute.
This game is actually pretty clever! Even though this so-called "Normal" speed manages to make it as irritating as possible.
I like how battle 5 becomes really easy once you figure out the "trick". If only the rest of them had quite that level of design smoothness.
I found a design problem in #3: in order to win, you must select 'Guard' in the menu, then get hit by Desperation _before_ your character get the chance to use Guard. This seems at odds with the idea that Guard is a spell that only activates when it becomes your turn.
This will probably do well, and I think it has merit, despite a number of irksome flaws:
* Having both the platformer red key and the Gauntlet red key makes one or the other unwinnable.
* Gauntlet area is overly dangerous and enemy-infested compared to other areas.
* Gauntlet area preserves some of the original game's tense health sinks (rapid-spawning enemies) which feel badly misplaced in a one-hit-kill game like this.
* Reaching the locked doors in the wrong order makes the game very tedious.
* Other than providing invincibility in the platformer, the Pac-Man segment has no real purpose other than increasing score in an unrewarding fashion. (Had it provided invincibility to the Gauntlet area instead, where enemies are prolific, I'd find it much more interesting.)
* No checkpoints!!
These are my feedback bullets.
I believe using Mario music invalidates the 48-hour compo rules...
I couldn't clear the level in screenshot 2 - possibly because the wall-jump mechanics are a bit awkward.
Public transport is the harshest adventure of all.
Good theme, good tension.
Kind of short, even for a puzzle-based Twine. Still, nice to see you giving it a shot!
Also keen to see the other options of that timer script get some use.
I think it crashed after the tutorial...
I love the secret way to cheat at the game. It's the most beautiful, simple "cheat" I've seen in a videogame in a long time. Six stars.
This is the greatest videogame in human history.
God, level 2 is hard... you actually have to discover the mechanics instead of having them conveniently explained to you!
Thank goodness you chose an arcade game with an actually interesting villain. (Sorry Donkey Kong.)
The concept is refreshingly original, and the game dynamic itself isn't too shabby. Kind of wish the colour selection fitted into the interface better.
Hmm... A bit too much pixel-hunting, considering how short the game is...
I'd like to see a version of this with actual level design - careful placement of ladders, different jumpmen who take ladders in a specific order... And maybe barrels that don't just fall down like shmup bullets.
Well, no diagonal movement is kind of a downer but I guess that's more to do with Stencyl.
The sprites are kinda cute.
Is the idea that the player-ship in the intro has body-snatched your boss form, and you're trying to reclaim it? Interesting - could benefit from elaboration.
You keep outdoing yourself, Porpentine.
I like how the text looks slimy - blobby links and gooey dialogue.
I like how the large selection of guns makes it obvious that the game doesn't really care and isn't actually keeping track of which one you pick. "Serrated bayonet? Yeah, whatever."
I like the Cyberqueen's predilection for fakeouts, for breaking the narrative arcs of previous 'evil AI' games and stories - sharply, disdainfully. I especially like the way she disposes of your gun, the implication that this virtual being has quietly, impossibly, gained omnipotence over the physical world.
Also I like the "you are the villain" scenes a great deal. u_u
I'd have liked it if the graphical enhancements were more accurate (the lowest graphic level doesn't really correspond to any historical computer - speaking of which, is this a console game or a PC game?) and I was wondering about the lack of a "horizontal sprite direction" powerup, but otherwise this is relatively decent.
Plenty of praise already, so here are some improvement suggestions:
* It's a bit puzzling how a death sometimes gives you a means of preventing the death (fall damage, drowning, turtles) and sometimes it just gives you the abilities of your killer (spikes, saws). A bit more consistency would be nice here.
* Colour-coding the "You can" and "You can't" messages would be good to help you see exactly what's been switched on and off.
* The game has a REALLY slow start. I feared that it was just going to be a game where you unlock double-jump once per level. It'd be great if you got to trigger 2 or more evolutions right off the first level.
