Undercolor Agents by farmergnome 2013-05-04T19:37:00
Cool stuff, I like the different weapon types. Good job as always.
Foon → Ludum Dare Explorer → Users → lightsoda
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Seppuku Pilot | jam | 3.39 | 3.69 | 3.11 | 2.67 | 3.60 | 3.20 | 2.22 | 2.87 | |||
| 2016 | 36 | Ancient Technology | Spear the sun | compo | |||||||||||
| 2016 | 35 | Shapeshift | Lycan | compo | 532 | 3.14 | 3.71 | 3.74 | 44 | ||||||
| 2015 | 34 | Two Button Controls / Growing | Snakish puzzle | compo | |||||||||||
| 2015 | 33 | You are the Monster | Darklord | jam | 977 | 2.65 | 2.31 | 2.92 | 2.72 | 3.31 | 3.21 | 1.61 | 2.78 | 47 | |
| 2015 | 32 | An Unconventional Weapon | Numpad weapon | compo | 14 | ||||||||||
| 2014 | 31 | Entire Game on One Screen | Snowman calamity | compo | 655 | 3.11 | 3.00 | 2.32 | 3.46 | 3.51 | 3.06 | 3.06 | 3.19 | 61 | |
| 2014 | 30 | Connected Worlds | Spejsbryggan | compo | 847 | 2.92 | 2.58 | 3.54 | 3.35 | 3.78 | 3.75 | 3.33 | 45 | ||
| 2014 | 29 | Beneath the Surface | Yay, more squares! | compo | 157 | 3.67 | 4.00 | 2.71 | 2.43 | 3.28 | 3.83 | 2.46 | 3.30 | 76 | |
| 2013 | 28 | You Only Get One | One man, one shot | compo | 326 | 3.22 | 2.53 | 2.19 | 2.48 | 4.19 | 3.68 | 3.62 | 71 | ||
| 2013 | 27 | 10 Seconds | 10 seconds to live | compo | 647 | 2.97 | 2.35 | 3.24 | 3.50 | 3.15 | 3.63 | 2.39 | 3.45 | 45 | |
| 2013 | 26 | Minimalism | silly squares | compo | 323 | 3.41 | 3.37 | 2.62 | 3.91 | 3.10 | 3.26 | 2.61 | 2.95 | 90 |
Cool stuff, I like the different weapon types. Good job as always.
Interesting idea.
Some really nice ideas here, probably the geekiest entry I've played so far.
Pretty good, I like the feeling of the controls and atmosphere it has.
Love how you handle the arena walls moving in and out with the scoreboard.
I guess this is what it's like to have a job that's a monotonous daily grind.
Quite fun, I played it through to the end. I love the wonky graphics with the slight fish-eye.
Minimal to say the least, so it's asteroids, but without the shooting.
To fight or not to fight, are my potatoes worth it?
I'm left to ponder in the green glow of serenity.
A decent little TD game. Good job!
Nice colors.
Lack of air movement, flying off edges and collision boxes a tad big makes this kinda tricky to play.
Only sideways shooting with enemies coming from all angles can get a little frustrating. Other than that it's pretty decent, good job!
Nice effort, good job from a technical standpoint.
Works well enough for what it is. Feels like a grind though, getting to $500 takes a good while, some change, like a different, harder enemy type with a bigger reward could have changed it up a bit.
Love the presentation. Quite challenging, which is a good thing, not that easy to adjust to the slope.
Some kind of audio would have been nice.
Overall pretty great.
Not sure how to get more bullets, if possible. Controls are constrained to one axis at a time as well.
Didn't really get a good sense of what was going on, I guess you navigate by sound?
Interesting take on this kind of puzzle. Controls fine.
Would have been nice with some audio, and less contrasting graphics.
For those of you wondering about the clue, look to the walls :)
Very nice mood to this, the combination of the colors and music is really soothing.
It's more of a fun toy though, gameplay is too dependent on random chance, IMO.
Interesting, not really into the idea of making gameplay the main thing for minimalism though, you just end up watching most of the time.
Real slippery slidey, seems the more stuff you have, the more likely you are to go flying. I like the way the world gets filled in with more color as you are able to pick stuff up.
Windows? But it's an APK?
Pretty awesome, looks good, feels good.
Plays well, nice touch with the upgrade system. I like how the yellow squares shrink as you shoot them.
Cute, looks nice and plays fairly well.
I like the use of different block types, some interesting ideas there.
A couple of things:
1) Some clicks didn't seem to register.
2) I got game over a couple of times without really knowing why.
Not too shabby, like others have said, getting stuck in walls can be a bit annoying.
A tad easy, I dig the style.
Looks cool and has nice music. Though I couldn't get a single mixtape. At first I was really confused as I had no idea what the controls where, and it took me a few tries before I realized which entity I was controlling.
The controls make this kinda hard, would have preferred if you could move and shoot at the same time.
Overlapping powerups to combine them is a nice touch.
Funny animations.
The use of sound positioning is a nice touch, though out of place, since the gun sound should be from where it originates :)
Seems I hit some invisible walls.
