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little-burrito

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201738A Small WorldTiny Parkour Dudecompo3.333.333.663.662.665.004.003.00
201636Ancient TechnologyThe Truth About The Pyramidscompo
201534Two Button Controls / GrowingAnd the world kept on turningcompo613.943.713.874.353.844.002.444.1933
201431Entire Game on One ScreenThe Operatorcompo673.833.554.264.232.942.512.803.7266
201430Connected WorldsInterdimensional Puzzlercompo1393.703.193.353.843.843.452.173.4160

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by little-burrito

LD30 — Connected Worlds

Fluid Perspectives by Jezzamon 2014-08-28T11:40:00

Lovely, intelligent platformer. I love the music for the bright world, but the other one is a bit TOO drastic for me, although I see the point. In its current state it's a bit too unforgiving for me - I was at the last level for a very long time, and being forced to restart immediately when one of your characters has died made exploring the level unnecessarily tedious. Overall an absolutely amazing game, very polished and very well done. I'm impressed!

Worlds Collide: a tale of many by uprightpath 2014-08-26T22:15:00

The controls could use some work - I personally need more time and precision to be able to get the platforming down. Nice concept, and good ideas for the levels.

Epic Galactic Conquest by madk 2014-08-26T22:24:00

Impressive considering how fast you made it! I think it's a fun game even in this state. It's definitely something that could get me hooked.

E.T.I.T. by BinaryPie 2014-08-25T23:02:00

Great puzzle game with many dimensions to take into account. Well done!

Nexopoly by billknye 2014-08-25T21:04:00

I can't get it to work on my computer - no matter which button I press, I jump one square to the right, and then it loops the sound and I can't do anything except type in the chat :(

Nexopoly by billknye 2014-08-25T21:04:00

...it looks like a nice idea though!

Cyperspace Connect by Xgor 2014-08-25T22:41:00

Cool game! I was surprised by WHAT was challenging - the navigation and not turning too early or too late was difficult and fun!
Personal best: ... 6...

Gravitas by elemel 2014-08-25T19:29:00

I don't understand what to do or how to control the player.

Ice by ice cold muffin 2014-08-27T00:00:00

Super cool RTS. It would have been nice to be able to split your units into smaller groups, but it's still a lot of fun the way it is - simple and tactical. Solid execution. I like it!

Connected Worlds by g_o 2014-09-05T18:01:00

I feel like I enjoyed this more than I should have! In it's extreme simplicity in gameplay and graphics, it has a lot of charm. Although I didn't feel much of a sense of achievement or being interested in what the goal was or how I was supposed to solve the problem, I really enjoyed it.

Connected Worlds Training Facility by sftrabbit 2014-08-26T23:35:00

I love that the characters move so slowly - the game is very well made and feels really solid. Cute and desolate is a rare, but as it turns out really cool combination. The difficulty curve of the puzzles are great, and they build up so that it's easy to follow all the way through. Well done!

Burger Beat by TrickFishPie 2014-08-25T19:55:00

This is fun! Really difficult though - I think arrows rather than text would have been MUCH easier! Personal best: 4, and I'm proud of it. Love the music even though it's really enervating.

Groups of Seven by 7Soul 2014-08-25T19:49:00

Fun concept!

Virtuoso by Doubstract 2014-08-27T07:30:00

By the time I got to the end, I had completely forgotten about the mafia and was quite happy about having something like 8000 in the bank, having spent loads of money on trivial things :)
Really funny game, especially because of you always writing humorously and without caps and punctuation, and with the occasional charmingly misspelled word. Super take on the conecpt - the connection between the working world and the non-working world, and between the mafia life and the everyday life. Well done!

2connected by Infraviolet 2014-08-25T20:19:00

Somehow I find this absolutely hillarious - I think it's the graphics and the jumping animation. Good concept, well done!

Orbital Cargo by Bozwellox 2014-08-26T07:30:00

Nice and complex game - something you can get a little lost in (in a good way) :)
Some sort of introduction to understand how things work would have been nice, took me a while to figure out how to use the different ships and planets.

Planetshaker for Android by Maek 2014-08-25T17:29:00

Simple and pretty fun little game. I like how you have a little window of opportunity to make a comeback after you've left the screen!

Red Universe by Ludorverr 2014-08-26T07:46:00

Well made classic game. Very solid mechanics and handling, and good animations.

Back and forth by ccglp 2014-08-26T23:02:00

Pretty fun game that I enjoyed. It's nicely woven together with a bit of replayability. Well done!

Salvation by 43iscoding 2014-08-25T19:43:00

Very nice game! It's fun to play and it's well calibrated. That level 7 was tough! :)

Light&Darkness by xWilQ 2014-08-26T07:35:00

Fun to play, interesting idea and control scheme. Well designed level. Would have easily played level 2-5 as well if they existed! :)

zombies you Going down by joylessSnake 2014-08-25T22:23:00

It's a good beginning, but I feel like the core game mechanics and level design could have used a bit more work.

Salted Earth by wolfmother 2014-08-26T08:01:00

In terms of programming, I'm VERY impressed! As for the actual game, the concept is super nice, but it's not so clear what's going on.
For some reason, the sound is not playing on my computer.

Interdimensional Puzzler by little-burrito 2014-08-25T01:09:00

The development is all here!
http://www.twitch.tv/little_burrito

Interdimensional Puzzler by little-burrito 2014-08-25T01:09:00

<a href="http://www.twitch.tv/little_burrito">http://www.twitch.tv/little_burrito</a>

Interdimensional Puzzler by little-burrito 2014-08-25T20:20:00

I was thinking about fixing that too, I guess I can call it a typo. Fixing it!

Interdimensional Puzzler by little-burrito 2014-08-25T20:26:00

Thanks for the feedback everyone, I really appreciate it! Keep it coming! :)
If I could rework it today, I'd remake the first 3 levels to make it clearer. I learned a lot as I went along!

Interdimensional Puzzler by little-burrito 2014-08-26T22:37:00

@sftrabbit done!

Interdimensional Puzzler by little-burrito 2014-08-26T22:37:00

@DarkCart you need to get the ball into the orange thing in the world to the right!

