Connecting LD30 to the Real World by Will Edwards 2014-08-27T21:08:00
Fun meta-game :)
I'll be keeping this one up in a tab during the voting period. I've found several interesting games by trying to fill blank spaces of the map already!
Foon → Ludum Dare Explorer → Users → lkr
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Feuding Space Blobs | compo | 213 | 3.52 | 3.64 | 3.89 | 3.32 | 3.44 | 2.55 | 57 | |||
| 2014 | 30 | Connected Worlds | Clashing Galaxies | compo | 218 | 3.57 | 3.40 | 3.62 | 3.76 | 2.67 | 3.24 | 1.80 | 3.08 | 100 |
Fun meta-game :)
I'll be keeping this one up in a tab during the voting period. I've found several interesting games by trying to fill blank spaces of the map already!
Interesting concept and visuals, nicely executed :)
I had an issue where using the connect mode when I had more than one life saved would use them all up, instead of just one. I beat the level after realizing this (and a few failed runs due to bad placement) though :)
Would be nice to see more done with the idea, and some more levels.
It was confusing at first, but once I understood the mechanics it was very fun. The fact that shooting drained life didn't dawn on me for quite a while, and it was frustrating to die so fast :)
I liked how the two worlds were connected, and both had to be utilized. The effect when switching from the dark to the light one was also neat.
Fun game!
This wasn't at all what I was expecting - in a good way :)
I love "innocence" of the initial world, with the stark contrast to the other one. The other one being the one I accidentally discovered when I couldn't make a jump across a wide gap, thinking I'd die.
And then I jumped on top of a bat. That seemed to happily carry me around, so I thought they were friendly. Until another bat tried to kill me.
Interesting game - would be cool to see more of it.
I especially liked the lighting and different moods of the realms.
That was really fun - would have loved more content!
I liked the clever use of the world flipping to manipulate enemies and objects. Nice touch with the boss at the end :)
Also loved the pixel art, and the small details like particles when landing on grass.
I liked the idea and concept, but I too had a hard time navigating in the dark.
I managed to find two of the sounds, but couldn't find the third. I think a big part of the problem for those of us that didn't make the game is that we have no idea what kind of layout we're walking in. Is it a maze, a big open area, or something else? Is it the same big outdoor area? If so, I didn't get much time to familiarize myself with it before the dark came along.
The humming from the last sound didn't seem to vary in volume during the time I spent looking for it, so I had no idea if I was getting closer or not.
It would be interesting to see more of the game if you could figure out a more intuitive feedback mechanism for the darkness :)
Cool concept having to trade items between the worlds. First time I spent too much collecting coins, which ended with the overworld guy starving to death :P
Would love to see more of this game - very interesting start :)
That was a very fun start of a game, and I wish there'd been more.
Loved the pixel art, and am looking forward to the post mortem version :)
Very fun concept! Love the visuals and platforming feel.
Playing the post-jam version was really great, and I'd love to see more done with the game :)
The disconnect mechanic and how it needed to be used to solve the levels felt very fresh, and really had me thinking a couple of times!
I liked the concept, but didn't really understand what the numbers meant, and why hacking a node would work sometimes, and other times not (the same node after restarting a level.)
Would love to give it another go if it was a bit clearer how to play it correctly :)
Neat game :)
Especially interesting when I had to have an enemy pick up a key in one world, and send it to the other one to use it!
That was pretty fun, and funny :)
It was pretty challenging, but had a nice risk/reward system where you could try to poke the lower ladders to drop multiple ones.
Interesting music as well - it sounds like it was recorded live?
Cards and randomness are two things I love in games :)
I had to restart a couple of times to get going, but it was very fun once I did. Would be cool to see it further developed.
Nice pixel art and good ship controls. Would be interesting to see where you're planning on taking the concept.
Interesting concept, even if I couldn't connect to anyone.
Love the visuals as well :)
Was fun figuring out how to land on the different planets, and a nice touch with the engine upgrades :)
It was pretty frustrating how the engines randomly turned themselves off though.
