Foon → Ludum Dare Explorer → Users → Lattyware
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 23 | Tiny World | Asteroid Belt | compo | 863 | 2.00 | 1.78 | 1.78 | 1.89 | 2.11 | 17 | ||||
| 2011 | 21 | Escape | Unrest | compo | 114 | 3.31 | 2.77 | 4.00 | 3.92 | 2.50 | 1.00 | 2.13 | 3.00 | 3 |
Very good, wasn't sure if it was a bug with WINE to begin with, then realised.
Really fun little game. Well made, slick, just generally good.
Not a bad game, but the bugs do make it hard to play, I had a few crashes and the gameplay mechanics are not too clear. But apart from that seems to play well enough. Fun, if not too groundbreaking.
It seems a little odd to explain the controls, while on a screen using different controls.
Good fun. Made harder by the fact my keyboard has no characters printed on it.
They will reduce in size as you do things (allthough some will also increase) - this isn't instant, so it's best to be careful about doing lots of things quickly in case you are causing a big issue elsewhere. The aim is to simulate the hardship of juggling all of the issues that make up your life - and focusing on one mere element will lead to disaster.
@Hempuli:
What operating system, what build, and how does it crash? If it's 32-bit linux, try running from source rather than the prebuilt version, as that was built on my 64bit machine, and from what I gather it won't run on 32bit installs. Unfortunately, I don't have a 32bit install to create another version.
@AndyBrown:
You begin with a small ammount of addiction, and you also gain it (in much lesser amounts) from alcohol. The answer to that one is sleep, sleep in your bed and addiction will go down.
Yeah, I wish I could have done more with regards to that kind of thing, but it was simply a time and art issue - I'm no artist and so animation was virtually non-existent, and hence I was really limited on what I could show well. I initially wanted to do a lot more properly (you'll notice there are some sprites that are unused for stuff like watching TV) which I had to replace with just a fadeout.
I was torn as to whether to show the effects. I felt that showing them made the game a) really easy and b) less interesting. It made it a pure maths game, which while technically what it is, it made it less about experimenting and juggling everything, and more about 'got to do this stuff in this order'.
If you are really interested, if you grab the source code you can take a look at what each event does.
@AndyBrown:
Unfortunately the mechanics do sort of rely on your following my train of thought, but that is the way with this kind of thing. As to exhastion, I had planned to have it separate, but ended up rolling it into stress - again, a time thing.
@Andrew:
Cheers, when I implemented the effect I really liked it. I was weighing it against a normal kind of 'bar' interface, and it is less clear, but I think that helps in a way to make the game less of a cheap version of the sims XD.
I'd like to make it quite clear that I personally think suicide is an insane thing - I could never even contemplate suicide as I feel no matter how bad things are - being dead is worse. If I'd have had the time, I would have made a death animation where your issues dissapeared, but were replaced with a massive 'DEATH' issue, which may have got my point across - alas, a lack of time stopped me. And yes, the player's role is to be rational and try and juggle the issues.
@jonnopon3000:
Cheers. I wish I'd had the time to do some audio and stuff, and I did have plans, but as always, time stopped me.
Very good idea, but really needs better controls.
Nice idea, the way to move from one to another is a little non-obvious. I'd give the player a trail on the first level to give them a hint, as it also looks a little like it could be a loading screen. Might also want to speed up player movement a tad. Well made, looks good, fun to play. Makes you think a little bit, but not hard.
@caranha: Yeah, I would have had far more if I had gone with my original plan for the game, but unfortunately the physics stuff didn't work out well towards the end, so I had to massively simplify the game - it was originally going to be an RTS-like game where you had to colonise asteroids to build up enough resources to build a spaceship to get to the planet. There was quite a bit of explanation for that, but unfortunately it all had to be scrapped.
@Jhelle: Weird, what platform?
@Raptor85: No worries.