Trying a bit too hard on the jokes and references for me, nice presentation.
Took me a while to get a word.
I dig the style, could have used a different color for the player entity to separate it more from the letter entities though.
Man, really need to be on top of the keys to not overshoot some of those edges. Pretty challenging sometimes, a lot because of the overshooting problem I guess, but also decent puzzle design.
Narrative was a nice touch, graphics are ok, and it felt pretty satisfying to pummel several fish at once.
Well, I never achieved minimalism I guess, but it's a fun little toy to see what will happen.
Took me a good while and reading your explanation a few times to figure out what was going on.
Crazy to have combos and stuff when it's all just a couple of pixels, pretty fun.
Sure didn't have a lot of time to react, got game over pretty quickly most of the time.
Had some fun with this. I dig the mechanics and feel the puzzles complement them pretty well.
Didn't think to resize the window, gets pretty hectic to keep up with after a while.
Just package the compiled files in a zip, I'd prefer not to install anything.
Let me know if you need a hand.
Love the graphics, plays well.
Pretty much classic RPG combat distilled to it's basics.
I dig the style, nice use of primary colors, and it's quite unique.
Need a whooole lot of patience for this though, as it seems to move kinda slow, especially when pushing the blocks and having no sense of how it's positioned compared to the other blocks.
Um, so is it supposed to have *no* gameplay? Seems to play itself.
Considering the best tactic is just to sit still and shoot at a slight angle to quickly fill the screen with as many bullets as you can, there's not a lot of difficulty to this.
Quite fun, well done.
Looks and sounds great, and as you said, it's pretty hard, mostly because you have to figure out the angle to shoot at.
Looks great, too bad there's no win condition.
Really nice. The pencil mechanics can be a bit frustrating at times, as it has quite a large turn radius. But it's quite rewarding to see it in 3d afterwards.
Pretty fun, good job.
Looks great, I like the animation when executing a move. Well done.
Not much of a game. Nice effort.
Hard, 60 seconds seem way longer. The prize is totally worth it though!
I found arcade to be the most playable, though the powerups were nowhere to be found most of the time, perhaps should've been more common at first, and reduce with time/levels. Nice effort.
Dang, not my usual cup o tea, but that was pretty fun. Good job on this.
Hah, cool idea. I'm sure we can all relate ;)
Love the graphics, especially how nonchalant she looks while this is all going on.
@The Evil Cult, dunno, just a funny avatar from quite a while back.
@everyone, thanks for the feedback. I agree with all the critique, and I know this "game" is lacks the necessary depth. Better luck next time!
With some progression, like more colors and whatnot, you'd have yourself a pretty good puzzle game here. Good job.
I like that it has some progression, and added mechanics to keep the player interested. Some slidey collision would probably have been preferred over getting stuck in the walls.
Love the style and concept, quite fun.
Looks and sounds great. Good job.
Seemed like the difficulty ramped up fast, or maybe I'm just bad.
Interesting, the addition of the light was a good idea, since placement of the "arm" can be hard to figure out at times. Good job.
I like the concept, I think I would've preferred it if I could've placed the arrows before the countdown, now it's quite difficult. But I guess that's the idea. Fun little game.
Trying to figure out the fastest of multiple routes could've been a nice next step to this.
Took me a while to figure out where the theme fit in. Also, is this endless mode? ;) Nice effort.
Not quite sure how some stuff worked, first try I got 26000 something and just waited out the time to see what would happen. Tried a second time and didn't get the multiball quite as often. Nice little puzzle game.
Tried my damnedest to win, but I kept getting overrun. Pretty fun take on RTS.
Pretty nice, seems like "switching things up" every 10 seconds is a running "theme" this LD ;)
Too bad about missing the deadline, but as long as you learned something I wouldn't view this as a complete failure. There's certainly potential here. Better luck next time!
Nice effort.
A decent game, somewhat sluggish on the mouse. I found the choice of music quite funny.
Still torn about what I think about this style of gameplay, it might be too much for me to consider it fun, it's quite challenging, I'll give you that.
I like the idea, and you had some clever level design that got progressively harder, while keeping them pretty short, which was great.
Very nice graphics, and the chiptune style music was a nice fit.
Some clever level design built on a decent game idea.
Does anything happen after shooting the target? The assembly part is a nice touch.
That was pretty fun. While the gameplay rewards technique, I preferred level 10, just so satisfying to chew through a bunch of them.
Also I think I accidentally fired a bullet going from the previous level.
Heh, didn't quite know who the 'target' was so I just started shooting everyone, and then the colored guy showed up.
Points for humor, that was kinda hilarious.
Nice graphics, the board animation was a nice touch. I probably would've preferred not being able to occupy the same square as the opposing ninja.
Some black goop pushed me through the roof and then I wandered aimlessly around the house for a bit. Not sure what's going on.
Quite fun, getting the vehicle at the end and pushing around zombie bits was a nice touch, quite enjoyable while it lasted.