Interdimensional Puzzler by little-burrito 2014-08-26T22:42:00

@AnnaGavaldaKedavra I agree! The purple soul on the right screen is just to your right when you start level 4, but in an unfortunate choice of color and placement it melts right in with the background around the entrance to the left...!

Interdimensional Puzzler by little-burrito 2014-08-28T11:13:00

Thanks, Crefossus!

Interdimensional Puzzler by little-burrito 2014-09-10T07:11:00

Thank you! Me too :)

IGT by cdf121 2014-08-26T23:28:00

Interesting take on the subject. It's a nice story, and I enjoyed kicking back and getting taken through the story. It is a bit frustrating that the music restarts after every choice though.

Interplanetary Postal Service by Pirate Hearts 2014-08-25T20:02:00

This is a great little game. Very creative, humorous and fun. Very well built up as well, starting slow so that you get a chance to understand how to play the game and start to recognize the shapes that are yours, and then builds up in intensity. Great curve, super nice game!

Interplanetary Postal Service by Pirate Hearts 2014-08-25T20:06:00

I had to play it through again - love the stats at the end. 90/93, 56/57, 10.92s. Contender for world record?

Too Close to Die by hb3p8 2014-08-26T08:18:00

Fun game! Took me like 30 tries to get to the other planet, and then suddenly I got there with 110hp :)
To me the asteroids were a bit OP compared to the shots.

World Portals by Keevinw 2014-08-26T09:08:00

Great platforming mechanics! I don't really see how this connects to the theme, but it's a very fun game. It was a little confusing that both the goal and the enemies are red.

QOT by eruiz00 2014-08-26T10:24:00

Nice! I love how the background moves, and the concept is great. It plays well with good mechanics. Well done!

InterDimensional by Kinta 2014-08-26T08:23:00

Super nice game! I love the world switching, it works very well. Intense multiplayer battles! The only thing I'm missing is sound!

Gunship Diplomacy by blubberquark 2014-09-05T17:33:00

Nicely done with the game mechanics - it's all very dynamic and interesting in that sense. I do however feel a lack of purpose or goal, like what I'm doing doesn't have much importance. Maybe it's the speed of the game? That factions balance themselves out too quickly when I switch sides or go somewhere else?

Overall it's a nice set of rules, and the dynamic playing field is cool. I think if there was a clearer goal, like "help a specific faction capture all of the planets" that could be achieved through using these rules and tools, that would lift the game to another level.

Invasion of the Squares from the Fifth Dimension by Cactose 2014-08-25T19:24:00

Great gameplay - so simple and so fun :)

LD31 — Entire Game on One Screen

Collector by Galan 2014-12-20T00:29:00

I recorded while I played this game: http://youtu.be/l7aWeIurhdY

Interesting little puzzle game, and the fire is a nice twist. At first I thought it was there to melt the ice, and figuring out what to do was a fun challenge.

The game crashes when I exit it on Windows 7 64bit, but that's really a minor issue since I'm trying to close it anyway.

Tightrope Theatre by AdventureIslands 2014-12-08T13:08:00

Very well made classic platformer with some new elements. The 24 levels were very impressive and didn't feel like they were just mass produced, but they actually all had something unique to bring. The difficulty curve was not completely coherent for me, and there were a few times where I felt two levels should have changed places with each other to make it less jumpy (this is being harsh, because the game is very well made). The challenge of the difficulty curve takes on a new meaning when making 24 levels though, compared to just a handful. The additions to classic cookie cutter platformer in terms of the unicycle really works and adds an interesting element to the game. One of my good friends is a tightwire artist and my girlfriend used to be a spotlight operator, so the theme hit very close to home for me :)

Blocked by Pinpickle 2014-12-13T01:44:00

Wow! I'm blown away! Everything from the sound design to the levels, the transitions, the controls, the goal of the game, everything - I'm just amazed. There are so many incredible parts about the design - like that you have the feedback of which level you're on in the background, that you gain one cube every time you win a level, and lose one every time you lose, but still you can never have more than two - such well balanced choices. The countdown on the sides is great, it doesn't take too much attention, but it's always there when you want to know. The variation in the levels is great, and I'm very impressed by the timing that you've managed to create, so that there's always time to get to the goal no matter the complexity of the level. Also the starting screen. So well done. You've really succeeded in making a game that teaches itself to the player all the way from beginning to end. It keeps you on your toes all the time, and it's both forgiving and unforgiving at the same time in that you brutally lose a level as soon as you make a mistake, but it gives you a whole new life when you win. And if you do fail a level, you don't have a to replay it, which is great too, so you never really get stuck in that sense. If there's something I think could be improved, it'd be that I died a couple of times pretty much instantly as the level started (usually going from one of the floating scenes to another), and that sometimes the difficulty level sometimes changed a little too much between levels, so that you went from kind of easy to extremely difficult and back to kind of easy again. Still, there's really something to the difficulty level gap, because there's variation and that also helps in keeping you on your toes. Awesome stylistic choices, and I'm incredibly impressed with how solid a game you made in these 48 hours. I'm a fan!

5/5 stars all the way through, except an n/a for humor as I couldn't really see the relevance.

Blocked by Pinpickle 2014-12-13T01:53:00

PS: New high score! 980! :)

Flowerpots and Tables by mohammad 2014-12-30T01:48:00

Last minute comment: Intense! :D

Flowerpots and Tables by mohammad 2014-12-30T01:59:00

Now to add something constructive:
I think the main thing that's lacking here is a goal or an indicator of your progress. I mean, you can jump around and shoot pots, but there's nothing indicating if you're doing well or anything. If you would add a counter that increments each time you hit a pot, that would make it feel more like a game and less like a demo.
Also, the falling tables right now feel a bit weird since you can jump in the air so you don't need to stand on them, and they don't stop you if you jump into them from below. I would try to either make it so that you can only jump if you stand on a table, or you stop if you hit a table from below. That way they'd impact the game a lot more than they do now.
What I'm getting at is that you could start looking for what makes it play like a game.

Flowerpots and Tables by mohammad 2014-12-30T02:00:00

It's a good start though!

