Mobius Dungeon by nesis 2014-12-10T09:11:00
that is a cool idea and nicely realized too, well done.
Foon → Ludum Dare Explorer → Users → Lintfordpickle
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Collector | compo | 2.66 | 2.50 | 3.00 | 2.16 | 3.50 | 2.00 | 1.66 | 1.50 | |||
| 2025 | 57 | Depths | Fill The Coffers | compo | 3.61 | 3.61 | 3.66 | 4.00 | 4.00 | 3.44 | 3.22 | 3.56 | |||
| 2024 | 55 | Summoning | Hoomans vs. Deemons | jam | 3.37 | 3.50 | 2.56 | 3.00 | 4.00 | 2.64 | 2.75 | ||||
| 2023 | 52 | Harvest | Harvester 008 | jam | 316 | 3.61 | 3.40 | 3.59 | 3.93 | 4.00 | 2.27 | 2.20 | 3.31 | ||
| 2022 | 50 | Delay the inevitable | End of the World Pinball | jam | 567 | 3.60 | 3.50 | 2.64 | 3.11 | 4.18 | 2.82 | 3.33 | |||
| 2021 | 49 | Unstable | Strontium Submergence | jam | 441 | 3.73 | 3.71 | 3.19 | 3.04 | 4.21 | 3.73 | 2.73 | 3.38 | ||
| 2021 | 48 | Deeper and deeper | Dwarf Dig Deep | compo | 394 | 3.52 | 3.34 | 2.73 | 3.97 | 4.07 | 2.92 | 2.53 | 2.91 | ||
| 2020 | 47 | Stuck in a loop | Train Wars | jam | 686 | 3.57 | 3.25 | 3.95 | 4.05 | 3.52 | 2.80 | 3.05 | |||
| 2020 | 46 | Keep it alive | Timmy Telekinesis | jam | 1405 | 3.41 | 3.43 | 3.30 | 2.95 | 3.54 | 3.19 | 3.23 | |||
| 2018 | 43 | Sacrifices must be made | The Spread | compo | |||||||||||
| 2018 | 42 | Running out of space | The Dome | compo | 589 | 2.97 | 2.78 | 2.50 | 2.38 | 3.40 | 2.35 | 2.73 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | They Love it When She Sings | compo | 3.25 | 3.00 | 3.37 | 3.18 | 3.06 | 3.16 | 3.31 | ||||
| 2017 | 40 | The more you have, the worse it is | Tachyon-R | compo | 3.00 | 3.25 | 2.50 | 2.50 | 3.00 | 3.00 | 3.50 | ||||
| 2017 | 38 | A Small World | Nuclear Drone | compo | |||||||||||
| 2016 | 37 | One room | Tank Commander LD | jam | 495 | 3.27 | 30 | ||||||||
| 2015 | 33 | You are the Monster | Melda: The misunderstood | compo | 690 | 2.88 | 2.94 | 2.12 | 3.00 | 3.29 | 2.25 | 2.53 | 30 | ||
| 2015 | 32 | An Unconventional Weapon | Selfie Stick Heroine | compo | 912 | 2.75 | 2.93 | 2.21 | 2.68 | 3.08 | 2.96 | 2.78 | 52 | ||
| 2014 | 31 | Entire Game on One Screen | BushCraft | compo | 799 | 2.96 | 2.89 | 2.70 | 3.44 | 3.36 | 2.80 | 45 |
that is a cool idea and nicely realized too, well done.
Wow, really nicely done! It took the first play through to realize how to keep the boss happy but I thought this was unique and pretty fun game
I will upload a mac version tonight after work (assuming just the jar file will do) ...
Great idea and was fun to play!
Really enjoyed it. There were however a few issues with the collisions not registering; and then other times it would hit even when it looked like I missed.
The graphics are very nice!
well done, it was fun
I enjoyed it once I figured out what to do. I particularly enjoyed the platforming and the graphics are good and clean. My only criticism would be some instructions in-game (especially identifying the characters)
@ranmaru90, I'd be very surprised if the Japanese did make sense :) I took two random characters(words?) in the hope it wouldn't make sense so I don't offend anyone ..
@ranmaru90, thanks for the translation :)
About the program, the only thing I can think to suggest is to check your Java version. The game will need 1.7 or higher.
You can check from the command prompt (cmd.exe) by typing : Java -version
If the command doesn't work, then you'll likely need to install a JRE.
@Kazura, Hi, thanks for giving it a try.
If you tried one of the jars, did it leave a crash message?