That ended quickly, pretty nice for what it is :)
Would've been nice to know how much each unit cost, and what their life was. Nice effort.
A pretty good strategy game, I managed a couple of jumps. Not quite sure how to regain resources and units.
Nice little puzzle game, it's more fun as a toy I guess, since you don't have that much influence over the outcome. Simple audio, good graphics.
Nice game overall, has all of the bits and pieces, only wish it'd ramp up the difficulty over time.
Good job overall, nice game.
I guess there's no real win/lose state in this, it stopped when I touched the cop(?). Some kind of reward or exit after getting the key would've been good.
Trying a little hard on the puns, I think. Overall, nice effort.
Pretty nice, I made it all the way through. The two main things I noticed is that it says game over even when clearing a level, and sometimes the red ball things would spawn on top of me.
I assume this game is about the inevitable failure that will befall us all.
Pretty solid base for an rpg, don't know how well the one spell idea would work for a more fleshed out game, since running from fights probably gets tedious. Nice graphics, music and ambient sounds.
Ah, the satisfaction of causing chaos in little virtual cities. Quite fun.
Very nice, quite enjoyed the story and character design, I was intrigued from the start. Got the best ending on my first playthrough. I think the ending song is a tad blown out though.
Spammed tech+ and got success after 70s, so not that much to the gameplay. Seeing the planet change was a nice touch.
Got the helmet once I decided to just run past the bats, attacking is kind of awkward. Nice music and graphics.
Not sure why I'm getting hit most of the time.
Interesting take on the theme, some nice level design as well.
Kept getting stuck on the first game on the red line, until I figured out you should go down on the text. The zelda/mario platformer had some of that IWBTG-type unforgiving platforming with the breaking platforms, which I consider bad game design. I'd say the little puzzle game with the tanks was the best one.
Overall I'd say within a limited timeframe, you should try and focus on one concept and polish it up as much as you can, I reckon you got spread thin between these three different types of games.
Best of luck on your internship hunt, I'm sure you'll do fine going from here.
Decent graphics. Wish there was some kind of reward for the tedious gameplay, like drill upgrades. Also, maybe you should restrict X/Y movement separately, that way you can slide along a surface even if you're pressing down/right at the same time, et.c.
Not sure why, but the application shuts down after a few seconds, if I'm fast I can get through the menus and play it for a bit.
Pretty high difficulty from the start, I think the high gravity pull on that jump made it a bit hard for me, I though it controlled really well otherwise.
On some objects, like the birds, it's really hard to tell that you're losing time when touching them.
Good graphics and fun music.
Love the concept, it has a nice style to it.
Even though I can't rate you for audio, I felt the music complemented the rest pretty well.
I do feel it's lacking a bit in the gameplay department, sometimes you get to interact with the object, like feeding the fire, and in others you don't. Maybe it could be more interactive in the scenes.
25 points was my best.
Lovely, nice play on lighting, and the sounds gave it a very nice atmosphere.
At first I thought the walls were killing me, and then both the walls and some stuff along the walls, it wasn't until the third level I realized that I could touch the walls.
Also, since you wondered about my entry, I made the graphics by hand in MMF2, without reference.
Cool idea for the mechanics. Slightly frustrating at times, but overall good job.
Interesting, seemed kind of random if you win or not, just have to pick the right direction. Nice graphics.
Nice retro feel, seems like a solid old school RPG, with a twist.
Some kind of familiarity with the scene before shooting would've been nice. Loved the idea, and it seemed to work well.
Dang, a pretty solid RTS you've got here.
I liked the little remarks at the end of dialogs about DRM. Graphics, sound and music was quite good.
I'm not sure about the gameplay, and how you'd extend it, right now it seems like you're in for your inevitable end, as you can't rebuild anything, and moving the turret is just slow enough that you'll end up losing a unit if you're too far away.
Overall, very nice.
Pretty decent turn-based gameplay, don't know about clicking multiple times to shoot though, I would've preferred an attack move or two, per turn.
Also, sound of the 80s is a kicking song!
Nice work, throwing the ball upwards was a bit awkward, I got stuck on the last level for a bit. Other than that, nicely done.
Quite an enjoyable little puzzle game you got here. It can be kinda hard to tell what's going on in the level at times, but overall very nicely done.
Lovely sounds, and a pretty nice puzzler.
Technically you've got everything down pretty well. A pretty nice dungeon crawler.
Nice style, jumping is a bit awkward.
Quite nice and challenging dungeon crawler.
Quite enjoyable, if repetitive. Quite enjoyed the music and the quirky little green people.
Loved the mood and the story unfolding.
Didn't expect that, the dream was nice, the dialogue with the redhead lady was waaaay slow though.
That was pretty surreal alright, I dig the style, and the ambient sound/music and the pitched down voice. Pretty cool.
If I had to critique something I guess it's that some deaths are really straight-forward while others are not apparent at all, very black and white in that sense.
Graphics are great, I especially dug the little flying ghost, the audio fits well, good job.
The switch up on the level with the music is really cool.