Wide Screen Defender by DevWouter 2014-12-20T01:18:00

I recorded while I played: http://youtu.be/6gEoegssYL0

It's cool how you can start scrolling the screen as you go along, that's a great way of increasing the difficulty. For me I'd say it's a little slow, and as the number of enemies increase I feel like the game gets slower in a way, because it takes so long to kill them all (even though I eventually lost, so it might just be that I don't get it). It's also a bit unclear what will kill you and what won't and how stuff regenerates. Still it's a cool game and I like the way it plays out and the difference between the weapons and the energy management. Really cool - well done!

Entertainment Software for Lonely Children by folmerkelly 2014-12-08T23:58:00

Wow, this is a touching experience. I think more people can relate to this than you might have intended. I think we've all done this, and the atmosphere and style is so likeable that no matter what advice you would have written I would have just made it apply to me, even if it shouldn't.
The inverted controls is a great idea and makes the game interesting - somehow it doesn't feel like you're playing against yourself - but for me this one is all about the mood. My mind would just take turns switching between seeing me playing this game and seeing the imaginary child you doing it (in front of a giant computer, like the one in Dexter's Laboratory).
I hope you feel better than you seemed to do then <3

HEAVY METAL SPACE PIZZA DELIVERY by camdensegal 2014-12-20T00:49:00

I recorded while I played: http://youtu.be/8E-kzQnZTmo

Absolutely hilarious this one! The feeling of just burning all of your fuel into something is great. The camera shakes are very fitting, and the sound is great too. I like how the inertia affects the pizza as well. Man, it's a difficult game! Totally addictive, I'd probably play another 15 levels if there were any (and I'd probably hate myself if they kept getting that much harder as well!). Awesome! :)

Thermonuclear War by panda 2014-12-08T10:10:00

Very fun little game! (SPOILER ALERT) Lovely how you have to use the intern, lots of humour and good fun.

Thermonuclear War by panda 2014-12-08T15:43:00

BTW, my game is also a terminal game, but a different take on it. Feel free to check it out :-)

Make War, Not Science! by Budi 2014-12-08T23:25:00

I'm getting the same error as chaosed0. I haven't manually installed any gcc stuff on my computer, and I'm running Windows 7 64 bit.

Scan Lines by KilledByAPixel 2014-12-19T21:51:00

I recorded while I played the game: http://youtu.be/_wJdWK9gO-U

Really, really cool game. For some reason the controls took some time for me to get used to, but the idea of the scan lines is soo good! I think it could be worth investigating letting them be slower, so that there's a bigger chance you might figure out what to do on the first try, because like this it almost became like you needed to die once just to have an idea of what would happen on the next level. On the other hand, this speed gives it much greater replayability and I'd love to see a speed run of this! Very, very well done.

Save the Giant by drkrunk 2014-12-13T23:58:00

I absolutely agree with theholychicken. Everything about the game is so cool, especially the graphics. I think the soundscape works, and just adding sound effects for the knife, the arrow and hitting stuff would pretty much be enough for me. For me the two things that break character movement are, like most people have said, that there's no mid air control (I think especially that if you're stuck against something and hold the directional button towards that object and jump, you just jump straight up, well above it, and land where you were), and that the player simply moves too fast, which makes the time window you have in order to make the jumps too difficult (for me at least). The the movement speed could also be kept, but the platforms made bigger and the distances between them smaller. Or just keep it like it is, but then it is really hard. Also, I would have liked something that made it clearer what the enemies were, their intentions and what to do with them. Not that they'd need a big sign or anything, but rather things like how they move, or maybe that you could feel more clearly how they change direction to attack you or something, so that there's also something in there that makes you react to them. That being said there are lots of awesome things in the game, like the night and day system, the delay between pressing the fire arrow-button and actually firing arrows, how huge the giant feels, the swinging ropes, the smoothness of the animations and transitions. All of that is really, really well done, and the polish needed to bring the controls up to par is very small I think, it's just unfortunate that that's the part that slipped this time. So you get a well done from me! :)

Meteommo by Jhelle 2014-12-09T14:29:00

I'm not really sure I can rate this, but well done, it's definitely multiplayer :)

Your Are The Ball by eckcz 2014-12-08T23:46:00

That's MR Potato head to you, sir! :)
I feel like the controls and the imbalance between the powerups are hurting this otherwise fun game a bit. It feels like you either have no control over the ball or you're trying to cheat by going very slowly, at least that's what happened to me. Regarding powerups, some of them are incredibly powerful and basically win you the level in a few seconds (fire ball + shooting combo for example). Also, when there are so many powerups, it feels like they lose their value, and the same goes for completing a level when you have a ton of powerups still in the game. That makes it not feel like it's thanks to you, so it becomes less satisfying to win. Still, it's a fun concept and with just a little bit of tweaking it would be great!

Happy Christmas, Deer by LabOne 2014-12-10T16:28:00

Really nice, I think the controls are solid, the difficulty levels up a great pace which makes it very replayable, the parallax effect with the score and text in the background is amazing. Great touch that you can only axe things when the axe is actually swinging in front of you, so that also needs a sense of timing. Very well done, it all keeps an even level!

Screen Space: 0 by noahm 2014-12-12T17:22:00

Awesome interpretation of both the theme and text based games! I really like the premise of the gameplay where you have only one screen, but it can fit more and more as there's more and more you can do. Really cool, well done! My game is also text based, but with quite a different take on it, you're welcome to check it out if you want to :)

LArse by crazyrems 2014-12-20T00:04:00

I recorded while I played this game: http://youtu.be/pBm9zoDyuss

First of all, it's incredibly well animated, so very well done there! It's surprisingly fun, especially considering there's so little you can actually do (which isn't a bad thing). I can imagine myself playing this on my phone, possibly using the gyro to control the character. It feels really solid and well implemented. Well done!

Dino Dash: Rex's Run by Mechatodzilla 2014-12-19T00:20:00

Awesome work, great simulation of the old machines, and an awesome concept! I'd say the jump in speed around 5000 points is a bit big, I would have appreciated a smoother curve, but apart from that I love all of it! Hilarious and very well done.

Snowball juggling Olympio by Benjamin 2014-12-20T01:44:00

Very impressive game, very well done! I've very recently started practicing juggling, and this feels very similar to it :)
Really cool style, amazing animations and a great realization of a great concept. The tutorial did wonders, it made me go from barely being able to make one throw to actually being able to juggle. And the game modes just fit your theme perfectly. Very well done!