Loved the graphics and overall atmosphere in this game. I thing the only small thing I would change is the need to click the mouse to restart, but that is very minor. This entry is great, well done!
Thanks for the comments so far.
The values assigned to the enemies like bullet speed are slightly randomised, so some runs through the level will be easier than others.
@AnaglyphCoding: Doh! and I was consciously thinking about the grammar for a single kill on the end of the last day and I forgot to fix it, such a simple thing as well :)
Wow, I really loved the concept of moving the items with two people - seems like an obvious concept, but I don't think it have every done it before. The game was a little more difficult than I expected (not a bad thing!)
Sorry about that, I'm having trouble exporting the project with Linux natives, so its missing lwjgl.so and a bunch of other linux specific libraries. When I get it working, I'll upload a link
I have provided a version for windows with a bundled JRE in case it helps someone
Really enjoyed it, it took a little long to get started (during which time I was wondering if it would be worth the wait). it sure was though :) - the leaderboards were a good idea too
Really cool idea with neat puzzles and good graphics.
@wekaj opps - I forgot to 'publish' the page on itch.io. All done now, thanks for the heads up
@deaymon You need Java JRE to be installed on your computer first. I'll make another version with the JRE bundled as well in case you don't have it ..
@pnghasemi @endurion @darylsteak Really sorry about that, but I cannot seem to reproduce it.
and yes, LD42.jar is the correct file.
Could you please let me know which java version you have installed (my game needs Java 1.8 (Java 8) minimum). You can check this by type "Java -version" on the command prompt.
Alternatively, if you have time, if you start the game from the command line using "LD42.jar debug=info", you should get a log file in the same directory. Could you please let me know what/where the actual exception is?
Thanks a lot
A huge thanks for all your replies. I could also reproduce the problem on my laptop. I think I messed up the compiling. I'll have a look when I get home and fix it Good luck with your submissions!! :)
I messed up the compilation process, using a JDK 10 compiler. I have since fixed the issue and it should work now. Thanks a lot to @pnghasemi @endurion @darylsteak for the helpful messages.
wow, that looked great and was pretty funny. It is also so far one of the more unique entries, so well done on that! I also agree with the previous commenter that it would be good to see which equipment you had already finished.
Really nice balance in the game. The rate of progression of the smoke and the spawn rate of the crystals seems just about right to be challenging and the game **didn't** start off too slow. Did you use any engines or libraries for the game? It isn't too often that I see a game in c++. Well done!
really enjoyed playing that. Also, I would recommend hiding the mouse pointer in full screen mode.
that was pretty fun, if a little hard. It took me a while to figure out how the physics works (especially not being able to counteract the velocity with your S.P.A.C.E jetpack.
well done one this entry, it really was fun to play, and I like the overall tone set by the music/sound and graphics.
@crashape ah thanks for the feedback. I'll have a look at it tomorrow (still haven't properly caught up on sleep).
Edit - just uploaded a fix for the end screen. I wasn't counting the positions correctly ^^
@pilarius doh, thanks a lot - I had no idea :) It's done now
Hi @juice-lizard, I've been trying to make a version for the mac, but unfortunately I'm having a hard time getting the shaders in the game to compile :(
I've added it to my todo list for my LD framework, but it will not be in time for LD46, sorry :(
@willoxs I agree with all your points. The respawning of the enemy cars is particulary bad, it was purely done because I was running out of time :)
You are totally correct about the telekinesis power being too powerful - again I simply ran out of time for balancing so ered on the side of making the game too easy.
Thanks for the review
@andidebob yes, the computer is a cheater! :(
@drury thanks for the comment, I think we are of like mind when it comes to LD. I typically try games which I wouldn't normally have a chance to work on. You are totally correct about the balancing, there were during during the jam where the car handling felt great, but then I'd be working on some other component and all of a sudden everything would be out of whack.
But as you said, as long as you have fun doing it
oh I really enjoyed this game. Everything was great and nicely done for a compo entry. I think my only criticism is that, I think a mouse click to shoot would have been much more intuitive. The current controls for aiming (with the arrow keys) was a little too difficult.
In the end, I think I destroyed more of the city than the aliens...
I like the concept and found the UI and graphics very clean and pleasant. There were a few places where on screen help would have been appreciated (for example, to explain why the tiles seem to rotate sometimes), and I couldn't find a quit button.
Even if you don't want to be rated for sound, I think some stock background 'calm' music would really help improve the game further.
