Frankenstein's Monsters, Inc. by AtkinsSJ 2015-08-25T16:01:00
Hard to understand at the first time, but cool to manage by the way
Foon → Ludum Dare Explorer → Users → Legulysse
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | Dungeon Clicker | compo | 76 | 3.78 | 3.63 | 4.06 | 4.15 | 2.69 | 3.63 | 2.45 | 3.58 | ||
| 2018 | 42 | Running out of space | NHYRGLYOTRAGHN | compo | 3.72 | 3.61 | 3.33 | 4.27 | 3.33 | 4.05 | 3.62 | 3.61 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Crazy Pizza | jam | 3.43 | 3.12 | 3.31 | 3.75 | 3.25 | 3.07 | 3.50 | 2.92 | ||
| 2017 | 40 | The more you have, the worse it is | Growing Polytheism | jam | 630 | 3.39 | 3.35 | 3.02 | 3.05 | 3.28 | 3.75 | 3.28 | 3.58 | ||
| 2015 | 33 | You are the Monster | Ice Scream | jam | 1021 | 2.56 | 2.50 | 2.63 | 3.42 | 2.58 | 3.00 | 3.23 | 2.59 | 42 |
Hard to understand at the first time, but cool to manage by the way
Oooooh man... I feel dirty inside.
The more I play, the more I love your game. Really deep!
Great game over here
haha that gargoyle's face :D !
Really nice intro !
As always, great entry. Polished and all stuff!
Ow that last level... hard :D ! Funny text instructions !
wtf !
Aaaah well made ! Beautiful graphics, and love everywhere
Really hard to finish ! But really cool entry
Nice one, not easy to get the gameplay at the first time, but it came right some tries after :).
Not really convinced by the music, but sound effects are great.
Hahah really funny :P !
lovely one
Really nice graphics !!
Im not crying ;_;
Very hypnotic ! Controls are confusing though, but maybe its a pico-8 restriction ? I spent most of the time just admiring patterns :D
A beautiful entry, very polished, nice job to all of you !
The only negative thing I can find, is the misleading "attend his daughter’s wedding" that kinda feels like a lie, a little more blurry description could be better I guess.
This is a truly excellent execution. I love how the music gets darker and darker at every step, and I really enjoyed following the stories of those poor lumberjacks blackmailed by bankers and sacrificed to the Outer God of Money :D I gave you 5/5 on everything, I cant find anything that is not polished, and I got hooked until I reached 138374322470 coins... Nice job to all five of you o/
ps: if you wish to spend a few minutes in a more peaceful village, please have a look at my own ;) https://ldjam.com/events/ludum-dare/40/growing-polytheism
The art, audio, and overall mood are very nice. The particles effect in particular got me hooked. Congrats for that !
However, the gameplay is very confusing : - I often get hit by enemies without seeing them swing, I guess they die the same frame they attack ? - Its very unclear at which point the spikes stop being deadly, it seems like it's a few frames before they finish moving down. Depending on the slopes, its very hard to know where to stop moving to not step on them, and its frustrating. - The blue potion teleporting you is a bit confusing the first time (maybe use a scroll or something different ?). - I guess using the switch hurts you by 2 points, but there is no feedback for that, the death screen still shows my 2 red potions.
If you manage to get all this more clear and fair to the player, it would be a solid base for an adventure game o/
A bug made me move down during a dialogue so I couldnt click on the replies, and got stuck ;_; Not sure if it was me going down or my crew pushing me.
Anyway, excellent idea, once I understood I was about to hire a crew I got hooked. Aside from bugs, hard controls and annoying talking popups when walking near npcs, the only thing truly missing would be some kind of minimap, to know in wich screen I am, and wich ones I still need to visit. Good job overall o/
Animations are excellent ! The physic is a bit confusing though. The high inertia when you stop moving got me hit many times ;_; Very good concept anyway o/
Very nice idea and execution ! Unfortunately the game suddenly stopped when I was around 120 points ;_; Loved the constellation menu o/
@the-triumvirate No, I mean the game in general stopped silently, with no message or popup :p
@vfabien21 Oh, this is unexpected :/ Is it the .zip file that got quarantined, or the .exe itself ? The game is built on my own little game engine so there shouldn't be anything fishy inside, if you manage to get more information about why it blocked it I would be glad to hear about it !
@vfabien21 thanks for the info, I will see if some scans will give results, but so far everything seems fine :/ (I checked both my project files and a downloaded copy of my submission)
@machrom @multiplexor @arden @gama-croma Thanks for your time and feedbacks, I'm glad that you liked the game !
Once I get some free time I intend to build a 1.1 patch with better feedbacks on resources, and a delete option.