* I laughed when I realised that the "You have gills" power prevents you from breathing air. But maybe it should be a bit more obvious (word it like "you have gills instead of lungs"), because for awhile there I thought it was a bug.
* Finally, I feel the name is a bit too naff, but that's just me.
OS X version doesn't run... :(
Exception in thread "main" java.lang.UnsupportedClassVersionError: gameSystem/GameMain : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
This reminds me in a satisfying way of Thirty Flights of Loving, insofar as they both begin with in-medias-res violent action, quickly segueing to romance, then to darkness and shadow.
The strong four-colour pixel graphics look great on the black background, and especially accentuate those passages where colour or environment is important. The sickly green city graphic in particular also calls to mind the scratchy punk worlds of Lamezone and J Chastain, which is a mental connection I'm not sure I can fully explain.
I also like the incidental variations of the 'text interface' that arise in certain situations.
My positive comments have already been addressed upstream so here are a pair of small negatives:
I won't be so cruel as to say it has "nothing to do with the theme", but it would be nice if the bosses felt a bit more like natural continuations of each other (one case being Boss 2 -> Boss 3)
What is often missed in Metroidvania type indie games, and in this game, is a feeling of coherence and place to the environment. This can be as simple as keeping all the fire-based obstacles separate from the technology-based obstacles, or by varying the types of platforming - knobbly floors and falling blocks in one area, boxy cavities and lasers in the other. It is, after all, a genre of exploration, and what is exploration but a change of scenery?
This game is so bizarre and unfriendly it is great. Almost every late-game challenge feels like you only won by abusing the system, by coercing unwilling game elements to unintentionally do your bidding. After using a minigun that shoots midgets to rocket-jump upward, then absorb dozens of bullets by grabbing your hat several times in a row, you will forget what 'enemies' and 'weapons' and 'hit points' in videogames should and should not be.
I have to mark it down a bit, though, because the end boss made the controls become erratic and unreliable, then, after several minutes, caused my browser to crash. Tsk, tsk.
I like it when non-violent social interactions are recontextualised like this.
As the bat seems so puny and horizontal, and the majority of incoming attacks are vertical or diagonal, it appears almost worthless compared to the dash.
The enemies' designs could be a bit better (see: Phanto, Super Mario Bros. 2).
There seems to be a bug where I somehow get stuck dashing into the top platform. Have a look into that.
The graphics do this game a hindrance - it's quite hard to tell whether you're facing forward or backward. Personally, I don't think Asteroids-style controls work well with the flinging mechanic - being able to move sideways, parallel to the flinging-wire, would make this fun.
It's kind of unfortunate that if you never use the beam, the obstacles pose no threat at all and the game becomes trivial.
Hmmm... It seems as if you introduce the game's concepts in the opposite order that they ought. Ideally you'd first introduce evading small foes, then evading big foes, then the interplay between small and big foes, finishing by a large conflict between small and big foes.
The 'size = health' thing is an effective design decision, I will say. I'm also grateful that you didn't focus too much on it - for instance, by making the player take damage to pass through a small gap.
LD28 — You Only Get One (1)
Cocaine by stigmawall 2013-12-24T07:51:00
I have a question regarding the code of your game. Specifically, this one line of Javascript:
TAudio.playRandom(params[0],params[1],params[2],params[3],params[4],params[5],params[6],params[7],params[8],params[9],params[10],params[11],params[12],params[13],params[14],params[15],params[16],params[17],params[18],params[19],params[20],params[21],params[22],params[23],params[24],params[25],params[26],params[27],params[28],params[29],params[30],params[31],params[32],params[33],params[34],params[35],params[36],params[37],params[38],params[39],params[40],params[41],params[42],params[43],params[44],params[45],params[46],params[47],params[48],params[49],params[50],params[51],params[52]);
Any reason you used this instead of the much simpler
TAudio.playRandom.apply(params)
?