Quite hard with the mechanics to get used to in such a condensed time frame. The ripple mechanic is a pretty good use of the theme.
Looks and sounds great, good job!
736.8s
I gave up waiting for the inevitable, I started to get bored around ~300s, not my type of game I guess.
I felt the graphics and sounds were pretty good, the splash sounds and gurgling when reaching above the wave was a nice touch. There seemed to be a constant underwater sound, maybe you should have activated that and toned down the other sounds when going under.
One thing I thought about when watching this on streams, was that it was hard (for me at least) to tell if the wave or the screen was moving, the gradient background gives some clue to that but maybe some horizon would have made it more clear.
A couple of things, it feels weird to use LMB to shoot when it doesn't control the direction you're shooting, and the sound for the explosions can get a bit overbearing, almost like there's a constant noise.
Pretty decent shmup though, good job. Also I love Resogun.
Very cool, glad I didn't miss out on this. The mechanics are great, shame there's no sound.
Looks alright and I like the movement of the player.
It's kinda hard to tell what you have to avoid at times. And like Kar said, it starts to struggle after a little while, some serious frame rate drop.
I like the look. It's a slow moving game, like others have said, a dialogue speed up or skip would've been nice. Overall a pretty good puzzle game, good job.
Would've been nice with some kind of depth meter to show how far down you've gone. I also had a slight issue the first time I played where I overshot a cavern just enough so I could get out of the craft, but not in again.
Controls nicely, looks decent, the change in sound when opening the door was a nice touch.
Once the carriage started moving it got a little harder to keep up, I ended up cornered by a couple of spiders and got pushed off the screen.
Looks good and controls decently.
Loved the design, the music fit really well with the whole theme. I especially enjoyed the player character and his animation, felt really nice to just run around.
That was really short. Like you said, some core mechanics are there. Going from the side-view to a top-down labyrinth seemed a bit out of place.
Cute graphics.
Clean and nice graphics, also a nice twist on the snake style gameplay. Overall a pretty solid game, nice work!
The controls where superb, the dash, kickback when shooting, everything felt really responsive (played the windows version with 360-controller). I sure wish I knew how to do stuff like that :p
@nicolashognon, yup I made the music with FL Studio.
The graphics are probably the most impressive, with the colors as you get close to stuff, seeing enemies through the level geometry etc.
Controls were good, gameplay was alright though not very engaging.
Throwing bombs further when moving is a nice touch, dodging all the enemies while throwing bombs is quite difficult, I got hammered by shots, which would've been alright if I could take more of a beating.
Looks really nice, not entirely sure what the goal is.
If you put down bombs as fast as possible, you can consistently dig yourself into a hole.
Decent puzzle game, making a mistake and turning all the blocks black can make it quite tricky, and panicky.
The camera flipping back and forth when turning was a bit disorienting. Some more varying level geometry would've been nice, and perhaps the bad guys could have collided with the blocks as well.
Gun feels nice, the controls are good.
I used to love Hero on my C64. Nice homage.
That was some twist at the end! The narration was a nice touch, felt like an homage to Stanley Parable.
Good work, and congrats on your first submitted LD!
Looks great, the gameplay could use some work. It's pretty much inevitable that you'll hit lights at some point, and I ended up frenetically flipping back and forth a few times to get into position.
Pretty nice, I wish I could shoot in one direction and move in another though, and maybe have some kind of debris flying when hitting stuff and... well. Hehe, good job though :)
Fun idea, talking to people didn't seem to do much, they went on their merry way. Unless I chose the kill option, of course.
Kind of annoying to have the dialogue pop up as soon as someone gets near, you can't really mind your own business and just see where people go, an interact button would've been preferable I think.
Graphics are fine, so is the sound.
Also thanks for the WebGL tip on my project, I did export a version for that ;)
Wasn't expecting to be able to move the dude with my mouse so freely, made it easier in the beginning, but it sure ramped up fast. Nice work.
Took me a little while to figure out what OP meant. Also it seemed like the minions only pushed the boss around.
Always fun to have a bunch of minions in your command, nice work.
That was pretty short and simple, nice graphics. The music was good too.
It's very dark, which I assume is intentional. The first time I played I was able to shoot, but on consecutive plays all I do is find the cave explorer and the red guy guarding it kills me because I can't see where I'm going.
Looks nice, controls are good.
Yay I made it! That mermaid looks so funny, especially when bashing. And the music, doesn't really fit, even though it does, in a weird way, gives it a completely different tone.
I beat the game by mashing the bash button, and I think you should have triggered the jump sound only when actually jumping, now it was a constant bloop noise in my headphones :)
I pushed the screen.
A pretty decent puzzle game with nice graphics, the audio fit pretty well too.
Good fun, I tried practice and then the online. Maybe I played you?
A couple of things, it was hard, especially in the beginning, to tell apart the units, but after a couple of minutes that wasn't a major issue.
Also in online there didn't seem to be an end state? When all the resources were gone nothing seemed to happen.