All in all fun game!
I didn't really understand how to play properly until I watched your gameplay video, but found the game really fun once I did.
Extremely hectic near the end when I had to keep my old planets connected, while trying to safely connect to the remaining few, and at the same time keep shielding the old ones.
Very enjoyable!
Love the art and sounds :)
Humorous game, and some interesting twists on the different panels.
I thought all panels of the same color were supposed to work the same, but I found out they didn't the hard way :)
Refreshing take on the match X mechanic. Was fun having to adjust my way of thinking how to match tiles when the world suddenly switched.
I like the way the music changed between the worlds also.
Couldn't really figure out what the small colored gems below the tiles were for though.
Seems like a game well fit for a phone indeed :)
Lovely pixel art and fun gameplay :)
That was really fun and original.
First time ended at 1:46. It took me a while to understand what was going on and how to solve it, so it took 13 seconds the second time :)
Make more levels! Would love to see a lot more of this.
While it wasn't very interactive, I love the look of the game/simulation and how the moving thingies light up the paths as they move between nodes.
I'd love to see where you're planning on taking this :)
Fun game mechanic, but the last level got a bit too frustrating. Loved the other levels though!
Very fun game!
Loved the graphics, sound/music and gameplay :)
Unique and fun game mechanic :)
Also loved the visuals and the moody and calm music.
Short and sweet game with a fun game mechanic :)
Would have liked to see even more levels!
That was a short and fun little game :)
Nice tile variety between the worlds, and lots of stuff to collect. It took a while to find the show crystals, and even longer to get back up though ;)
I was confused at first, but the video cleared things up.
The game could use some small icons on/near the planets to show resource stock and the production/consumption delta. It was hard keeping track when I was setting up routes, and forgot what a planet needed. I'd also have wanted to quickly cancel a ship route without removing each waypoint separately :)
Fun game though - would be nice to see more made out of the concept!
Really liked what I saw, and would love to see more of it :)
The pixel art was especially fantastic.
That was a really fun game - would love to see it more fleshed out in the future :)
The way you implemented planet take-off was really neat!
Enjoyed this one a lot :)
Nice and simple visuals, and good music.
I liked the bridge building part a lot, but it did seem like whoever built the bridge connecting two networks would be at a loss after spending all the resources building it (while the other one built ships), unless they had turtled up with more planets/higher income in advance.
All in all - thumbs up!
Seems like a really fun game, but I'm not entirely sure why I suddenly start losing planets, especially after my cultures had 3/4 of the map and I couldn't make any more connections. (I assumed more connections to a planet would influence it more?)
Would love to play again if I understood more of what's going on and why :)
Couldn't play with 3 players, but the idea and execution seems nice :)
Interesting concept that became stressful after a couple of years :)
Fun gameplay and nice visuals. I liked the choice of upgrades, and how they could make or break that coming year.
Would be nice to see where you're taking the game from here!
Lovely visual style, and a nice little story. The variety between the different worlds was great.
I wish your own projectiles were visible though.
The bosses were a bit on the easy side when they could be kited to mostly keep them from even shooting projectiles.
Fun game :)
Wow, that was absolutely amazing. Played through all 15 levels, and enjoyed them all thoroughly!
Loved the gorgeous pixel art and effects, and the gameplay was fresh and addictive.
More levels please? :)
Really nice graphics and sound, and a shop with weapons and upgrades adds a lot to the variety.
Also liked how different the planets were, with different backgrounds and enemies. Impressive for such a short time in development :)
Loved the physics and the way the chain moved around. Some levels were tricky where you had to sling the tail with accuracy to connect the last orb, and very rewarding when it worked :)
Couldn't beat all levels myself, but you should make more levels with all sorts of difficulties between the ones you have now, so there's something for everyone. Unless you want most levels to be difficult of course! (But you should still make more :)
Pretty fun little game, but I'd have liked if the jumping was a bit more floaty.