As for the overall challenge, and about the theme, I intend to work on a 1.2 patch with more tweaks on the economy and the addition of some godly disasters like thunder strikes on the citizens if the Faith resource is too low, in order to finish the gameplay loop I originally intended for this entry o/
@vfabien21 ahah :D no its a personal c++/sfml engine. It's not the first time I use it, and this hosting site as well, maybe I'm just being unlucky with bitdefender here. I hope you will manage to test the game some day :D I've put yours in my todo-list o/
Update 1.1 released with zoom support, costs feedbacks, space key to center camera, and some rendering optimizations \o/
even better with the blood :D
good controls feeling and very nice music o/ a lot of things could be improved gameplay-wise, but overall its a solid entry for a jam game, gg all !
This was both cute and stressful :D Nice graphics and music, the only thing that bothered me was finding the right spot to fill the bowls, there seems to be an exact position + orientation required, that could be a bit more generous. Nice little game overall, 100% fit with the theme o/
@zozer thanks for the feedbacks ! I originally wanted the boss to have more direct attacks in addition to the floor destruction, but unfortunately didn't manage to make it in time (like tentacles shooting lasers and stuff). The dash is only intended to allow you to jump above holes, more than dodging attacks (it could help with that if I had time to implement other attacks, though).
Very nicely made o/ I keep dying though ;_;
Looks great and music/audio is very good, however I can't get past the very first screen :/ Once I chop a tree that is either closer or farther on the depth axis, the character seems to not come back on its original depth position and cannot chop trees on the other side (if I cut a tree that is closer to the camera, I can never chop trees farther from the camera, and vice versa). Maybe you should force back the character on its original position, or never move him on this axis ? I would love to test again if you manage to fix this, it looks like a nice game ;)
@imphenzia I tried the BlotD1.zip you provided and the bug is fixed for me, I can now play the game, thanks o/ As said earlier, graphics, audio and music are very good ! I like the mood.
The controls feel very uncomfortable though. Having the main keys as ctrl and space means using the little finger a lot, and it's almost painful after some time. I would prefer something like wasd/space/e to play with only one hand, or use two nearby keys.
Also, I can't manage to get past the phase with three consecutive spikes with holes in-between. The air control feels too imprecise and slippery to be able to jump on the edge of the spikes, and I keep getting killed trying to figure out where the hitbox of the spike is applied :/ (I'm not an excellent platformer player though).
Nice job anyway o/
Excellent atmosphere. Very nice tutorial, minimalist but efficient. I'm a bit ashamed that I had to use the warren bug to get through the last level, after 30 minutes trying to beat it. Very nice ending o/
Love the art, it was fun giving despair to all those kids. I tried to be nice but could only make 2 of them happy, timer is extremely short, and not knowing what presents are available when choosing kids makes it very hard. Very nice entry.
Very solid entry, the concept fits the theme. Sprites are nice, but it really lacks a bit of music.
Only confusing thing is the "bosses" attack. I used hit & run tactics on most of them without getting hit, got more and more greedy (landing up to three attacks before stepping back) and the only time I got hit it killed me, since I had no idea of how much damage they can deal (I kept approx 40% of my HP, on the fight with two of them on a roof). They would greatly benefit from at least one frame of animation to warn about their attack.
Also, jumping is a bit hard to handle precisely, I couldn't really understand where my body collision is. Lastly, it really needs an instruction on the loading screens. It seems that only space works (I tried z/x/mouse without success and thought the game was frozen, or finished, until I finally tried space).
Aside from those details the game is very well made o/
Stunning visuals and good music, perfect for an ambiance game. Last level is very intimidating o/
Very cute graphics and music o/ Maybe too short and lacking some narration though, the tama goes wrong before you have the time to grasp the area and the situation.
Very nice concept and execution ! I have no idea of what I did, but it seems like I managed to see a boss and die :D The graphic design is very beautiful. The notion of sacrifice is a bit obscure though, except that I sacrificed my sanity trying to figure all the meanings of the interface o/
I laughed out loud in my work space when I heard the characters talking, that's great voice acting ! Very fun concept, fighting is really hard and a bit messy, though. maybe having a greater range could have helped. I hope you had as much fun making this as I had testing it o/
Very nice and polished. Graphics are good, sound effects + shakes make firing the weapons very satisfying. It seems to lack some balancing though. First two days were hard (died first try), but once I got the machinegun, I just stood next to the stair with both doors open and unleashed fire on both sides, no zombie could come close even though my baby was constantly at 100%. I commited suicide on day 7 to stop the game but could probably have gone way further with this tactic. Well done overall !
