Super Planet Crusher Extreme by edg3 2012-04-30T06:04:00
Couldn't run: windows 7 "Super Planet Crusher has stopped working" immediately after execution
Foon → Ludum Dare Explorer → Users → laremere
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | The Saturn Signal | compo | 2.50 | 2.75 | 3.00 | 3.00 | 2.75 | 2.25 | 1.75 | ||||||||
| 2018 | 43 | Sacrifices must be made | Death and Humor | jam | 4.41 | 4.33 | 3.58 | 4.16 | 3.66 | 3.66 | 3.60 | 4.16 | |||||||
| 2015 | 32 | An Unconventional Weapon | Reality Drive | compo | |||||||||||||||
| 2014 | 30 | Connected Worlds | Little Jimmy and the Great Imagination Machine | compo | 226 | 3.56 | 3.27 | 3.80 | 4.40 | 2.84 | 2.39 | 3.36 | 3.43 | 55 | |||||
| 2012 | 23 | Tiny World | Ant Onslaught | jam | 17 | ||||||||||||||
| 2009 | 16 | Exploration | The lost shipwreck | compo | 89 | 2.58 | 1.74 | 3.21 | 3.95 | 2.68 | 2.35 | 1.83 | 2.92 | ||||||
| 2009 | 15 | Caverns | My Little Cavern | compo | 71 | 2.92 | 2.52 | 2.96 | 3.87 | 2.63 | 2.26 | 1.83 | 3.67 | ||||||
| 2009 | 14 | Advancing Wall of Doom | Mood Fo Llaw | compo | 80 | 2.94 | 2.82 | 3.12 | 4.06 | 3.13 | 2.87 | 3.00 | 2.76 | 2.67 | 2.88 |
Couldn't run: windows 7 "Super Planet Crusher has stopped working" immediately after execution
I didn't have to install anything on my laptop to get it to run, it's just a possible requirement.
If you upload your game to itch.io or gamejolt, it will be easier for people to play. As it stands your "web" link still requires downloading the game to play it.
*after playing* ambitious project! Unfortunately it does get quite low fps even on low settings for me, and default settings had some rendering problems. Very nice work. I did manage to find one relic but didn't want to go searching for the others.
Viking Warriors: That was me. You should've followed me a bit longer, I ended up finding a relic.
Utterly fantastic graphics and polish. Unfortunately the gameplay doesn't have quite enough depth. I found two ports close with a lighthouse and enough price difference that sailing back and forth was more profitable than exploring, which I did anyways after I had more money than there was use for.
The thumbnail drew me in. I like the simplistic design of the cube and the terrain. I can't tell what half of the items are supposed to be. The game play and style shows promise but as it stands doesn't appear to have much point.
Short and sweet. Well done!
x=5000, y=3000 :)
Fun little game, I'll have to check back later to see more planets.
Absolutely incredible polish for a game made in 48 hours. It's hard to know what moves are going to do, especially the first time playing, however I did manage to win, so...
Interesting premise. However moving rocks around manually doesn't make for very interesting gameplay :/
I'm probably missing something, but I got it so all the circles were green and it seems like nothing happened. There might be a circle I missed but I don't think I did.
Fun game! Pirates were annoying in that I would try to send a trade route to the new world but a pirate would kill it and I wouldn't know the exact path I took. I don't see much harm in showing where pirates have attacked? Great work overall with art and sound.
The art is fantastic and the game play is functional. I think if you made the game expand as you go so there are more planets to consider, and something to spend your money on the game would be really good. Like highlyinteractive, it could fit the mobile / tablet space very well. I was a bit sad when I didn't actually see a little spaceship flying around like the continue screen suggests, as that would further strengthen the game's overall theme.
When trying to download on chrome, it says it is malicious and stops me.
It's an interesting start, too bad it's unfinished.
Interesting premise, but I don't want to sit around all day waiting for a virtual village to grow. Perhaps it would work better if you could close the game and visit it later, or as a website.
I wish I could turn faster to aim better. I spent a bunch of time playing this for how simple the game play is. Would be a lot of fun as a local two player game (but thanks for having an AI, while judging LD games I don't want to go grab another player to test out random games.)