Love the art, mood and music :)
Feels like the nice beginning of a great game, given more time!
I'm impressed about what you got done during the jam.
That was pretty fun, I'm glad you finished the game!
I think the controls would feel a bit better if you didn't turn quite as fast, as I'd miss a lot of shots by turning too far when aiming. Other than that, the tank controls are unusual for a shooter, but add to the challenge in a fun way :)
Nice art and music, and some pretty fun levels :)
The controls felt a bit too floaty though, and it was especially frustrating to jump and land on small platforms when I'd often slide right off them again.
Fun game mechanic with great pixel art - very chaotic after a few deaths :)
The fact that the razor blades and enemies weren't in sync for each life added to the chaos, but in a good way.
Interesting concept!
I couldn't really tell what worlds would be safe to move to beforehand though. I'd usually move a big chunk to a new world, and quickly move it to another one if it didn't immediately thrive.
I had fun :)
Cute visuals and concept. It got pretty hectic with a lot of objects moving around, and having to direct the right ones where I wanted them to go :)
Short but sweet :)
Loved the visuals and music.
Pretty neat game. I like how the character clings to the surfaces when you land on them and walk around them. Also found it cool that jetpack fuel and ammo were tied to the same resource :)
That was amazing. Easily my favorite entry so far. Would have loved to play a physical version with friends also.
The first game was confusing, but I had a blast playing the second one. I love board- and card games, and the system where you pick an action for the round, and it can't be picked again until the next round.
Gorgeous visuals definitely don't hurt either :) Impressive how you got all this done - this polished - in such a short time.
I'd buy the full version of this game.
That was a ton of fun!
I didn't really know what I was doing the first time, but beat it with one jump left :)
The second time I got lucky and caught 4 of the crew in the same engine room, and ended up beating it with 10 jumps left.
Really love the concept and visuals, and would love to see more of the game. Different ships with different types of systems maybe? :)
That was an enjoyable twist on the TD genre :)
It got a bit much when the enemies started coming from 3 directions at once and not all my planets were prepared, but I had a lot of fun playing it.
It was very easy to beat the AI, but I enjoyed the game very much!
Love the pixel art, audio and atmosphere in the game!
I did find the limited view a bit too limited, although I understand its idea. The problem is that I'd end up stutter-stepping where I knew there'd be enemies to get the upper hand. Also had some slight troubles entering some doors, even though they showed the W prompt.
Other than that - fantastic game :)
Short and sweet - make more levels :)
Would have liked if I could turn while standing still, but I suppose it added to the challenge.
Fun game :)
Difficult but fun!
Love the visuals and character/world variety, and the fast paced gameplay. I wish there was a bit more time to reach a portal though. If I was on the wrong side when it opened, I'd rarely reach it :(
Thumbs up!
Very unique idea!
Really liked the visuals and audio also.
I enjoyed finding the right world to use to solve the levels, but it seemed like the space levels with low gravity let me solve most of the later levels pretty easily. Not sure if this was intended.
Fun game - would love to see more of it :)
Interesting concept with multiple labyrinth dimensions. Easy to get lost though :)
Fun game!
That was a lot of fun :) Loved the visuals and the relaxed atmosphere.
Didn't beat the second world because I couldn't figure out how to fill the orange meter more than about two thirds. Eventually the game would slow to a crawl with hundreds of snails other things covering the planet.
Had a great time - would love to see the ideas you didn't have time to implement during the jam fleshed out :)
That was difficult, but fun :)
Had some trouble with a couple of areas, but it was rewarding to beat them after a bunch of failures.
Fun bullet-hell feel in the first level!
Being a mere mortal, I couldn't fill both move-o-meters using a joypad and keyboard after that though :P
Lovely visual style and fun concept.
Took me a while to realize that the LMB and RMB shoot different kinds of bullets, but things got easier once I did :)
Very fun, but too short ;)
Fun gimmick in the last level - would love to play more of this game.