Other than that, a very nice concept, and fun to play against an opponent. Gets more frantic towards the end with all the mines and trying to get first to a resource :)
Ah, so I was playing you, then you noticed the same thing as I did :) Good game though!
"Yeeeah." Pretty alright all around, nothing too fancy. Nice effort.
Pretty decent for the time you put in. Kinda hard to get the right drop when you move that fast.
Simple but pretty fun, especially when maxing out the number of bots :)
It seemed dark at first, but then I realized you saw the items at a good distance with the light, just that the little glowy things were the first I saw and they were barely visible compared to the rest.
I guess that's what makes the challenge in the core gameplay loop, which is quite minimalistic otherwise.
Controls were fine, looks and sounds decent.
Although I read your comment about standing in the last puddle I didn't think it'd be the one I accidentally fell into. I tried hammering on the up key ;) I was in for a surprise though.
The swarm of fishes was quite challenging.
Interesting idea, and creepy. That guy after the hands is tough, didn't manage to beat him, if it's possible.
Really hard, the physics are nice thanks to box2d, but the momentum of the ball and paddle can get really out of hand easily. I did see clock at the end but never reached it.
Yeah, a very minimal game, good luck with your state machine.
I got to the part where you have to rocket jump up two narrowing walls with black walls on the sides, then I gave up. It's really difficult, and I could never quite get the hang of the rocket jump, at times it worked fine, but other times I had more success just spamming it.
Other than that it seemed to control well, the jump button wouldn't work at times though.
It looks good, nice complementary colors, loved the clean looking font.
You sure slide for a while before coming to a stop.
Some clever puzzle design to complement the main mechanic of controlling two characters, graphics are cute.
Those spiders where pretty rough. The cast shadows looked nice and smooth. Nice job.
Love the overall tone set by the graphics and music. I assume the goal was to get the white bar as high as possible, not super clear, IMO.
I think it would've been good if the head of the paper was draggable, with a lot of text there wasn't a lot of margin for dragging the paper sometimes.
Graphics are top notch, and so are the sound effects, fits really well.
Quite a few times I wasn't sure why I blew up.
Also, that intro looked really professional!
Well done!
Quite hard, but a nice idea for a puzzle game. To further enhance the puzzle part of it, maybe the little squares could've had some direction indicators, and step slower at the beginning, like once per second, and ramp it up, making it more thinking and less mechanics based at the start until you get used to it.
Looks good, nice use of colors to focus on the important parts.
Very cool concept, I reached some stairs and got kicked to the menu so I guess (hope) I made it?
Using that visual cue for echolocation was pretty cool. I feel like it's in the same vain as the horror games that use the temporary flash of a camera to see things. Lots of potential for jump scares ;)
The audio also added a lot for the atmosphere!
I'm so used to the Puzzle & Dragons type play now that I wish I could move the blocks vertically and not just horizontally.
Looks great, the spells are a nice touch.
I feel like each resource type should have it's own use. And you could've made it clearer that you had to stockpile resources before using them.
Looks decent and controls well. Good job.
Pretty decent little city builder! The monsters from the forest are a nice addition.
Very cool, the drift was almost essential, gets a bit tricky with the moving disturbances.
Great audio, really fit well and added a lot.
Can't really think of anything to critique, the main issue I had in the beginning was finding the extraction point, until I noticed that it panned from the extraction point at the beginning of the levels.
That was fun, a nice assortment of rooms and jobs to work with. The only nitpick I have at this time is that I placed rooms where I didn't intend to a couple of times.
Very nice work!
Love the feel of the skating, looks really nice too. Nicely done!
Without the whole mars/venus backstory, this would be a completely different thing, pretty hilarious.
Ultimately I feel like I don't really care about the population bars, and try focusing on spraying of flinging.
Shooting babies are still a bit..off? Otherwise it's fine.
Has a very nice look to it, though I feel the background pops too much, making it hard to make out bullets, power-ups etc.
Had to brush up on my regexp, my best was 1024.
When the words start piling up the mouse picking gets a bit wonky.
The first couple of levels makes it pretty evident how it works. Overall pretty well done.
I kept dying, nice graphics and music.
Nice music and animation, controls felt nice.
@DrCicero, I added a note about that in the description, it seems I have a habit of creating games that are way too hard for newcomers...
Pretty humorous, I felt the jumping wasn't responding sometimes. But overall a very nice game.
Took me a bit, but I eventually got the horrible/good person endings :)
Nice, the story is pretty good and well written.
I did notice a couple of small things
conveyer belt
one itsy bitsy questions
Cute story and characters, was almost expecting a sad ending.
Very interesting concept.
Interesting, haven't quite seen something like this. Nice job.
Funny disguise :)
Just as tedious and addictive as harvest moon. Passing on experience to the next generation was a nice touch. Well done.
Crafted a fridge, rubber, hammer, hear, mostly by accident. I just started throwing stuff in the air, like I did not care..! Really enjoyed the feel of it, that was fun!
It did bug out after I tried sending my 4th or 5th item, it got stuck in my hand and I couldn't pick anything else up.