Wow - really enjoyed this entry. I think the old-fashion 'tank' controls might have suited it better - but good work!
I enjoyed the game - the graphics and sound were pleasant too. I'm not sure however, is the goal to collect all the pollen on the level? I'm just going to list a few things I think were perhaps missing: * there was no velocity on the flying, so letting go of the controls stopped the bee instantaneously. * you can fly up through platforms (I actually used this, but guess it was not intentional) * I keep forgetting which direction to go to get back to the home flower * it wasn't always clear how long until the flower dies - the game surprised me with game-over a few times when I thought I was doing fine.
A nice entry!
wow what a great entry - so clean and crisp, with challenging puzzles. Really well done.
a nice concept and unique concept, although I found it difficult to get into at first. Well done
Well done, a solid little game with a nice mechanic. The balancing was just about right that it was not too difficult at first, but then sooner or later the downfall was inevitable.
This game stressed me out playing it though lol :(
I enjoyed this entry and thought it fit the theme very well. Very solid and nice balanced!
Well done for your first entry, I really enjoyed it. I also noticed that your game doesn't have a thumbnail defined (so there is no icon on the LDJam.com main page) - you should really add a screenshot ..
i quite enjoyed the game - although it took me a while to figure out what was happening on the screen :D
well done, a solid entry. I loved the opening intro. Keeping into the color changing was a little finicky at first, but once I got used to it I seemed to improve quite well, which felt god.
I too am getting a 404 on the download ..
@findoff thanks for the heads up - the page was still in draft mode and not public ^^
@dablob yeah, I need to have a word with the play-testing department :D
but you are right, I ran out of time before properly testing the game, and I just set the timer arbitrarily to 5 minutes.
@argon I totally agree. Even early on the first day I realized that the signals were crazy confusing (that was before I put the green arrows in). It definitely still needs work on the visual cues
@digital-bacon glad you liked it. The editor was necessary because after I created the rail-network (a directed graph) I realized I had no way to create the tracks - doh!
I still need to write up the instructions for how to use the editor as I have almost all the keys on the keyboard mapped to some function.
@staircase27a thanks for trying the game and for the feedback. Could you please let me know what was the issue running the .exe?
If you still have the game folder on your computer, there should be a debug.log file next to the exe file, could you let me know if there was an error message in the log? Thanks
Very impressive. Well done with the graphics and sound effects - I too got a very 'portally' vibe (which is a good thing)
I liked the art style and voice acting. It's a shame there isn't more to the tech demo though, and the game description reads pretty cool. I too would like to see a bigger version on day
A really solid entry, everything seems very polished. Cool graphics, enjoyable music and the bridge puzzle mechanic was nice introduced through the gameplay.
The only thhing I had a small issue with was the keyboard controls - but I imagine the game would be perfecetly suited to gamepads.
wow - really impressive! The game looks great, the audio sounds nice, the whole experience was smooth and simple. A really solid effort for this Jam - nicely done
Overall I really enjoyed it and it stuck nicely to the theme.
As others have mentioned, the controls are perhaps a little floaty with the keyboard, and despite what honey said, I couldn't get the mouse to control the dot (?). The puzzles were definitely the strongest element of the game, and they definitely helped carry the game.
It was very satisfying to see the progress of the past versions of myself pushing buttons and traversing the long corridors, for some reason it reminded me of Factorio.
As it's generally the negative criticism which is most helpful in these game jams, I would just add that I think the graphics were perhaps the weakest part of the game
I seriously enjoyed this entry - its the little things like looking out the window and the quotes at the end of the level which made the atmosphere.
"There were puddles all over" lol
The concept was definitely interesting, but I had a pretty hard time figuring out what to do. Is it possible to add new pieces to the roads, or can I only reuse the pieces already on the level? Well done on the graphics and sound though - very atmospheric!
I was actually a little sad when it ended - the more turrets I got, the more I wanted to continue. Very satisfying
At first, I wasn't sure I'd like the apparent simplicity of the game, but it is well executed and fun to play. I think the fact the aliens fall down your holes (and follow you) make the game somewhat more exciting. There were also times when I missed some plants by accident and it made me want to restart the level to get them all. Nice one
I admit I had difficulty understanding the game at first, but after dying a few times it became quite fun. The art is very well done and its impressive that you managed to add sound and music (for a compo entry). Well done
this is a really cool concept, but I did find it hard figuring out what I needed to do in each layer/level
the art style and the sound fx are really good and make for a spooky atmopshere and although I found the game a little hard, it was quite fun.
lol - overall I enjoyed the game. At first, I was thinking 'these monsters don't move, this is easy' and then one of the smokemen and a dog started moving towards me and totally freaked me out. The game is actually pretty scary. I don't know if I was doing it wrong, but standing next to the lights on the walls increases your sanity bar a little too slowly - and needing to only go to the last door to exit the game seems too easy. I think there is some balancing to do.