There's a lot of cool technology in this entry, with the planets being terraformed, and the ship building. However the gameplay isn't too interesting. It seems the best strategy would be to build lots of cheap ships, but that's just repetitive. Also, since planets make more money the more you trade with them, it seems the best idea is to just set up a lot of ships going between the same two planets. If there were resources that planets either produced in certain quantities, or needed in other quantities, the game would be much more interesting. Overall impressive technology for the timeframe though, good job!
Very fun! The sounds are enjoyable and the experience is very tactile. Some ways into it I feel like I start getting a bunch of letters which should match a symbol but I get the unsatisfied sound out. I'm not sure if that's a bug or if the symbols are subtly wrong and I can't tell.
Nice work! I appreciate the tutorial at the beginning. I think some level of player feedback would really help in this game. You can tell how much a bridge is going to cost, how many people are using it (without manually checking each one), or how close it is to collapsing.
Nice start, but it lacks player motivation. I can do mission for exp, but why would I do any mission except the one which gives me most exp? Also, I spent the exp on killing, but I'm not sure what the reward for killing is? Or why they're called kings? I also don't see how changing modes affects gameplay except to offer different missions? Perhaps if they were more radically different or switched back and forth based on time?
Fun little game though I can't get very far. It's hard to aim at enemies with the way movement works.
It took me a few tries to get the mechanics down and the constant clicking and dragging got a bit tedious, but it's definitely an interesting idea. I could easily see a more full game being made out of this concept.
This is a Ludum Dare entry?!? Absolutely stunning work. Great marks on all accounts. The gameplay is simple to understand, and lends itself to eventually being able to get to the solution if you can't figure it out right away. Graphics and audio works seamingly to enforce the experience. I could easily see this doing well on the mobile market. Do it.
Nice work on the art. It stands out as the best part of your entry. However, on my screen the art was rather stretched. I think it would have worked better if you started with higher resolution.
Was it supposed to exit after I reached the girl in the crystal? I don't know if it was a crash or intentional.
Briefly reading one of your replies, it seems that bullets indeed don't do anything. It's often hard to get everything working in a short time span. Because of this, it's good to aggressively cut features! If, once you realized that shooting wasn't going to be in the complete game, you removed it, nobody would notice it's absence.
The presentation of this game is good. I like the premise, and the overworld graphics are certainly well done.
However, as soon I actually started playing, it just felt overwhelming. There's lots of numbers and things popping up. I was trying to look through the staff for the first task when other tasks are immediately popping into existence. The real time pressure of things going wrong with the game mechanics that want more thought put into them is a conflict which I think hurts the fun.
Good job on making a complete looking experience!
A fun little game!
A basic tutorial, and nice job making something that is playable!
A few points of constructive criticism: - I think the biggest bang for your buck improvements would be improving the controls, mainly the jumping. Always jumping when you just hold down the jump key feels awkward. - The threat of the laser doesn't really work when it's off screen, and there are just numbers changing. It's exciting when it's on screen and nearly caught up to you, but that doesn't last as long. It's especially fun seeing it stop because you knocked someone in. I think finding ways to have the threat be more constant would make it more engaging. - A little bit too hard. I tried a few times, seems like enough for a Ludum Dare game. I have no sense of how I did though. Being able to beat the game after a few tries should be doable, so people can get the full experience.
This is a really great entry!
The gameplay is solid, the graphics are really good for the short timespan, and the audio works well to tie things together.
I especially like the ending art, simple but effective. I think the best thing about this is that it feel like a complete experience which is hard to do in a short timespan.
Criticisms: - The sacrificing felt like it was mandatory in some places, and just typical deaths that didn't help in others. If there was more need to sacrifice, or if sacrificing significantly helped, it might have worked better. I like the idea of dying making the game easier. - When I made it with one, all of the slimes were freed. I see how this probably feels better, but seems like a missed opportunity for having to get everyone out.
Easily my favorite entry so far!
The infomercial style intro had me laughing from the start. It set the mood for the game perfectly.
The gameplay itself it very original. It took me a bit to figure out what was going on. Then it seemed that there wasn't any way to lose?
and the ending, the ending was great. It looks like there were other unused killing devices that weren't implemented?
Overall, I would enjoy seeing this concept explored further. I think the gameplay could easily work on mobile as a small arcade game.