All the messages got a bit overwhelming at first. I really liked the feel of the jump.
Nice job. Once you get the order of things down, it's pretty easy.
Beat it first try, didn't get stuck on anything. Pretty good overall. The only things I'd nitpick on is scrolling the view for the dialog, and perspective was all over the place ;)
Funny little time waster, I enjoyed the sounds and overall humor.
Looks alright, the slanted view is a nice touch.
"Use your mouse", took me a while to figure out you had to click and drag the mouse, I tried everything else.
Looks cool, could be a good phone dungeon crawler maybe.
My only suggestion would be to put levels with new mechanics before you can mess them up, what I'm referring to specifically is level 6 should have been ahead of 3. IMO.
Otherwise a pretty decent puzzler.
Looks nice, manual moving and shooting would've made it more fun I think.
I thought it was for each half of a window at first, since the balls appeared there. Worked fine for the first two ;) Then I realized it didn't matter. I nice take on the old memory game. Another thing you could do is have colored symbols as decorations and make the 3d models match the symbols, etc.
Pretty fun, I totally did your pro tip and swung the arms around. A couple more moves would've added to the fighting :)
Also the text are just blocks for me, and this, I don't know if it's intentional: http://i.imgur.com/DaGLnF4.png
Pretty fun, the only thing I didn't quite like was getting random pieces / new level when you failed, because you have to do too much trial and error since you don't really have a sense of how the pieces will affect the speed and trajectory of the ball.
Everything is pretty good, simple but fun gameplay, looks good, sounds alright.
Feels nice, the movement and graphics reminded me of Cave Story.
Game over you win! A pretty decent take on the bejeweled style gameplay, spleen and stomach adds some flavor to the gameplay as well.
Those were some fierce looking snowmen, and the music fit really well to set the tone. Nice job.
Solid controls. The style obscures the platforming a bit too much for my liking.
At some point I felt like upgrading the solar cells didn't do anything. Looks and sounds very nice. Well done.
If I had made this I would've made the movement slightly faster and the bullets more damaging, you don't really have time to move out of the way or blast enough enemies. That does however make the portal more of a necessity, which is a nice addition.
Pretty funny, has an interesting look to it.
I forgot a couple of times what the guest wanted, which was the main reason for them leaving, I think.
I had a guest move out of place and I gave the item to him at his old position after I reached it.
I don't know why but I was expecting a different dispenser for soda, I got the first one after clicking on the vacuum cleaner, took me a while to realize you could click multiple times on the fridge.
Bloody mess indeed. I feel like more discernible shapes would have helped this a bit, it starts to clutter and blend after a while. The shooting and movement feels pretty good, especially at the beginning, it starts to drop when more and more stuff gets added.
Diagonal movement feels like it should kick in a little sooner. And that damned ice block, I assume you can't break it. Otherwise a pretty decent entry.
Interesting idea, silly and kinda fun. At first I had no idea what or who i was controlling, and I nearly blew up my character due to the slow acceleration a couple of times :)
Wow, such prepare. Much controls. Breaking of sounds many wow.
Nice little shooter.
That was moving really fast from the get go. They come so fast that you might as well hammer a/d without much thinking.
That got pretty gruesome. Looks pretty nice and the sound effects gave it a good atmosphere.
The progression could have used some work, it's way to easy to miss that one thing you need to check after checking everything else to trigger the next event. I missed to check the bed at first and thought I got stuck.
Also diagonal movement would've made it feel a bit smoother I think.
Rotating screen is an interesting mechanic, but for me it's probably more disorienting than anything.
Graphics, music and sounds are all really good. My one pet-peeve is that you can't move while swinging the axe.
Pretty nice graphics, though it was really hard to tell apart the dudes on your side from the other side due to the dark colors and similar shapes.
Doesn't work, as Wusakko said, the data folder is missing.
Tried it by myself, which probably isn't as much fun :)
Nice art, doesn't seem like there's an end state. Arrows should probably clip to screen edge so you have a better idea where you are if you're off screen.
Overall the player speed was way too slow for my taste, you can't really get away even if you notice something moving your way, especially the red ball which was hammering me without me being able to do anything.
I really enjoyed the graphics, the flair when something bumps into you and the slow motion when you get close to a ball was really cool.
Good job on finishing a game.
The controls felt a bit sluggish, even though I don't personally like that as much as snappy controls it worked for this, since it wasn't that hard to get where you needed to.
Controls could have used some work, adding some velocity and slide to the planes.
Enemy planes being able to move backwards after flying past you is totally cheating btw ! :)
Frame rate is like 5 or something for me. Nice music.
And yeah, that sound when clicking play made me thing the thing crashed.
Funny having to download a swf to play ;)
After dying the second time the screen went up and down, not sure what was going on there.
I found it a bit too easy to get yourself into a pickle, having to restart a level. Looks cute.
Felt really good to play, the flippers and the ball had a nice weight to them. The sounds are pleasant, overall a pretty cool little pinball game.