Defend the line by Anti 2014-12-12T16:57:00

Nice one! It took me a while to understand how to use the shield, and it's still a bit unclear to me when I can use new shields and when I can't. Same goes for the nuke. Impressive work writing it all in your own engine! The explosions are really cool, and the camera shake is awesome :)

birdsong by managore 2014-12-22T00:39:00

I figured it could be interesting for you to watch the game being played, so I recorded my playthrough: http://youtu.be/_lae09-gv_c

Overall - amazing game! It feels extremely polished, and the level design feels incredibly well thought through. There were some occasions where I felt like I perhaps took the wrong way (most notably I was stuck in the same place between 15:15 and 30:10 in the video). I'm very impressed with how you chose to place things just out of reach - that shows great knowledge of level design and the game mechanics. It took me quite a while to realize that there was a HUD and what information there was there, since it all kind of melted together with the map. All things considered though, I'm absolutely blown away by this. Talk about taking the concept to an entirely new level. And it's not just really cool, it's useful as well, since you've always got the entire (except when in the corners) map available at all times! It's absolutely incredible that you managed to stir this up with this level of detail in just 48 hours. I love the game (and you for making it). Thank you very much! And Merry Christmas :)

No More Boxes by Tuism 2014-12-19T22:51:00

This is so cool! With a win condition, I'd buy this for my brother's Ouya in a heartbeat! It has the potential for such intense fights, which is helped a lot by the ability loop through the screen, the varied abilities of the characters and the fast paced switching to a new character when you die. Really cool, so well done!

PS: I managed to build a tower of all 4 characters in the MADNESS EDITION (which, by the way, is probably the most fitting name I've seen so far in LD31)

Cramped-An Entire Platformer on one Screen by Wumbo 2014-12-08T23:19:00

Nice puzzle game! I was very impressed with the level design and the difficulty curve. It was easy to get into and fun to play - it's a nice take on the slider puzzle with some new elements added. At first I was a bit shocked by the graphics, but I just needed some convincing as they went from shocking to charming in book :)

Cramped-An Entire Platformer on one Screen by Wumbo 2014-12-08T23:21:00

Oh, I should add that transitions and text between the levels were a bit too slow in my opinion.

Bugged Out by InfectionTeam 2014-12-19T23:43:00

I recorded when I played the game: http://youtu.be/YaTs8VBymNU

Really cool game and a super fun interpretation of the theme! I'm impressed by how polished the game feels. It would have been nice with another addition along the lines of the bomber to up the difficulty - it felt a little bit like surviving longer didn't require that much more finesse, but rather just clicking faster. I guess you would survive longer if you moved around more, but still - something that made it possible to be better at the game either by clicking better or by doing whatever that other thing is better. I think that could give an added depth to the gameplay. Apart from that, I think it's great. The graphics are great, the sound is awesome, the controls are very responsive and everything has just come together very nicely. Lots of cool design choices, like the mini game in the beginning, the score being displayed on the screen, the phun interpretation of the theme. Very well done, I'm impressed!

The Operator by little-burrito 2014-12-08T21:50:00

Thank you!
I'm totally thinking along those lines - in fact this type of concept first came to me when a friend of mine tried my Oculus Rift, and as he started getting overwhelmed by enemies, I tried to give him god mode through the console. We both saw exactly the same thing (both the enemies and the console output on top), and that's when it occurred to me something like this would be awesome. I envision something like the players needing to defeat a giant 8-armed killing machine, and the agent has to get close enough for the operator to read the ids on its arms. The agent has to survive for long enough for the Operator to disable the shields or something, and then the agent can start taking the machine down. Then the operator needs to lock on to a specific piece of the machine so that the agent can fire its target seeking missiles. Or how about a scenario where the agent would get overwhelmed by small enemies as the operator would try to open and escape hatch. I think it would be so cool, and I think the Rift would be perfect (but not necessary) for this idea. The agent should use some other form of controller as as well, like a ps3 controller, and I want them both to look at the same monitor, seeing exactly the same image. When you get to see what the Terminator is seeing in the movie, that's a huge inspiration :)

The Operator by little-burrito 2014-12-09T00:13:00

Wow, I'm overwhelmed by the positive feedback! I can definitely see what the problem is with the console. I want there to be walls of text loading because it looks cool, but at the same time it's in the way because there's so much you need to sort out. I should try to build some visual hierarchy there.
I'm getting the feeling I should try to add a more advanced mission. Maybe tomorrow, as a little update, who knows!
Thanks for all the feedback and tips!

The Operator by little-burrito 2014-12-10T01:18:00

Thanks guys! I'm working on some little extra stuff, first off all rebuilding the console to make it easier to extend and with a clearer visual hierarchy inside.

Raisedmedia, that's weird... it's not really loading anything, it's just doing a WaitForSeconds command, so it's probably Unity + OS related. It works on my MacBook Air. Are you able to input anything?

The Operator by little-burrito 2014-12-11T11:18:00

I've finished version 2 of the input system and converted the current commands to new format - I've totally rewritten it from scratch to make it much more extensible, and I've fixed a bug that was killing me in the missions system, so now I'm ready to build a new level or two, and perhaps make this first one into something that's close to what I wanted it to be.

@LabOne Oh that's cool! I do vaguely remember a really cool looking screen on a James Bond promo site, it must have been the most recent one. Thanks :)

@Germanunkol Thanks! I'm telling you, I had to stop myself from making a tab complete command so many times, but I spent pretty much the whole first day on things like making the input work, adding commands like clear/cls, making the up/down arrows load previous commands, making ctrl + arrow keys jump whole words, making control + backspace and control + delete work too, and then I just couldn't keep going! What I ended up doing was making shorthands for pretty much all the commands, so rather than typing l<tab> for list, you can type ls and it will understand. Unfortunately I never got the point where I could properly communicate that. I'll definitely look into adding it later though, but for it'll have to wait until I've tested some more missions and possibly some multiplayer, as a more in-depth proof of concept. In the new version of the input system I've also added some visual hierarchy to the output, and I think that makes most things easier.