I liked the concept too, and the fact the level stayed the same after dying was pretty cool. I feel the gravity should have been a little stronger, and I wish there was a jump ability to avoid getting stuck in little rock wells.
A really nice game which just the right amount of challenging. I would have liked to remap the keys a little (I kep messing up trying to use the dash button) - but that is a minor nitpick. The graphics and sound were also nicely done.
A cool game and quite enjoyable. I couldn't figure out how to get the window to be a bit bigger though, and some text on the main menu was quite hard to read, but the mechanics weren't too hard to figure out. As someone else above mentioned, I feel like the game would have benefitted if the submarine's movement was a little more dynamic
As I got used to the controls I started to enjoy the game more, they felt a little too fast sometimes. The level design was clever
@emkani sorry to hear that, espeically as the engine is my own. If you have time and are motivated enough, you could add 'Params=debug=info' to the ini file in the game directory. Then it would create a debug.log file should should show the problem. It'd be great to hear why it crashes
@aleh thanks for playing. Yeah, there is a bug where the animations start to fall behind the gameplay when too many things are happening. I still haven't figured out why its happening though.
@xiyou ah sorry to mislead you. I started writing the engine when I started joing Ludum Dare (number #30 I think). I add to it everytime I join the jam or compo, and it has become my starting point. Source code is [here](https://github.com/LintfordPickle/LintfordLib)
@pauljohnprogramming thanks for the write-up, and you are pretty much correct on all points. I did initially make the enemy bullet orange to try and alleviate the visibility problem, but you are correct in that they are still hard to see -I hadn't thought to make them the 'top layer' entities. Tbh, the coolant thing is a non-feature. I originally built the game on the premise of the coolant being unstable, but I just couldn't balance the game enough to make it feel like it was working, without massively increasing the difficulty curve.
This was a surprising nice game. Cool graphics and I loved the climbing feature of the people. I think the game is a little too forgiving when dropping the blocks in that is was actually quite difficult to squish the little guys (eventually I tried to do it on purpose to test the mechanic). Very cool for a compo entry. As others have said, maybe the only real improvement would be the mouse controls (difficult to click and 'placement' of blocks would sometimes jump). I couldn't hear any sounds in the game?
*ninja edit* great to see games made with things other than unity/unreal too.
The game looks beautiful and I enjoyed the sounds. Only critique is the puzzles were a little easy.
wow - what a great game - the graphics and sound are top-notch and the gameplay was fun.
I really enjoyed playing it, and overall a solid entry. The graphics were nice, if a little simplistic (the reload looks especially cool though). There were a few things which I got confused with initially, which an updated version should address, including: how to leave the shop, rotating the blocks which shoot with you (I see only a quarter of the upgrade has a hole free) and jumping off the building doesn't kill you. A restart button would have been nice and I *think* I couldn't see the stability currency while the shop was open.
A pretty unique entry, and it goes without saying the graphics are very impressive (as is the music). well done
I like it - the game was challenging and interesting. Loved the music.
I really enjoyed this entry. I found the controls a little strange, but I got used to it farely quickly. The art is nice and gets the job done, but was maybe lacking smaller details. Overall though, a nice entry.
I loved the whole aesthetic of the game and feel it was very polished, so good job on that. Somehow though, the 'swaying' effect made me feel a little ill after a short while
It took me a little while to realize why I keep falling over :D but once I figured it out I really enjoyed the game. The graphics and sound are done very nice. The difficultly can be a little brutal though (especially starting from the beginning on the levels eacah time).
As a few others as said, I wasn't too sure how to play, so I just pretended I was playing 3d pool, and I actually enjoyed it just for that. The game ran smooth and the graphics were good. I realize it is difficult as a solo-dev, but some kind of sound/music would have really helped. A solid effort none-the-less
Straight off the bat - the music and the transition into 'You're the winner!' were both EPIC, and certainly makes this the most memorable entry I've played. I think this is the first time I've rated high on humor, as it genuinely made me laugh. At first, I couldn't really figure out if I was supposed to be killing the boss fish or trying to kill collect the little fish things - but I guess they were just there to distract from the main task (I think I got confused because of the text on the first page about using the fishing-line on anything that moves).