I particularly liked the level design, you seem to have embraced the Souls thinking of see where you can get to later, and open shortcuts etc, atleast it felt that way.
Pretty fun destroying things, you shouldn't have made it possible to fall off the map though :)
I didn't notice the horde of soldiers until it was too late, pretty decent entry though.
Crashed the first time I tried playing, dudes got stuck in walls.
I never quite figures out what C and V did.
You might want to make your game less cumbersome to run next time :)
Took me a couple op minutes, but then I tried adding the numbers, and I got to the green room. That was pretty decent.
That was funny, the music certainly set a certain mood.
Looks pretty nice. A tip: next time check horizontal and vertical movement independent of each other.
I got past the first level, but I have no idéa what I'm supposed to be doing.
That was weird.
Interesting concept, wish it was more developed.
Interesting take on controlling a character.
Controls are really weird, and I guess I'm not supposed to shoot people, since it ends as soon as I do that.
Great mechanics, and good use of them. The ramp in difficulty was a bit much for me, but hey. Well done.
Had to read your comment to figure out what was going on. Pretty solid little RTS.
Love the feel, the pieces moving around, the wave, everything feels very smooth.
Some more varied visual feedback based on combos and stuff would be nice.
Moving stuff without making a match should perhaps have consequences.
This is some GML magic right here. Especially for a compo entry. Love the visuals, nice sound effects too.
Silly and pretty funny.
Some nice twists to the puzzles, not what I was expecting, and it didn't ramp up too fast. Nice music too. The only minor nitpick I would have is the input buffering, but other than that, what's there is well done.
Controls felt good, enjoyed the music build up. I kept losing the beat when waiting for pieces to pass through, maybe there was a way to keep going without pause.
Fun mechanics, audio and graphics are suitable.
Wonderful coherent style. Music, sound and the visuals work well together.
It feels polished, nice use of all the feedback mechanisms, things blowing up, making noise etc.
There are things that could be improved for the gameplay, "harder" probably shouldn't mean a barrage of bullets, in your case. What makes a good shmup IMO, is either predictable or dodgable bullet patterns, so if there's a barrage, there should be a way out. At first I didn't get the reconfigure thing, but it seems to be based on a timer, maybe that could've been a more interactive element.
I find it harder to see possible moves, but it's an interesting take on a match game.
The gameplay gimmick seems to work pretty well. But drawing the same shape over and over isn't very fun.
The graphics are well done.
Quite enjoyable. Nice graphics and audio. The text could've been a little easier on the eyes though, my only problem.
Hah, making me work after work. I didn't stick with it until the end, but it was well executed.
I stopped at a 100, there didn't seem to be and end in sight, and I about that time realized it didn't matter what part of the wall I went through, I always got a point.
I mainly noticed things about the level design, so here's my thoughts on that
1) There's no ramp-up, you could have started with a couple of shapes to get the player used to the idea, space the walls further apart in the beginning etc.
2) The current camera shift places the walls too close together, making it hard to see what's coming up.
3) There's no way to make it from far end to far end right now.
Took me a bit to figure out what was going on. It's way too hard, after the first couple of pieces I get things flying out that requires me to orbit too fast to collide and switch controllably, IMO.
Well that was sad, but very well made.
It kind of lacks the aim/skill element of other similar games, right now you're just kinda flinging cats as fast as you can, I guess that's also the reason you made the aliens take 3-4 hits.
Seems like a fun little game. It keeps bugging out for me though. Either I get stuck moving left, or the jump stops responding, it seems to happen when I try to use an on something, like a burner or the table.
s/use an on/use an item on
I a word above.
@lonesurvivor
Yeah I did play the web version, and I also knew about the possibility of losing focus, as you had pointed that out previously. However, I'm not sure that's the issue, the last time I tried pressing the same movement key as suggested, but nothing, clicking stuff and getting "not close enough" and dragging stuff in the inventory still worked.
Well that took a weird turn, I liked it, nice graphics.
A couple of things that stuck out to me, the jump felt stiff, though it didn't really matter for this game. Removing a block behind a waterfall as a trap/part of a puzzle when you've taught the player he can usually just move right over seems like a bad design decision, but maybe that's just me.
This is not what I expected from something with the name "Knocker upper"...
I'm all for that deco'ish trapping, bummer the buildings were so square. Solid presentation, it's just, kinda boring to play.
Very nice graphics.
Didn't fully understand what was going on until I read the help, the big shiny buttons made me assume I played the game using them. Also I think X/C on the help screen have been switched.
Pretty decent platformer.
I think it would have been better if you had followed the control conventions of similar games, I'm mainly thinking of Cave Story here. I.e. arrows to move, ZX etc to shoot/jump. I know you probably made it WASD because of the mouse aiming.
Right now I feel the movement takes a back seat because of the aiming, feels counter-intuitive. Maybe it's just me and what I'm used to :)
Played it solo. ¯\_(ツ)_/¯
Interesting idea, pinball-ish, I feel variable shoot velocity could've made it feel much better though. And maybe some more varied terrain.