Looking forward to the post-mortem!
That was awesome. Loved the concept and the rich atmosphere.
Had some trouble positioning the mouse to project the correct world at times, but that was part of the fresh experience :)
Would love to see more of this game.
Fun concept :)
Difficult game, but fun once you figure it out. Fun with upgrades and limited energy so you have to prioritize their order :)
It was cool how the two worlds seemed similar in layout, but had some differences that let you explore seemingly inaccessible areas. The contrast between the first maze-like area and the wide open outside was neat.
I also liked the art style, and how the music blended between the two worlds.
Enjoyable game, short but sweet :)
I didn't have performance issues with the game, and thought the platforming controls worked well. The only thing I had a problem with was the hitbox for attacking. It seemed to be wider than the graphic, but there wasn't any visual feedback until the enemies died. The bouncing in the uppper world when getting hit might be a bit too harsh as well, but wasn't really a problem.
Loved the pixel graphics and atmospheric music as well. Had fun playing!
Neat concept, and very fun to play :)
Would have loved to see more levels!
Very interesting and fresh game mechanic :)
The timing felt a bit tight at times, but it was very enjoyable to play through.
Loved the visuals and music, and the controls felt great.
I wish there was a "safe zone" where you spawn, at least for a little while, as I ended up dying right at the start after a few clones.
Great concept - would have liked more levels :)
Nice pixel graphics and audio :)
Switching to combat into an isolated part of the original map is a neat idea.
As a big fan of card games, I liked this game a lot :)
As already pointed out, it was confusing at first, but having to think about both battlefields when placing cards added a nice extra layer of strategy.
Love the audiovisuals and atmosphere in the game :) Nice use of lighting effects also.
I couldn't beat it because spiders kept lurking around my spawn point, but I had fun while it lasted!
That was really fun :) Love the pixel art, and the platforming controls feel good.
Died right before the last gas can on my best attempt in the compo version - jumping into an off-screen laser :(
The only problem I had was that my character would sometimes keep moving after I let go of the key, which always resulted in a death. Happened in both the compo and checkpoint versions.
Other than that - great game!
Original addition to the TD genre. I really liked the extra layer of having to think about the right side at the same time as I was building on the left.
Would have been neat to see the concept even more fleshed out :)
I'd love to see a more fleshed out version of the concept :)
As already mentioned, I didn't enjoy the waiting either (I ended up switching to a different tab while waiting). Maybe better engines could have a different gameplay value instead? Something like maybe using less fuel, thus saving money (assuming fuel would be a purchasable resource.)
Fun and well-made game :)
Difficult AI, but that's not a bad thing.
That was a nice dungeon engine.
Also, loot! Loot makes any game better :) Plus for humorous item names!
Fun game :)
I liked the sense of exploration in caves, but I found it more rewardig to regenerate them to find iron rather than dig blindly. This would probably not have been an issue if there was an easier way to gather than having to click to confirm though.
I also liked the world variety in my playthrough, but got stuck on world #5 with a 100x100 empty grid.
It was easier to exit and enter the cave again to find iron, than to dig in the walls. When I entered after exiting, there'd usually be two visible iron nodes in the starting room walls.
I thought digging and exploring the cave was a fun gameplay mechanic, so ideally I'd like to find iron that way. But when I can dig 20-30 tiles without finding any iron, it's just more efficient to exit and enter again to instantly find it.
My suggestion is therefore to increase the chance to find iron when digging a little bit :)
Loved the visuals - especially the silhouettes in the intro, and the creepy audio :)
I thought the controls and platforming felt great, and would love to see more of this game.
Thumbs up!
Fun concept, nice music and interesting variety in the worlds :)
It was quite punishing having to start from the beginning of the level when dying close to the end though. Maybe consider a checkpoint midways?
Had fun playing!
Fun concept :)
Would have loved to play more if there were more interactions between the planets (and more planets!)