The voice acting is amazing! the graphics and gameplay are also nicely made. Well Done. I think the only critcisms I have are, I'm on a German keyboard and so the jump key ('Z') is not easy to press in platformers and also the jump felt a bit floaty.
Really enjoyed the game overall. It was pretty intuitive, although I did eventually get stuck. The art was nice and clean and the music was pretty sweet too.
@mrorry thanks a lot for trying out the game - you even found it before I'd written any instructions. Those are all valid criticisms that I will attempt to fix in a post-jam release (maybe for the 'extra' category) in the coming weeks. It really does need play-testing. For the programming and graphics, I have just uploaded a time-lapse of the weekend so you can see the tools/workflow that I used - it's nothing special, just about working in iterations
@lako I was mainly using pinball-dreams and pinball fantasies for inspiration, as they are always the first games which I remember really enjoying. I'm not a big fan of pinball games, so I'm not sure how a normal game plays out - I'm kind of hoping the game is beatable by a competent player.
Thanks for playing.
@boathd thanks!
@chocolat-endive wow, what a great comprehensive write-up, so a massive thanks! I'll try and address each of your points in order:
I feel like JBox2d and the R.U.B.E Editor did most of the heavy-lifting for the jam - going into it, I thought as long as I get the physics working, the state of the graphics/sounds and even the completeness of the story wouldn't really matter as it would still be 'playable' as a pinball game.
I completely agree that the physics don't actually feel great - and as you mention, it does feel somewhat too heavy. I played a bit of Pinball Fantasties and P-Dreams for reference, and they are much snappier with a more responsive camera.
As for the features you mention, I'm certain they would all add greatly to the overall experience. The extra-ball thing if you die too quickly was a missed opportunity - that would have been simple to implement. The wireframe ramps would need a bit of programming to get working in Box2d - but also add to the visual appeal of the table-design.
The sounds in the game are little better than placeholder - and something I snapped together in the 11th-hour. I'm a little surprised you managed to complete it - you're a much better player than I. There was very little done by way of play-testing, and I just arbitrarily selected numbers for fuel/cargo/asteroids targets which seemed would provide a realistic challenge.
thanks a lot for playing!
As soon as I figured out you have to pick up the red things to reload, I really enjoyed it and got to the end. It did seem as though it was just easiest to stand on one blue gate (so it doesn't break) and just farm the ammo from the skeletons behind whilst shooting the devil - but still entertaining nonetheless. The sound and art were both good.
that gave out some good vibes - both the music and the visuals were great, and it was a nice use of the theme. The audio was particularly good, but I see you guys opted out of that rating?
Same as the others have mentioned; the art and overall style looks amazing, and the sense of foreboding as you see the water trickle around is a little scary. it creates a sense of urgency. There are a few little issues which made it not play out that well - for example, I had trouble placing residential or commercial zones on the bottom of the map, because it kept wanting to make connections to the dam on the top ?(maybe this was an issue of perspective, and I was clicking in the wrong place). Also, the lack of UI for things like time or tax made it had to plan anything out and to strategize. It was however still fun playing around in the setting.
I really enjoyed the art and the music fit the game perfectly, but I too kinda struggled with the combat. As a few others have said, I seemed to get the same outcomes when playing through a couple of times (maybe that was inevitable? :))
lol - this was quite fun for such a simple mechanic. The fake outs with the music caught me out very often. I don't know if it is a bug or not, but there was no indication (via a score) of how well I was doing relative to the high-score shown at the top of the screen. It would have been nice to see how much longer I needed to go for to 'win'
overall, I enjoyed the entry. Visually it is quite different from a lot of other games and I liked the minimal/future/tron like aesthetics and the sound. For a while, I didn't think the blue dots were actually working, as nothing seemed to happen when they intersected with the outside of the car - but they do indeed work and are brutal.
I think the only thing really missing are some kind of skid or slide mechanic to add a little more 'oomph' to the driving.
Well done for using SDL in a comp entry (I'm not sure how much boilerplate is involved, but I'm assuming its not a out-of-the-box as Unity).
The game (and the music) is very fun and uplifting. I found it easiest to ignore the course and just dodge the trees. please add an option to invert the controls - my old brain expects 'tank-controls', where left is the player's left and not left on the keyboard.
A solid game entry with amazing artwork and catchy music. There were a lot of subtle details which were nice: the day/night cycle and the bits of pizza you eat are missing.