@UrbanLogicGames Thanks! Yeah, that's definitely a huge challenge. The way I've rewritten the input system now is so that if you for example try to do something that requires a target, then it will say how to perform that target command. If you try to target something without a connection, it will tell you how to perform that connection command. If you enter the target command in the wrong way, it will tell you how to enter the target command. The idea is that it should automatically try to figure out what you're trying to do and give you valuable feedback. If you're completely lost you can enter the help command, and if you're still lost it basically says "if you don't know what to do, list the missions" and then you can do so. Then the missions list should guide you from there. That's idea anyway, we'll see how it goes. Hey, now that I think of it, maybe I should make a note taking system, that'd be cool :) But yeah, there's also a balance between me wanting loads of text and commands (so that it'll become almost action gameplay later on) and at the same time allowing new users to enjoy the game and never start by reading through a giant, boring readme file. I mean, this is a GAME after all :) I think for now I'll keep it as a single player game, but although the audience for same-computer-multiplayer-games seems to have been pretty small since something like 20-30 years ago, I think it'd be so cool for this, because it's also a matter of communication and balance of the operator wanting many tools the screen, but too many tools will be a problem for the agent. That kind of stuff. But yeah, giving both players rewarding and fun roles is another huge challenge for this concept. I never want it to feel like you're just waiting for the other one (except when it's a cool feature, like if the agent needs defend itself while the operator tries to hack something - that would put a time limit on both of them, but BOTH players would be benefited by the other player doing a good job).

The Operator by little-burrito 2014-12-11T11:21:00

@Germanunkol again, I think I just figured out an incredibly easy way to make tab complete (and possibly with a visual guide in the command line as well), so I might have to implement it like right now. Ok, so tab complete coming up! :)

The Operator by little-burrito 2014-12-11T16:43:00

Alright, so tab completion and note taking in the game! Man that tab completion makes a world of difference.

The Operator by little-burrito 2014-12-11T16:44:00

PS: I'll keep uploading the latest version here: http://antonlejon.com/ld31/latest/latest.html

The Operator by little-burrito 2014-12-11T22:40:00

Thank you guys! I'll keep working and soon there will be some cool new missions! :-)

The Operator by little-burrito 2014-12-12T18:11:00

Haha, that's a good sign though! I think I spent most of the time on extra commands like arrows up & and down, home, end, ctrl+backspace and so on. In a way I hope this, in parallel with being a fun game, could be a good introduction to the terminal for people who aren't used to it. I tried to add in aliases for the commands I know on multiple systems, like list is also dir and ls, and clear is also cls.

So cool of you to do that, thanks for the feedback! I'm excited to keep gong! :-)

The Operator by little-burrito 2014-12-13T11:17:00

Agreed, everything but the console is totally place holder!

@pinpickle interesting - how do you envision death match gameplay?
Oh, and there IS tab completion in the new one! http://antonlejon.com/ld31/latest/latest.html

Soon there will be another level or two as well. :-)

The Operator by little-burrito 2014-12-18T10:15:00

Thanks again for the feedback, @nesis!

The Operator by little-burrito 2014-12-19T12:44:00

I'm glad you like it! A time limit is actually something I want to add in to the game, but through how the agent plays. Depending on what the agent chooses to do, that could give you a lot of time or barely any at all - that would depend on the kind of team you want to be. I think that could be a cool mechanic if I can make it work in practice.

The Operator by little-burrito 2014-12-19T22:24:00

Thanks for the feedback guys! I'm really glad you enjoyed the game! There'll be more of it coming up, I just have to find the time to keep working.

I'm really happy with how the tab complete ended up in the post compo version, I think it feels like typing on clouds :)

I think balancing a time limit would be one of the most challenging parts of creating this game, but it's something I want to try, and I think making it dynamic could be a good solution. The agent could either hide a lot and go very slow (essentially giving you no time limit except that you have certain time windows to catch certain pieces of information, but if you miss them, you can try again in a little while), or the agent could just shoot it's way through the level if the hacker is fast enough to more or less get everything on the first try.

The Operator by little-burrito 2014-12-19T22:26:00

I must also add that I was surprised to see that it turned out relatively well balanced in terms of progression. I had such big visions for the first level, but it ended up a lot less grand than I had in mind. In hindsight, that was great, because it would have been WAY too much to learn for a first level.

The Operator by little-burrito 2014-12-19T22:59:00

@mathmadlen Yeah, I definitely need to go over the color scheme. The intention was to make the agent just say cool, agenty things, but then when I just tried writing something I kind of found it hilarious with a super serious agent that was really just small talking while the hacker did all the work!

The Operator by little-burrito 2014-12-22T08:05:00

Thank you! I hope to bring some, too :)

The Operator by little-burrito 2014-12-30T01:44:00

Thanks guys! I'm very excited to add new features, I might find some time now in the coming days :)

Labyrinthian by BlackBulletIV 2014-12-13T22:42:00

Very cool, moody game! I love that there's no health indication or any other hud, and the sound design is great. I agree with Slashee the Cow on that some things require too many shots - that broke the atmosphere for me, because there were a couple of levels where a monster would start right next to me and I'd only sometimes manage to kill it even though I was spamming the fire button in their direction. For me it would have felt much better to more or faster monsters that would require fewer hits, because most atmospheric thing for me is when you just manage to kill when it's in the air, jumping towards you for the kill, and you're left there just panting! It almost happened a couple of times, but because of their health it felt a bit random when it did. The sound of the footsteps of the big monsters is super cool. And the narration totally works in the style. Very nice! Thanks for this game!

The Eternal Bee by palmar 2014-12-15T21:26:00

Really cool! I wonder if getting a higher or a lower time is better...!

Turtles World by Boehrsi 2014-12-08T22:10:00

Playtime: 78.914 (I have a button bound to double click that I just couldn't resist using). That greedy turtle is also a slave driver!