I thought the controls were intuitive enough, but a bit clunky if I wanted to switch a bunch of elements from one planet to another.
I wasn't sure what the goal was to begin with, but I got the credits, so I guess I did things right :)
Fun beginning of a game!
Interesting concept :)
There seems to be an issue where some levels are missing most of the blocks, but restarting the level fixes it.
I liked the introduction of different types of blocks for variety and challenge.
Fun take on music games and the compo theme :)
Would have loved to see more variation in the beat in more advanced stages! Made it to 1.1x, but it was quite difficult to keep the beat until the bass kicks in at that point, so restarting was kind of a chore.
I had great fun with the game :)
I don't know what I was expecting... but I'm also not sure I know what I just played either.
Either way - awesome experience :)
Fun concept - would have liked to keep playing after the first level :)
I didn't play through all 30 days yet, but liked what I saw. The item names were funny, and added flavor to the game :)
I did run into an issue where, after I'd sell an item, the same item would still be in my inventory, and could seemlingly be sold again, but I wouldn't get money after the first time. It disappeared when I travelled to the next planet though, so it wasn't a huge deal.
First-timer myself, but reading the bottom part about "MY GAME CRASHES...", it sounds like we can't. Would have liked to fix a minor bug myself, but oh well :)
Neat concept with the moon following the cursor and the earth following normal platformer controls :)
The cutscenes add some nice variety to the levels, as do the cool moon powers.
I enjoyed the room shuffling mechanic, and how more rooms would be unlocked as I found additional circuits :)
I also liked the writing a lot - it added nicely to the overall atmosphere of the game.
As already pointed out, some rooms felt pretty empty (undestandable for a game of this scope made in 48), but I'm sure that's easily remedied given more time.
Fun game!
That's a really unique and fun concept!
After playing to level 10, I found out by accident that you can easily match the X icons by growing a circle from any side of it, and once its radius crosses the icon, you can click on the icon to instantly match it. It made several levels easy, though it was a lot more fun to beat them as intended (like I originally did).
I liked the audio and visuals a lot as well, and I think this game would work great on a phone and tablet :)
That was fun - would love to see more of this :)
A minor suggestion is that it'd be nice if you could see if a unit had moves left without having to click it, as this got a bit tedious when I had a bunch of them trying to cross the map.
That was really fun :)
My clump of miscellaneous space thingies started to expand really fast once I was able to absorb planets.
I'd have loved to keep playing after the game ended, but I understand that you want a limit if the intention is to compare high scores (and obviously to limit scope for this compo). Maybe make an optional mode without a time limit and score if you'll keep working on it?
Thumbs up!
Love the pixel art and humor in the game :)
Short but sweet!
Pretty fun game with colorful environments.
I had some issues with the controls and platform edges (and jumping out of water), but nothing too bad.
All in all I liked the game :)
Pretty hectic after the first few levels, but I had fun playing :)
Fun and relaxing gameplay once I figured out how it worked :)
I really liked the visuals (especially the satellite trails when launching to a far away planet were neat) and the background music.
Interesting concept with a neat visual style.
Inverted up/down controls were a bit strange, but wasn't a big problem after a short while playing.
Great artwork, and interesting and challenging controls.
The hitboxes felt a bit too unforgiving, but I enjoyed the game a lot.
Great game :)
I failed badly the first time after being raided by pirates and having 4 ships on the same route until I was buying for more than I was selling for, and losing money.
The second time I maxed out easily, and would have loved to have more to do.
Nice visuals and music, and fun gameplay. Loved the variety in the different stages, and how differently they played.
When I beat normal mode and the game restarted in hard mode, the music stopped. Not sure if that's intended?
Other than that - great game :)
Fun platformer with nice and responsive controls :)
20 deaths later I couldn't figure out how to pass the crushing platforms right after the second checkpoint though, so I gave up there.
Fun platformer with unusual powerups :)
I had some trouble with how the physics worked on sloped tiles, but other than that it was enjoyable.