The music and art were both amazing, and the controls felt really solid. The mapped keys (I play on keyboard) felt a little weird (S, F, space and shift). Maybe there is a way to re-mapped them that I didn't see, but I would have preferred something more 'tradtional' like ZX and the arrow keys. Also, extra sound-FXs for the block and jump would have really added to the game
Such a simple mechanic made for some very nice gameplay. It's surprising how 'trippy' it gets when you are under even a bit of pressure to control both dot-people. I liked the music, which fit the chill atmosphere and helped set the mood. A minor point is with the 'tutorial' at the start of the game just looks like a left click (which I did and it launches your ball up) - it doesn't actually mention moving the mouse to project the ball in a direction.
As a few others have said, I enjoyed the game, with my only real criticism being that I don't know how 'correct' an answer was. I liked how the picture represented the current mood, which was a cool idea.
I love top-down driving games and really enjoyed your entry. The driving mechanics felt really nice and controlled well. Even the engine sounds good (which is really difficult to get right). The graphics fit the game well, but a few places had pixels of various sizes which make the car not really fit the size. The shadow-time cars were done really nice and fit the theme nicely.
I quite enjoyed the game - although the ending came a little abruptly :id: The music and art were both descent and the instructions for the mini-games were understandable. There are a few things which could be improved on though: I couldn't grab the ends of the green wire in the wire connection, and this mini-game could have been a little more difficult. I also couldn't tell where I was shooting the fire extinguisher .
Hey thanks for playing it @nick-sandison. Yup, you are spot on about the controls, I couldn't create a good feeling for the handling of the ship and its definitely frustrating when you slightly 'oversteer'. The 'spacebar' to correct the ship was just a cheap way out :s
btw - I tried to play your game on itch, but I got the following error (using Firefox):
Screenshot_20230110_0954425.png
If you get it working, let me know and I'll give it a go.
thanks @jakubbala looks like I've still got some work to do :(
so hopefully all the issues have been fixed in today's release
@nullval @dmitrygalias thanks a lot for the feedback - I'm not sure what is causing it at the minute, but the fact that now 3 people have the same issue is pretty bad, so I'll take a look.
@nullval @dmitrygalias thanks again for your feedback - I was able to reproduce this on one of my other computers and find a fix (I wasn't flushing the GL command queue on the background thread after the loading screen). This probably affected all my previous LD games and I never knew.
I have uploaded a fix now, if you have time, could you let me know if it works for you?
@therealjtgill Thanks for the in-depth write-up and taking the time to play!
I didn't know about the different methods for controlling the ship that you mentioned, so I'll have to read up about the specifics of each one. I think lack of experience on my part led me to just implement the most basic/obvious approach.
However, it sounds like I may have tried to implement a proportional controller during the jam, but I couldn't figure out how to get both the player generated torque *and* maintain the angular velocities which result from collisions with the level geometry. I think the problem is, if the user has to counteract the effects or a collision with a building, then the controls don't feel 'tight'.
I admit though that I'm new to a lot of the concepts used in physics, so maybe this problem isn't as hard as I'm imagining.
Thanks for playing! Even the post-jam version hasn't been updated for a few weeks now. The lack of visual cues on where to go (and what even is happening) is something I need to fix in the next version - I'd also like to add gamepad support evtl. too
Thanks for the feedback!
@tomssuli thanks for leaving a comment. That Wing2 game you mentioned sure seems obscure - i'm downloading it now and I've give it a go :)
@tomssuli I gave it a go - Man I was surprised by the amount of features and the depth of the game - especially when the soldiers jumped out :D
I love the early 200's late 90's games like this (mainly for the aesthetics), the main problem is the lack of exposure makes them difficult to find.
A really nice entry - the artstyle just sets the game apart -well done
The graphics and audio were great - I found the cat to be a little scary looking :D Its a shame the mouse doesn't always face the direction you were previously moving in, because his face looks good too, but you always see just the behind. The game wasn't too difficult, but then sometimes you'd get killed without much time to react (that I could noticed) - the hand seemed to suddenly jump 'down' the screen when it otherwise didn't look like it aligned.
But then, for a compo submission, its a very solid entry - great work!
Well done - super relaxing and visually pleasing.
I don't really have anything to add - I think I would have preferred the old-style tank controls for controlling the turtle (I think i'm just old though, and most people today like the WASD controls as you have them). Also, I couldn't figure out if I was able to dodge the arrows or if they always hit regarding of what happens visually? Does it help to try and circle the boats as the silly hoomans are fight?