The way it is balanced right now, I think the game focuses more on clicking than moving, and more movement force added per click would help. That way it would focus more on planning and maneuvering rather than button mashing, while still keeping the controls intact. I think the plans you have are great. They would add a layer of complexity so that the game doesn't fall into the trap of the linear "click everything you see, nothing is wrong, fight against time"-style. With a secondary, parallel task, this has the potential to become totally addictive :)

i_tried by bobola66 2014-12-10T14:51:00

Wow, after one month of programming, this is incredible! The dual gameplay is a great idea, and it totally works. The way it is now, with two buttons for the two actions, the snowflakes and the shooting could possibly have been on the same screen, although that wouldn't necessarily make it more fun - the way it is now it just feels a bit pointless to use right clicking for the right half and left clicking for the left half.
The diminishing returns on the upgrades is great too, very well implemented and decently balanced.
The way it's implemented now the snowflake clicking feels a bit tedious, and one of the reasons for that is that it feels like you're just counting your clicks. If you would give everything snow related higher values, that would help a lot in making it more abstract. Just multiply it by whatever arbitrary number. The scale with which the upgrades become less cost efficient is a great addition, and that doesn't need to go. It's just that when you click a snowflake, it disappears, and you get 1 snow, that makes it much more obvious that you're essentially just counting clicks than it would if it gave you 7 points. Or 10, or whatever. Something that doesn't make you instantly realize "I will have to press this button exactly 148 more times to be able to afford the next upgrade - and that's if I do it flawlessly, hitting a snowflake with every single click".
There are a couple of smart strategical points that you've created too, and that I'd like to highlight. 1: the angles the snowman can shoot in. This makes it a lot less obvious how to defend yourself. 2: the speed of the snowflakes and enemies increase over time, meaning that "mining" snow flakes is more efficient at the top, where they all spawn and stay for a little while, than it is in the middle where they're just everywhere. As for the enemies, it becomes harder estimate when you need to shoot and in what direction to hit them. 3: obviously the two games running in parallel, making you choose whether to defend yourself or whether to mine.
I'm missing some sort of indicator for the health of the enemies, right now you don't really know if you need to upgrade or not. Also, it would be nice of the enemies became stronger (and/or more plentiful perhaps) as you went along. That would help emphasize the need to make these strategical choices. The way it is now, you can choose to just defend yourself, and that way you'd be able to reach as high levels as you'd have the patience for, which means that you can choose to play the game in a way that pretty much requires no skill. With some sort of time restraint (like enemies growing stronger, for example), this wouldn't be possible in the same way.

Anyway, that was a mammoth post! I'm really impressed, you've got potential! Looking forward to seeing you in the next entries :)

Puzzle! by nassi 2014-12-12T16:47:00

Nice job, I really like this one. Very well made - the controls and everything work excellently. I have liked a button to hold down to pan with your mouse - if there is one I didn't find it. The snapping is excellent and the ability to choose your own settings is great. Well done!

Gridception by Hammers 2014-12-08T13:31:00

Absolutely wonderful take on the theme. Very good level design, the whole system is really solid. I'm impressed by your ability to take a simple concept and stick to it, just exploring and developing what's possible within that set of rules. Very well done!

7Blox by theellipsis 2014-12-10T13:35:00

Cool interpretation of the theme. It was pretty fun to play, and already at speed level 3 or 4 it starts getting intense, and then it just goes upwards from there. I think the time between the increases in speed is too high. If that would be shorter (and possibly smoother), a game round would become shorter too, which I think would give the game a greater replay value. Now there's a pretty long moment of just waiting for the speed to increase through the easy parts if you try to beat your high score. Fun concept, I definitely think this could turn into a fun and addictive game if polished.

InstiGator by SolomaZ 2014-12-20T00:18:00

I recorded while I played this game: http://youtu.be/k-mlO4_VXNs

This game totally cracked me up - I felt like a cheeky monkey! The animations and the graphics style is perfect - everything from top to toe is just overwhelmingly charming. I love how the people calmed down after a while, and you had to hit them again or start losing points. The music totally fit too. In a way it felt completely random, but it's all "random" in a funny way that just totally works. The little 3D effect is great as well. I loved the game, and although it's really a bite sized piece of entertainment, not everything is supposed to be huge complex things. Sometimes you just need a little seed of joy in your life :)

HehPal by chakitp 2014-12-12T17:07:00

The music is awesome! I want to rate the sound! I got to 70 the first time, and right when it was starting to get really difficult, the music stopped and I thought it was over, only to get the "They call it Dubstep!" and the game just kept getting more intense! Such a cool feeling, nicely done. Extremely simple concept that just works, and it keeps increasing in difficulty in a well balanced manner, at least as far as I got. If it keeps increasing at the same speed, a late game might be virtually impossible. It's also smartly done that the two different shapes also have different colors, although I personally try to avoid comparing green and red, since red/green colorblindness is not very uncommon. Well done!

SchneeMannschaft by Myyyvothrr 2014-12-19T23:19:00

I recorded when I played the game: http://youtu.be/QOH4RuCZB8o

Overall it's a fun take on a football game, and I love the animations of the snowmen. A dash button or something to possibly give an edge (preferably something with a downside, so that it's a tactical decision when you want to use it) would have been a nice addition. And for my taste, the AI could have been a bit more competent (even if it wouldn't follow the rules), but it was still an enjoyable experience. Thanks!

Iaido by shuanDang 2014-12-17T12:44:00

Cool - I played it on my Windows 8 machine with a touch screen and it works really well (except that it's difficult to click all the way out towards the edges). Cool concept, this could work really well for phones and tables with just a little more work to make it feel complete. You could look into using PhoneGap to convert the HTML5 to "native" Android, iOS & Windows Phone (and blackberry and like everything else too) apps if GameMaker doesn't support building for them directly. If you don't know what PhoneGap is, it's basically a tool that embeds your HTML code into a modified version of Google Chrome for that phone OS. It works really well in most cases.

LD34 — Two Button Controls / Growing

Director Morse by tompudding 2015-12-21T00:26:00

A really interesting concept, and I love your use of the theme and that you really stuck to it with the console output being in morse code and everything. I'm completely exhausted after playing it, but thanks for the experience!

