Dracolution by Tsurara 2012-08-27T11:25:00
I liked it. It's hard, but the combat was interesting enough that I didn't mind dying and retrying 5 or 6 times. Some audio would have probably helped a bit, even if it was just for firing and getting hurt.
Foon → Ludum Dare Explorer → Users → Leebo86
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | Who's Counting? | compo | |||||||||||
| 2013 | 26 | Minimalism | Mix | compo | 334 | 3.40 | 3.09 | 3.37 | 3.58 | 3.09 | 2.22 | 1.94 | 2.61 | 74 | |
| 2012 | 24 | Evolution | Squarely Alive | compo | 521 | 2.71 | 2.23 | 2.52 | 3.27 | 2.40 | 2.96 | 1.42 | 2.40 | 56 |
I liked it. It's hard, but the combat was interesting enough that I didn't mind dying and retrying 5 or 6 times. Some audio would have probably helped a bit, even if it was just for firing and getting hurt.
I originally planned to add enemies, who would also evolve, but the clock (and the bugs) were bearing down on me...
Concerning the amount of food, it's always there. It's possible to get unlucky and just not see any in the first life, but in my experience that didn't happen much.
Yeah, I agree about the difficulty... balancing that was like, the last thing on my mind and when I submitted it I wished I had spent more time on the AI and tweaking the amount of food based on the population.
"So the food can spawn at 1 pixel on screen. That bug makes it hard to find sometimes. "
Not sure what you mean by this. There's a cache of 10 food pieces and if one gets picked up it gets teleported somewhere else instantly.
I see... It's 800x600, so if your browser screen is smaller in one way or the other, it would get cut off.
It would have to be an incredibly small area for the majority of it to be cut off though. If it's possible can you take a screenshot of what you're seeing?
Ah, no biggie.
I suppose the end would be if you eliminated all of the other squares by becoming so fast and healthy that you could beat them to food every time. But I didn't program it to recognize that, unfortunately.
Sorry to hear about your troubles. I thought it was bad enough that I lost Internet 30 minutes before the theme was announced and only got it back 2 hours later. The cutscene gave me a chuckle =)
One of the best looking games I've seen. Wish it was longer. Good luck with it.
It's more of a toy than a game, but I was pleasantly surprised to see something that wasn't anything like what I expected to see in the contest.
Very hard, but fun. Loved the music.
It wasn't really clear where the enemies were going to enter, so I ended up placing my towers at the end the first time. Not really a problem, but kinda confusing. The process of evolution for the towers seemed like a pretty standard thing for TD games. A serviceable TD game without much new stuff, but I did like the orbital motion of the towers.
The idea has some potential, but the bare bones presentation sucks a little bit of the fun factor out of it. Not bad for a first attempt; see if you can juice it up a bit.
Cute platformer. You did a great job juicing up the simple graphics with little visual touches.
Loved it. It definitely kept me on my toes.
It's an interesting idea, but it's really hard to judge how a change is going to affect the output, which makes it hard to look at the challenge and emulate it. At least, for a noob.
Interesting gameplay. I really liked the little robot's animations and sound effects. I kinda suck, because I wasn't able to get very far, but I liked what I saw.
Wow, looks pretty awesome, despite the drawbacks you mentioned. I'll have to come back and explore more of the game later.
Pretty solid. It had a good pace, where you always felt like there was something you could be doing. It started to ramp up a little too fast for me, where I went from being able to kill everything that came to suddenly being surrounded and barely doing damage, but it was fun.
There was a lot to like here. The graphics and audio are simple, but they go well with the presentation. Unfortunately, I'm really bad at one of the shots on like, test 4 or something, so I had to replay it quite a few times just because I was missing, rather than because I wasn't strong enough. Good idea, the repetitiveness drags it down a bit.
So awesome. The only way it could be better is with more fish, but it's already freakin' amazing. Great job.
Funny, and a great example of how subtle effects can spruce up simple graphics. Nice job.
I spent about 20 minutes killing things and changing climates without ever seeing a single one of my target species.
I guess my first mistake was assuming the colors needed to blend. Beyond that, I never seemed to get furry ones if I needed them, only furless ones of the same color that never seemed to make what I needed. Interesting idea, just didn't have any fun.
I'm a little surprised that the mouse-only controls are considered a downside. I like to designs games that are intuitive on mobile and browser. To me, it seems like keyboard controls would have complicated it considerably. But perhaps that's just my personal preference.
TD games aren't really my thing, but it's definitely one of the more "complete" games you'll see in this kind of game jam, so that's worthy of respect.
I have no idea what I'm supposed to be doing...
Ah, okay, I see now. I didn't understand the instruction of "cursor keys to vandalise". It would help if there was some visual feedback before a block turned yellow, like a trail from the yellow ball.
"In game, just left-click and you'll know what to do."
Um, no, not really. It's possible to figure it out, but it's certainly not obvious.
I wish I could get farther, but after about 20 tries, I couldn't make it past the first couple scenes.