Great entry!
Screenshot_20230125_1026954.png
I wanted to play this just based on the intro, because I could relate to it so well at the beginning of LD52. Well done on getting a submission ready in time, even if all the features didn't make it. Each of the screens looked nice and seemed to each encompass pretty solid core gameplay ideas. As others as said, I feel fixing up priorities and massively reducing scope in the future would benefit immensely.
The theme idea is really cool.
I found the game interesting, but quite hard to get to grips with initially, as there are so many options! The music was very nicely done. An all-round solid entry
running this game instantly span my 3070ti fans to 100% solid ..
wow - I went into the game expecting chess and although initially didn't understand what I was supposed to do (the player is on the left and the AI on the right), it quickly became addictive. I don't usually play these kinds of puzzle/strategy games, but this was surprisingly fun.
The art and gameplay are solid. I feel like idle animations are a small addition to a game for a big return - and they were kinda missing here - between fights the screen was static and with the absence of music it was a little *too* still.
oh wow - first off, the artwork is amazing!
The game was just a little difficult, but once I got the hang of it, it was alright. Initially it wasn't clear what the the relationship between the collected resoources (green) and the coins (orange) and the cost of the upgrades were (I somehow related the pumpkins to the orange hud icons).
I think the only thing I didn't like was the fuel mechanic. It seemed somewhat unfair at times, especially considering that vertically ascending doesn't cost fuel, but slight lateral movements on the planet cost loads.
Same as a few others mentioned, the mechanic was definitely interesting, and I found myself scrolling through the 'candidates' looking for the best matches. I couldn't always understand why the sell button was disabled (too few people selected?) but after a while it became available. The messages in the thread were cool and made me laugh a few times. I think the only real need of 'improvement' is just general feedback on the controls and some live targets to aim for (getting a minus performance score didn't end the game or anything). I didn't have any issues with the Ui or scrolling
the overall feels were good, but wow i found it difficult. The first time a snake jumped on me made me jump.
wow - the idea prettys great, and unique amongst LD entries. It also works very good (espially for a solo effort) -well done. The graphics work is competent and you even have sound and music. This is all round solid entry!
In the end, I really enjoyed the game and its interesting take on the theme - although it took me a while to understand the overall gameplay-loop. The music was pretty cool, and the graphics are solid, if a little bland. Very nice work, well done
I wanted to play this as I saw one of your posts pre-competition about using your own physics engine (and I too just finished up my 2d physics engine over Christmas).
Similar to others, I didn't have the patience for collecting all the beans in the end, but the physics simulation ran great, and I was able to traverse the world and interact with stuff. Great work
There was a little something that I'm not sure is intended or expected, but the camera seemed to react to 'micro' movements of the buggy as I drove across the ground. I presume the ground is a flat cube, so I wouldn't have expected any jittering of the camera, and although it was barely preceptable, it was a little jarring
ah love the concept, and the art and audio are very well done. Amazing work for 50 hours. as others already mentioned (and you said will be fixed in v2) - the only issue I had was drawing the top top-right to bottom left, but other than that, the game played great.
Well done
@vinzbad Thanks for playing. I never got far enough to test the continue button in the victory screen :grin:, I was planning on just having it go back to the screen so you can mess about with the armies. I'll pack up a version in .zip as per your suggestion, I hadn't thought about people maybe not knowing 7z - good call
@judjudson Thanks for playing. Yeah, unfortunately I didn't (and in 15 LD's never have) get around to making any sounds or music. The options are there from my empty project template, I just forgot to removing the audio options. Well done on the win!
@jm2k First off, thanks for playing. You are correct about the difficulty when recovering from major loss, there is definitely a tipping point, beyond which there is no recovery. There are also some balancing issues (growth rates need a lot of work), which I realized would take more time that I had unfortunately. There are also some issues with the AI that I noticed - an AI with no castle will not attack, more of the attacks focus on the 'closest settlements' - so depending on the random spawns at the start, you may have it very easy or very hard etc. etc.
I like the idea about the flags on the units, liek a standard-bearer.
About the pause menu - thats a pretty glaring bug, I'll fix it after work sometime this week.
@thiefviolinist Hey, thanks for watching. The obsidian plugin is called 'Exclidraw' - its one of the community plugins.
First of all, I loved the aesthetics in this. Its a shame the game was so short as I would loved to have play some more. I guess the levels were randomly generated? Assuming that's true, that would be an obvious next step to improving the game, as the level layouts were the only real negative I had. Some of the levels were pretty easy.