It worked fine on my machine, but I guess that's because you recently fixed it?
I'd love to see where you're taking this intriguing concept :)
Fun game :)
I liked the visuals, especially the small story sequences.
It was quite hard to visualize where and when to swap planets and/or direction, which unfortunately meant that I ended up not bothering with coins after a few levels into the game, as I was more likely to die than collect them all. I'm sure collecting them all would be a good challenge with more practice though.
Nice touch with the boss at the end.
Loved the atmosphere and writing, and how the music changed along the way. It made me want to explore the whole area for "secret" story text :)
That was an original take on the theme :)
Made it to level 7 before I lost too many dudes to complete the level. Then I sent the rest of my dudes into space, because - well - I could. Fun was had, even in defeat :)
Nice and catchy music also!
Fantastic visuals and audio, and the beginning of a game I'd love to play a lot more of!
Neat concept, but the fact that it scrolls down with a very limited view ahead of my fish made it pretty difficult to react to both enemies and orbs.
Was fun though :)
xgeovanni: Thanks for your amazing comment and screenshot :)
You're correct in assuming that the asterisked planet is their capital, but I never got around to implementing any additional functionality to it. Stealing it from your opponent usually cripples their ship network though.
The game plays pretty nicely on a tablet as is - save some screen size issues - but a native tablet version could definitely be a cool thing to make. Thanks again!
@porglezomp: I've fixed the bug with the auto building towers in my code base after being informed of it last night, but as I understand the LD rules, I'm not allowed to update it because it's not a breaking bug.
I've actually already addressed your buliding concern (you can now destroy buildings to switch them around), but can't update it for the same reason.
Both the science icon and number should be clickable already (at least in my browsers), so that's a bit strange. I'll look further into it though.
I really appreciate that you took the time to give detailed feedback!
@Razoric: Thanks for the encouragement!
And thanks to everyone else for your comments :)
@ZeppelinCaptain; Thanks for your in-depth comment and screenshot! The way ships behave is something I wanted to improve upon, but didn't have time to during the compo. It's definitely something I'm thinking about, and am going to change going forward.
@Stepwise: Sounds like you found a winning strategy :)
@Windmill Games: Thanks for your input! Balancing the income/expenses is something I didn't get the time to work on as much as I'd have liked, but gold income especially is indeed higher than it should, especially with the right build/research path. I have some ideas that I'm working on that should improve the balance.
And thanks again for everyone's comments - they're very much appreciated :)
@smizmeal: It's running with up to 4 players in my current build :)
@Zathalos: Thanks for the idea! I'll look into something like that.
@Sunflower: I agree the instructions aren't the best at this point. Part of the strategy is deciding what to build where and when, though. But generally you'll want radio towers on your border planets to push for territory, and shipyards somewhere close to build ships to attack with. The others are situational, but shields help planets under attack for instance.
@hbocao: Appreciate the honesty :)
And thanks to everyone else for your comments!
@ZeppelinCaptain: Thanks! Appreciate that a lot :) Good luck to you as well.
@Larzan: Glad you liked it :) The radio tower thing was a bug I unfortunately didn't catch before I submitted. It was fixed the day after when I found out about it for the post-compo version. I don't think it was breaking enough to qualify for a fix in my submission though.
Fun concept and nice physics :)
Would be cool to see more done with the idea, maybe balls with different behaviors?
Interesting linking/combo mechanics.
The later levels got pretty rough, and seemed to require very precise timing at times, but it was a good challenge :)
Fun concept and an interesting take on the theme :)
Didn't manage to beat it, but still had fun :)
As already mentioned, the lack of a reticle was probably my biggest issue.
The visuals, audio and creepiness of the dream world all create a great atmosphere!
Would have loved to keep playing after the sudden end.
I really like the concept and nice pixel art :)
My problem was that 3 out of the 4 games I played, the first island piece I got wasn't big enough to connect to a world with a chest. Then a devil spawned and killed me, without being able to do anything about it.