I recorded while I played and commented. It's currently uploading here: https://youtu.be/SNzeVZJza-4

It might be painful to watch...! :)

There's Always a Bigger... by Jerre 2015-12-20T21:12:00

I recorded while I played and commented. Uploading it here: https://youtu.be/Alc-6-nhISE

I love that you took the angry birds theme and turned it into an arena style game! Addictive and surprisingly fun :)

Hi-Score: 94913 (If you don't believe me, watch the video ^^)

Space Pilot by Budi 2015-12-19T20:56:00

Well done! It's really difficult, and I think the way the shield and health is displayed makes it a bit difficult to see (long and thin, and you have to take your eyes off of the playing field). It also goes almost immediately into "really hard" mode, which is fine but difficult! :)

I recorded while I play, and there's a lot more commentary in there too. Currently uploading to this URL: https://youtu.be/TRir3BAnNVQ

Well done again! Thanks :)

Jack's unremarkable, absolutely normal day by Jod 2015-12-20T23:36:00

I absolutely love this! The story is amazing, they options you get are great, and the way they are presented totally works! I love that you get presented with two options and then keep adding one, so you always have to choose between at least two choices you don't know what they'll result in. It's really well written, and you've really made something out of it. I love that your options aren't always at the end. And the story is always GROWING in complexity, which is awesome too. I mean, this was sooo good.

Also, I recorded and commented while I played this game (quite quickly I started reading everything aloud and commenting as I went along, I had so much fun :) ). I'm uploading the video here (it's a long one...!): https://youtu.be/dWSmeG9BUXw

SpaceEx by Tangible Games 2015-12-19T19:17:00

Love the look of the game and the controls! The dialogues are fun and well written. Overall a nice, polished game. Well done!

I recorded while I played the game, it's uploading to this URL: https://youtu.be/tXdjd8jHWbI

And the world kept on turning by little-burrito 2015-12-19T18:23:00

Oh my god, so many reviews before I've even had time to review any games myself! Thank you all so much for your feedback. I'm happy I've managed so spread some joy with my little game, and I agree with you all on what you're saying. I think the levels definitely grew too much, and I think it became too punishing that EVERYTHING gets reset when you hit something now that you're moving so slowly (which I agree is too slowly, although it's meant to add a sense of scale). When there was about an hour left and I tried the whole game, I just felt like "Ohh, that's way too slow. Oh well, nothing to do about it now!" :) I think the chapter screens mostly need to be reworked a bit so that they feel nice, and so that they're easier to skip (also the very first screen is fixed in time, but the other ones get canceled when you press a button (after the text has fully appeared), which is pretty unclear behaviour :) ). The intention was also for the levels to become longer, so it would be a bit of a relief to get a little break that showed you that you're at the next chapter. Thank you again for all the nice words and great feedback! Now it's time for to go and review a bit! :)

Flappy Invaders by Miziziziz 2015-12-19T20:16:00

This is game is totally ruthless! :) I mean, Flappy Bird is known for being ruthless, so taking that and adding another layer of complexity to it just makes it insane! I played for about 20 minutes and I don't think I even got close to the boss...! The graphics are super nice, I like that there's no music, and the sound effects really work. Perfect game for two buttons. And I think there's no such thing as an "obvious" interpretation of the theme :)

I recorded while I played and commented a lot more while playing. It's currently being uploaded here: https://youtu.be/MtaFbiY_a8g

Seven Cannon Army by r8berto 2015-12-20T21:26:00

I recorded while I played and commented. Uploading it here: https://youtu.be/HwZy0LFBKuI

Nicely done! My high score was 32350 :)

The War of Japants by Blobo 2015-12-19T19:42:00

Love the game and your humour! The music totally works, the graphics are nice and hilarious, and the obstacles are really well designed! Sometimes the enemies are difficult to see and pop up in slightly odd places, and it gets REALLY tricky when you have to jump to a platform that's just slightly higher than your current one - that gives you a lot less time to react, since the ninja pants jump so high.

Overall it's a super nice game! Thanks a lot :)

I recorded when I played it, and I'm uploading the video here: https://youtu.be/ZRJytxC3KD0

Spinning Around by DinnerInTheDark 2015-12-20T20:25:00

I'm really, really impressed! I recorded when I played and commented, and I'm uploading it here: https://youtu.be/emEg6Y1WH7k

Bay Col ! by Blake_Lead 2015-12-19T18:48:00

Well done on your first game! Especially impressive that you got it working when you hade build your own game engine as well :) I recorded while I played, and the video is being uploaded here:

https://youtu.be/Ed7fjG3Ed5o

Thanks!

Bay Col ! by Blake_Lead 2015-12-19T18:57:00

And the sound effect for getting hit is nice and intuitive :)

LD36 — Ancient Technology

The Legacy of the Pharao by BossHunters 2016-08-30T19:29:00

Intro - very clear what's objective of the game is when you see the light come in, bounce off the mirrors, light up the room, and you see the message that you managed to light up the room, press any key to begin. The back story text was not even necessary for me.
Idea - Nice, clearly relevant for the theme :) Not very original perhaps, but not everything needs to be.
Controls - I feel like the character moves a bit too slowly. I had the feeling of waiting for my character to arrive, rather than just walking somewhere. About placing the mirrors, I managed to send the light diagonally by placing the mirror a bit off. Perhaps a grid system could have helped here? It also seemed (I only noticed on the last level) like I walked much faster to the left faster than to the right? Perhaps that was because the light was coming from the right and it pushed me (I'm thinking Unity colliders or something)?
Levels - They were a bit too big for me, since they were mostly unused space. What's fun about the game is figuring out how to solve the puzzles, not so much walking around the level. The rooms felt quite straight forward, whereas the last one was more interesting. John Romero (who made the levels in the original Doom game) said that he always made the first level after he made all the others, because that's when he was the best, and that's when you need to really guide the player. I think it could have been worth spending more time on investigating what different kinds of challenges could be constructed using the means you have. For example, could a level need to be cleared in multiple steps by repurposing a mirror later? For that there could be a maze that's completely dark until you manage to get the light in there and see what's going on. Once you see the inside of the maze, you can go back and move the first mirror so that it enters the maze in another place, and then you can place an additional mirror or two inside the maze to finish the level. It could also be adding elements like melting ice blocks with the light so that the player can get through to place a mirror on the other side or something like that. Anyway, the last level added a layer of complexity where the light moves through something that the player can't, which was great and a step in the right direction! That could already have been level 2 for me - it's nice when there's a tiny new twist on each level (I'm talking like you had years to make this game, I know!). The extra pots strewn out didn't really do much for me.
Other thoughts - Very nice how the light really lights up the places it enters (I would have loved if that also took part in the puzzles). I imagined the game was in super slow motion, and that zombies move at 2/3 the speed of light!