Great music too and sfx too. Did you do the music yourself ( you opted out of the music category I see).
Awesome work though.
I loved the game, although I did get stuck on about the 4th level, I couldn't figure out where to go next. The style of graphics are quickly becoming recognizable in the jams as jonnysix games (in a good way) - I love the divering effects. The music was also surprisingly varied and fit the game really well. The music reminded my of PP-Hammer on the Amiga 500. There were a few small things. 1 bug was I left full screen during the game and couldn't get back into full-screen. I also think it would be 'better' if the totems showed a range of influence, sometimes I was a few pixels out and couldn't place any more free blocks. It also wasn't clear why or where I could summon the cats - I just walked around until I saw the grey outline mostly. A solid entry
What a great little game idea, and nicely executed. The recognition of the drawing worked pretty solid. It would be nice to have some kind of progression system to more powerful spells. I didn't notice any kind of mana system, so in the end I just kept spamming the golems, which made a nice little wall in from of me :)
This is a charming little game, and a pretty unique concept. I had a lot of fun playing, although it took a little while to figure out how not to keep getting duplicate items. Well done
I had a lot of fun playing this entry, and was surprised how polished the game was for a jam (both music and visuals were pleasing). The idea fits the theme well too. Well done.
There were a couple of issues with the mouse leaving the main game window, for example when opened the summoning wheel. I guess these are more related to Unity web-app.
well done on getting your first compo sorted. The summoning on star man was successful! All behold Starman
@onngd, @jk5000 , @dios, @kukatoo, @iluvatar - sorry, went straight to bed after finishing yesterday and didn't realize I had to make the page public :S - thanks for the heads-up!
@palerus7 thanks for the heads-up, I uploaded the wrong version (with debug level builder). As syou guessed, you shouldn't be able to change the levels as you go :D I'll update the page now
@iluvatar Thanks for playing. Yeah, placing blocks was not supposed to be in the game (that was my 'level-editor') and I had a few hiccups last night uploading - uploaded the wrong build and forgot to make the page public :D
I enjoyed the process of making this game, but the actual gameplay is not really enjoyable. The lack of direct controls of the units make playing this game a pain. But this is why I do the ludum dare, to try new things.
Have fun with the rest of the event.
@ibandurist I was aware of a couple of those problems, and made a post jam update to fix some of them: placing blocks should not be allowed and there were errors in my coordinate calculations.
_"I also experienced a few moments of softlocking"_
I'm not sure what causes the soft locking - I will have to check this.
thanks for playing, and giving a detailed write up. p.s. your game looks great from the screenshots, I'm off to play it now
@shiheuan The 'ai' was a little finnicky to get working, and it'S quite annoying sometimes, but it kinda works.
Thanks for playing and leaving a comment!
A top entry. The graphics were top-notch as was the music, which together made a really nice atmosphere.
I didn't understand if I was supposed to be able the monster? some words I could kind of make out, but most I couldn't (was I supposed to speak them aloud phonetically?). Luckily I got the gist from my guy's replies :D
well done
This was a joy to play . the movement mechanics felt speedy and fluid and I had fun both swimming and sliding (I think a game with just the sliding would have been equally fun). The music was top-notch, if you made it yourself for the game, then well done.
As someone else mentioned, I kinda wish the camera was a tad more zoomed out, but I'm not sure how much that would have affected the gameplay. Overall, this is my favority game of the jam so far 👊
I really enjoyed the game, and them music at the start of level 1 actually made with lol. As a few others mentioned, it took me a little while to realize that you need to stand on the stone blocks to start working the pipes - no biggy once you realize whats happening. I also got stuck a few times on a few tiles (but the 'R' key lets you reset, so again no problems really).
I love the animation/idea that the ocean drains down to the level of the pipe when you finish a level - I think the effect would have been perfect if the next level started from the last level drain position. Well done
great atmosphere and cool looking graphics/asthethic. The gameplay was also really tight and played nice. The octapusses balance between vision and enemy speed is also really nice. Its a shame there isn't a little more variation to the game because it is genuinely fun to play. Well done!
I really enjoyed this and found it a great combination. I kind of wish all the stuff I built in one level would pass on over to the next level (I was enjoying the auto-click so much). Great game though
Really enjoyed the game, especially the graphics and the audio, although it took me a little while to understand what to do (and I'm still not sure I'm doing everything correct :)) - Well done!