The 4th time, I got the fireball powerup, but the second devil I encountered somehow managed to kill me before I killed it, and I'm really not sure why (I shot at it every turn I could).
Would be interesting to see where you'll take the game from here though :)
Fun game that I'd like to see more of :)
It was tedious having to confirm each tile click though (I think closing the resource menu should be enough). I'd also have liked to see my resources without having to open the menu, but that's just a minor detail.
Impressive visuals and both music quantity and quality!
Fun game too :)
Interesting matching mechanic. I suppose any 9 you create will end up as a dead end?
I didn't beat all the levels, but liked those I beat. Had to think carefully when the bridge had to be split to reach multiple goals :)
Loved the characters' "voices" in the intro, and the audio in general :)
Nice twist on the typical match 4. At first I was placing tiles at random and messing things up, but once I understood what I was doing, it went well.
Loved the audio and visuals of the game :)
Interesting risk/reward system where you get more points for close calls, as well as scrambling for the correct key on the wrong side of the keyboard, because my right hand was navigating with the mouse.
Fun little point'n'click adventure :)
Loved the artwork and atmosphere in the game.
Loved the concept :)
I found it hard to keep the checkpoint throwing in mind at the same time as I was jumping over enemies on both sides, but found it very rewarding once I started to get the hang of it.
Innovative and interesting concept :)
Fun concept, with nice pixel art and music :)
The first playthrough felt a bit weird, in that I could go to the end of each level without doing anything with my character, but subsequent playthroughs were quite interesting.
That's the most unique mechanic I've seen this LD :)
Love the pixel art and gameplay, as well as the impressive amount of content for an LD entry!
Love what you've created in 48 hours here. Beautiful pixel art, and an interesting world to explore.
Looking forward to seeing more of this game :)
That was really fun!
I wish there was a key to skip your turn, as I'd often take the initial hit from an enemy diagonally away from me, and my powers would be on cooldown.
Didn't make it further than the 3rd room, but had a good time playing a handful of attempts :)
Love the pixel art and music also.
Cool use of different player abilities and physics. Difficulty ramped up quickly from 1-0 and on, but I'd still have liked to see more levels :)
Found a small level bug in 1-0. If you press against the right wall in the screenshot on the left, you turn into the red box for no apparent reason as seen on the next.
http://i.imgur.com/RJDIXcy.jpg
Love the audio and visuals, and the platforming gameplay was quite good.
I somehow fell out of the level when rotating a room once, which made me fall endlessly. Didn't have any other issues besides that though :)
P.S: Unless it's just the font being funny, it looks like it says Ludum Dare 36 on the title screen.
Fun gameplay and game mechanics, with a nice difficulty curve. Love the visuals and moody music also.
Pretty fun mechanic - feels a bit like those typing games where you have to type the word in time :)
Love the art style and animations!
As for the gameplay - it started out very easy, then suddenly ramped up in difficulty, but I felt that I never really increased again after that, so I ended up getting slightly bored as it didn't really seem to shake up things.
Ended up with 274876 (and mostly F grades - not sure if related ;) http://i.imgur.com/Aqz80px.jpg ). Not sure if you're able to reach grading period 2 and higher, but I think I played a good 10 minutes to get the score I did.
Fun entry!
Short but sweet, fun game :)
Cool how you made this renderer in 48 hours :)
I guess there's not much "game" to rate/comment on, but I did like what I saw and think it would be cool to see something more made out of it.
Love the pixel art and audio, and fun gameplay to on top :)
I wish the controls were a bit tighter, but that's just a minor gripe for such a great compo entry!
That was a unique take on the theme :)
Pretty fun once I understood how to balance the different transformations. Couldn't figure out how to beat the snake level though, but had fun!
The music was creepy and stressful in a good way :)
Very nice art and music along with good gameplay :)
Some puzzles were quite tricky, but were fun to solve. Love all the small details in the game!