Well that was fun ! Tried to kill everything on my first run, and was glad to be greeted by this deadly ending :D Nice job in your handling of the tutorial. Impressive result for a compo entry, well done o/
Nice concept, very fitting for the theme. It was frustrating at first, until I understood I still could fight by ramming into other ships. On my first run, I had my thruster destroyed by the first enemy and couldn't do anything from this point. Second try I could find and loot three enemies, but was forced to sell some parts anyway, and was afraid to lose anything (weapon and thrusters are really too important). I sold them anyway to try, and had fun ramming into enemies to destroy them, repair myself and get my parts back. Unfortunately it got me killed^^
I believe the most important thing missing in the game would be a radar, or anything pointing towards enemies. Also, having a bigger radius for picking up stuff, maybe centered on the ship instead of in front of you could help. I had fun testing the game anyway, nice job o/
The game is honestly a bit overwhelming as it is, with a lot of things available from the start and no clear idea of what you should be doing. It feels very obscure gameplay-wise. I also have a bug when I interact with what seems to be the shop cells, where the game opens the last menu I used instead of the cell menu.
The ideas you describe seem fine, but I believe you tried to put too much stuff without the time to polish it. If I may, I would suggest to try to have less mechanics and try to improve and polish them, before adding more variety if you have the time. Being able to finalize your game is more important than the raw volume of content ;)
Anyway, It's a very ambitious game, congrats on being able to publish it in time for compo !
Very nice game ! Loved the sprites, the audio ("purrrr"), and the music made me laugh out loud o/ Controls are very smooth. I managed to please my owner, I guess I'm a real hunter now.
Thanks everyone for the feedbacks <3 I will certainly tweak this further when I get some time. @niarkou I'm glad to see you liked the game, nice strategy on the end o/ @egos Do you have some infos, like an error message ? Maybe your OS doesn't supports 32bits application ? I can try to rebuild the game with a more recent version of visual studio.
@samh I am both impressed and scared :D Thanks for playing !
@lex hehe, it's an endurance test disguised as a game :D @lazertrax Thanks, glad you liked it !
Since several people asked : the markers are interpreted by adventurers as guides to better handle the rooms they walk in, not as pathfind priorities (I have the code for that, but it allowed exploits). A room marked correctly will provide a x5 efficiency/survivability bonus (dangerous cells from 15% to 3% chance of dying, loot cells from 1.5% to 7.5% chance of looting). Armor and Loot upgrades will further improve those numbers.
Thanks everyone for the feedbacks ! @hindbodes I planned to add some boss or artifact cells on the outer limits of the dungeon, to give a proper objective/endgame, unfortunately time ran out^^
The falling planet at the beginning is a bit hostile :D Fun concept, but really hard to get through. I tried to sacrifice everyone right from the start to see what happens, was surprised by the speed boost o/
Excellent on every aspect, good music, cute sprites and animations, challenging levels, well done. I loved the use of older themes ;) The only missing stuff would be a key to reset the current level, and have some jumps more forgiving (I had to retry 15 times a jump through a hole above my character, to get the exact spot where I could fit through the floor).
Excellent entry, only thing I would have needed would be a better tutorial (it lacks an info about the r key, and since the game plays with esdf my fingers were lost when trying to pickup stuff while fighting). Also maybe give some more time to pickup stuff on the floor between stages. Loved the sprites, the look&feel and the music o/
Nice concept ! As you said above, it lacks polishing time. Little things like pausing the game in menus or giving more feedback on your currencies when visiting shops, would greatly improve the experience. Balancing needs some adjustments too, archers would either one-shot every units, or walk towards me and let my men kill them without fighting back. ps: audio in the menu made me smile o/
I like the concept, and the look&feel. It lacks some notion of result though, like knowing if the game you managed to budget is successful with the public. As it is, it looks like you can remove any node without consequences.
Mood is incredible. I love the concept, but I think it would be better to introduce npcs and eat/absorb mechanics more slowly. I could absorb everyone before knowing what I would need to do, or how to fight, and was a bit lost until I ran outside the survivors room. Maybe having only one or two tutorial npcs, then introduce more of them as days go by ? (I died on second day). Excellent work anyway, congrats.
Very nice prototype, visuals are extremely hypnotics and beautiful ! It definitely has a zachtronics kind of vibe, I love it.
It is very unstable when particles start to go extremely fast. I guess you rely on some kind of collision system that miss the walls between 2 frames ? I wonder if it could be handed through a more "gameplay" approach, like considering the pipes as splines and computing their way along the curves.
One thing I had fun with, was trying to sort out particles following a collision, depending on their speed. Maybe this could be a path to explore if you are looking to add more mechanics, by asking the player to generate a bunch of successive collisions to generate and filter various sub-particles, that could have specific speed, size and/or lifetime :D
As for feedbacks, it certainly would benefit from some more information on collisions results. Maybe adding some symbols next to exits, to represent the particles created ?
On a side note, music is very repetitive when the level is empty, but once every layer is active it's very nice, good job Lucien o/
Overall a very impressive work ! Congrats !