Mechanically it seems fine, except the camera, could use some click+drag or similar :)
It was pretty confusing for me, it lacks feedback in a lot of areas, like why you win/lose against a cop, what a turn actually is. At first I was clicking on a thief and a tile back and forth because I wasn't sure what made him move.
Tanks and bazookas are ancient? What year does this game take place ;)
Overall pretty decent, the core gameplay is solid. What I feel could be added is more feedback mechanisms, like sounds, animations, particle effects etc, which I know you leave out in the interest of time.
Pretty decent text adventure.
However, you're supposed to make the assets for a compo entry yourself.
Nevermind, I guess it's a jam entry, even though it says compo..?
Not an easy game, for sure. Also, I pressed escape during gameplay and ended up in an inactive settings menu, had to Alt+F4 to get out.
I don't know how I feel about screen shake for shooting, I supposed it's meant the give it a little kickback, but that should probably be applied the the character itself, not the whole screen, I personally usually save that for explosions, impacts and such. Maybe if you had toned it down a bit.
Not bad for your (first?) unity platformer, I don't have much to add to what's been said.
If you want that high movement speed, you could have added acceleration, so when you press A for instance, you add -x acceleration to velocity x until it reaches max. And you can multiply velocity by friction in the update loop if you want to make him stop slower/faster.
That had a pretty steep curve for something so simple, but I finally managed to kill a beetle.
This could've been more accessible with some tweaks to how the build mode works, maybe have it always active and just press a key to place/pick up a block where you are facing, removing the arrow or WASD keys all together. More keys, more confusion :)
Flying feels a bit weird, doesn't quite rotate the way I expect it to, there's some kind of bounce back going on, is it rotating around the camera rather than the plane..? Either way, shame you didn't get more done on this.
Can't really find much if anything to critique, it feels really solid already, easy to get into, good graphics, sounds and music. Nice job.
Nice style, the input works well, it's quick and snappy. I would've liked some more feedback on the obstacles, feel a bit like trial and error right now.
Played it by myself :shrug: car movement seems fine, works ok with the turn based approach, I just wish there was some slide to the collision, the cars get stuck even though they seem to be parallel to the wall.
Didn't really get a sense for the "path" of the enemies, if there is one. I also think that a more linear turn velocity would've helped, the car feels sluggish. Didn't really mind the graphics, it's clear enough what's what.
Not sure how I feel about using S & M as input, could've picked keys that are closer together. The rhythm feels nice, it seemed to be on beat and had good response. :ok_hand:
Doesn't really feel like I'm playing chess, more going up to pieces and stepping through dialogue choices :thinking:
I just jumped in before reading anything and was thoroughly confused :smile: It's an interesting idea, looks nice. I feel the icons aren't very intuitive and takes a bit to get used to.
Fun premise, keep losing before I make the first sandwich, not sure how to finish that before the time runs out, tried stealing and leaving one :thinking:
Yeah it's a bit off beat for me, hard to keep tabs on playing black jack while keeping rhythm :smile: Interesting idea.
Tried a few times, but nothing really happens after you've played the guitar? :thinking: It also seemed to be behind the beat slightly. I like the world you've built up, and the music is nice.
I thought you had to repair sections of the fence, but it seems like it's the whole thing, I also wish there was some way to drop items, since if you fill your bag with food for example, your out of luck getting more parts et.c. :thinking:
Basic gameplay seems fine, the sway on the bullets seem too much for the slow type of gun you have. And removing card slots when getting hit feels like making the game hard for the sake of making it hard.
Link doesn't work? Couldn't find it on your profile page either. :confused:
Cute, So am I battling as a reward for learning or the other way around :thinking: Would've been cool if the learning was more integrated with the gameplay, like piecing together a puzzle while defeating enemies, for example.
:octopus: atmosphere is pretty good, the gameplay lacks feedback when something gets shot et.c, also I think it would've helped to be able to aim when shooting.
Took me a bit to figure out that the structures gave the pope abilities, I guess that was hinted to in the name :wink: Jumping is very floaty and feels a bit awkward, could've used some feedback when destroying enemies to make it feel more rewarding. Looks very nice though.
Some better feedback would've been nice, I don't know why I get game over, and maybe some hint where things are happening, it's hard to react to ghosts if you don't notice them :thinking: Nice graphics.
I didn't have anyone to play with, but either way. I like the base mechanics, not usually a huge fan of floaty jumps, but since the characters can run across walls and ceilings you can get around pretty well, feels good. The little bit of juice when hitting a character and flipping the gravity were nice touches. :thumbsup:
I don't think it's working? Throwing some errors for me.
error.PNG
Cute. The graphics are VERY vivid, hard to make out what's what at first. An "enemy" taking a hit could've used some feedback, also some kind of UI to show the options you have when grooming/upgrading.
Interesting, don't think I've played anything quite like this :thinking: A preview of your move might've been a preferred addition, but maybe that was intentional, figuring it out could be part of the fun. Some more interesting moves and polish, with levels to go with and this could be a pretty cool game.