Thanks for your comments and suggestions!
If I had more time during the event, I'd definitely have added more modules and spent more time on balancing.
Funny art and sounds :)
Would have been fun to see the concept more fleshed out.
Nice pixel graphics and gameplay :)
My first time through, I managed to get to the final floor without finding a single powerup. I did feel like the default attack was somewhat too weak, especially when the powerups are as scarce as they are (or was I just unlucky?) I found a health kit and an axe the second time, which was powerful, but when it ran out after killing one enemy with it, I was stuck with the default one again :)
I also couldn't move when I reached the final floor, but I assume that's what your note 2 is referring to.
Also, nice touch with the simple yet neat character customiziation in the beginning!
Love the rotating effect when switching levels :)
Nice art and audio also, but I wish the controls were more responsive. The first few tries, I slipped and landed into the fire more than I wanted to. Beat the game after some trial and error though! Short and sweet.
Nice entry :)
Funny concept :)
A bit short, but fun while it lasted.
Only issue I had was when shapeshifting back from a plant in the last room, it was hard to know exactly how tall I'd be, so I ended up getting hit by the laser a couple of times until I got more careful.
That was a lot of fun :)
It was hard at first, but once I figured out the sacrifice mechanic and stabilized my resources, reaching the needed resources for the large statue was easy enough.
Would love to see more made out of the game concept!
Neat gameplay mechanic. Didn't really understand how to match the shapes at first, but it was fun once I did.
Cool music also :)
My best score was 38.
P.S: Not sure if it's intentional (shapeshifting?) or if it's a font issue, but when hovering over the main menu buttons, the font changes.
That was pretty hilarious, and is definitely the most unique entry I've played so far :)
Love the stylized graphics, music and hic sound!
If there's an end, then I didn't make it that far, but I got to an area where two sets of totems killed me instantly with their fireballs right as I shapeshifted. Good times.
Fun with a familiar style of gameplay, but using shifting mechanics to situationally adapt your units :)
Would have been great with an AI for those of us without a readily available local person to play with, but the time constraint is very understandable.
A couple of technical issues though:
Playing the web version - in both Firefox and Chrome on my Win 7 box, the fullscreen button is exactly on top of the end turn button. Playing in fullscreen (obviously) gets around this.
The game also refuses to run in private mode in FF (throwing an error), and crashes the browser in a normal window. Works without problems in Chrome though :)
Pretty fun game, with nice visuals and energetic music. :)
I'd like to suggest making the green and blue colors a bit more different though, as I sometimes mixed those two up when switching colors. The purple stood out quite nicely.
My record was 0:50:9 after a handful of attempts.
Very fun game and concept!
Won my first game on day 2 where my first clue only left one possible state :) The other games went on longer, and I won some and lost some.
Two suggestions:
I'd like to know what my current and max stats are so that I can better judge whether I should play a given card or not.
I'd also like to be able to mark a state as "safe" to make it visually easier to see what states I have left to consider for the remaining clues.
Would love to see a more fleshed-out post-compo version.
Interesting concept, but I don't think my reflexes are fast enough for the current pace of the game :)
I got a higher score mashing a random button than I did trying to guess, because I'd time out before I had time to move the mouse to the button I wanted to click. If I only had a second more, I'd probably do better ;)
Pretty fun game with a cool retro feel to it, along with some nice background music :)
Would have been neat to see more fleshed out - maybe a post-compo version?
Nice puzzle game, with nice art and music :)
Mixing it up with the pickup that changes the walls around was a nice touch.
Would have liked a keyboard shortcut to reset, but I didn't get stuck that often. Probably would have missed it more if there were more and/or harder levels.
Nice to see another strategy game!
As pointed out though, a tutorial would be nice :)
Fun game - interesting concept :)
It seemed like the game liked to spawn more of the dominant shape than the others, but it might just have been something that randomly happened me.
My best score was 47, which I suppose isn't much compared to the 266 in the screenshot :P