So yeah, it was a nice little game with a good theme :) Well done!

Asteroid Wars by leondryaso 2016-08-30T20:52:00

Excellent game! Eeeexcellent game! Ok, let's break it down.

Graphics - amazing. It's an awesome twist with the old TV style, which is very well implemented. I had to stay to just go between the main menu and the about second a couple of times because of how great the transition looked. Everything is super simple, yet very clear! The camera shakes add a lot to the experiences and it's just very well executed.
Sound - Good music, and great sound effects! I'm playing this on my laptop in a big cruise ship, and sometimes a shot managed to get synced with the engines rumbling and I felt like I was in a movie theatre :)
Controls - The "in-game" controls are all they need to be, but it's a little confusing how they translate to the menu screen. Something like selecting what you want to upgrade and moving it to the right as many times as you like, and then buying it with the shoot button would have been clearer for me, since the enter and escape buttons weren't used before.

Other stuff (I don't have the energy to be specific anymore... :) )
Asteroids is a very difficult game, and I like how you made it into a rogue-like. I only made it to level 4 with many tries, so to see if there was more, I went into the ram and upped my money from 136 to 200000 and bought all the upgrades. Got to level 7 and felt bad (in a good way). Then I realized that if I went out to the menu and back in again, I advanced one level. I double-cheated (money and level skipping) my way up to level 42. Beat it. Died on the next one. Anyway, regarding the theme, I was expecting to see some old school computer game references, and this one totally did Asteroids justice. So yeah, playing this game took about an hour of my life, and I'm happy it did! Very well done!

I probably forgot to say a bunch of things, and I hope this whole feedback makes sense. Feel free to ask questions :) Now I'm heading to bed! Good night! :)

Asteroid Wars by leondryaso 2016-08-30T20:58:00

Oh, and one more thing! I felt like the upgrades could have been more visual. In the shop you could really see them, but then the weapons only visibly got to 3 lasers. If it would have gotten to 5 and 7 respectively it would have just FELT so much more powerful. And the shields could have been a new circle outside the existing one, so with 4 shields, you really see that you have 4 times as many as when you started. The special was a great effect though and really felt like I got what I paid for :)

And I pressed R, and it was awesome. Even though it took me like 45 minutes to figure out what it did :)

The Truth About The Pyramids by little-burrito 2016-08-30T19:34:00

@Garfeild and @Jonpul I completely agree! I made everything from the sofa with laptop, and I was just dreaming of how great it would be to play it with a mouse like I intended :) I'm considering porting it Android as well.
And yeah, the missing sound was pretty funny. I was thinking of the sounds, making sound effects with my mouth all the time while playing, but I had the laptop on really low volume and just completely forgot that computer programs can also play sounds :D

The Truth About The Pyramids by little-burrito 2016-08-30T19:37:00

Thank you, @Amine Tcherak! :)

The Truth About The Pyramids by little-burrito 2016-08-30T21:59:00

@AODQ Hahaha! Do you want to know a little secret? That's exactly how I play the game too. I started out by making the people panicking and the explosions, then some houses to protect them, and then the pyramid. Then I just had so much fun with making the pyramid tear apart the city that only when there was half an hour left I thought "Oh shit, I need to make the mage so you can defeat this guy!" :) I actually never intended the mage attack mechanics to be like this, but rather that you would use the wind to throw pieces of the fallen city (and people) at the pyramid, and earth quakes to get you more stuff to throw. The wind would follow your mouse movement, and I think it could have been a cool mechanic. But man do I love just tearing everything apart :D

Light the Beacons by mike.cullingham 2016-08-31T07:49:00

Played it on my phone. Interesting mechanic of resource managing your focus and I imagine your mouse on PC. I think it's much easier on the phone since it's really easy to press things that are far apart in quick succession (although the hitboxes seemed a bit small for the fingers). However, in the state it is now, it's not really very entertaining, as the gameplay is static and too easy for me to have any worry that I would lose at some point. But still a nice effort :)

Icarus by JustASHadow 2016-08-29T17:08:00

I really like the twist of height management that you've put into this one! It could have gained from enemies that are defeated in different ways - like some that need to be avoided completely avoided or something, because it gets a bit stale when you just need to shoot more, that isn't really more fun (to me). In fact, I'm not sure about the arrow mechanics - maybe it could have been nicer if an arrow is always a one shot kill, but you can only shoot it if you charge it completely or something like that (now arrow spamming became a thing for me when attacking from above). The challenges you made were nice, although I couldn't make it through the first one. In the campaign it's interesting how there seems to be some different strategies that are all viable to get through the levels. For some of them it seemed better to just go fast and select a few enemies that you kamikaze through, whereas you could also try to stay low and avoid a lot, or fly high and shoot everything to get hearts. I felt like the random vertical position of the enemies was a bit problematic on what I think is the last level of the campaign. Sometimes the red dragons lined up so I had no way of passing through them, while other times it was no problem, so I lacked a consistent difficulty there (and I didn't make it through that level). Overall a fun concept that could be made into a really cool mobile game with a little bit of work on the level design. Well done :)

LD38 — A Small World

A World of Death! by tompudding 2017-05-06T21:43:26Z

I made a video review of your game:

https://youtube.com/watch?v=hhri3r4nFRo

All in all some really cool graphic effects, nice sound effects but the audio latency takes away from that. Gameplay has potential - the delay before you can hit or block creates a nice element of in-the-moment strategy, but since there's no warning for when the arrows are going to come, you can't really plan it.

Well done, and thanks for letting me experience the famous ride! :)

Surface Tension by mahalis 2017-05-06T22:01:34Z

I made a video review of your game:

https://youtube.com/watch?v=LBmTkP0tYjY

Really cool! Thanks a lot.

Recognition by maysick 2017-05-18T09:18:10Z

Nice little game - I didn't quite get that there was a time limit before it was too late the first time around, but that worked out on the second try, and I enjoyed the losing animation anyway :) I wanted to pause the game to think, but not being able made an interesting case of forcing you to calculate it on the spot with a time limit. The time limit was good for me - it felt balanced as I wasn't close to making it the first time, but once I knew what I was doing I could manage. Well done!