Death From Above by AlexFili 2014-01-04T17:16:00
I enjoyed the concept, and it's fun to Play, but it could be so better ! Perhaps allow Player to target with the mouse ? Furthermore, player movement seems useless.
Foon → Ludum Dare Explorer → Users → Lukuluk
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | MUSEUM RUSH | jam | 599 | 3.54 | 3.26 | 3.88 | 4.38 | 3.98 | 3.66 | 3.77 | 3.76 | |
| 2023 | 52 | Harvest | 👥 | Farming Termina-Boar | jam | 437 | 3.46 | 3.50 | 3.13 | 4.01 | 3.96 | 2.73 | 3.22 | 3.13 | |
| 2022 | 51 | Every 10 seconds | 👥 | Ultimate Chill Home | jam | 418 | 3.66 | 3.16 | 3.86 | 3.61 | 4.26 | 3.83 | 3.55 | 4.02 | |
| 2022 | 50 | Delay the inevitable | 👥 | Donchar | jam | 706 | 3.52 | 3.16 | 3.66 | 2.84 | 4.08 | 3.76 | 3.88 | 4.04 | |
| 2021 | 49 | Unstable | 👥 | Trusty Debate Simulator | jam | 2.88 | 2.66 | 2.83 | 2.50 | 3.25 | 3.27 | 3.50 | 2.83 | ||
| 2020 | 47 | Stuck in a loop | 👥 | LA FAILLE | jam | 534 | 3.67 | 3.48 | 3.62 | 3.07 | 3.55 | 3.75 | 3.98 | 4.05 | |
| 2020 | 46 | Keep it alive | 👥 | Pas | jam | 1304 | 3.47 | 2.80 | 3.33 | 3.58 | 4.25 | 3.66 | 3.63 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Condom Please | jam | 297 | 3.66 | 3.35 | 3.69 | 3.73 | 3.71 | 3.40 | 3.35 | 3.97 | |
| 2018 | 42 | Running out of space | 👥 | The Last Floe | jam | 195 | 3.78 | 3.69 | 3.90 | 3.22 | 3.76 | 3.47 | 4.14 | 3.76 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Build The Road Jack | jam | 211 | 3.85 | 3.57 | 3.83 | 3.71 | 4.05 | 3.33 | 2.36 | 3.29 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Fungus Among Us | jam | 696 | 3.32 | 3.21 | 2.89 | 3.73 | 3.82 | 3.37 | 2.71 | 2.96 | |
| 2017 | 38 | A Small World | Little Unsuitable Journey | compo | 472 | 2.77 | 2.33 | 2.38 | 3.00 | 3.11 | 1.00 | 2.05 | 2.77 | ||
| 2015 | 32 | An Unconventional Weapon | Wash It | jam | 457 | 3.30 | 3.05 | 3.05 | 3.50 | 2.90 | 3.25 | 2.95 | 2.68 | 35 | |
| 2014 | 31 | Entire Game on One Screen | XenoD31 | jam | 616 | 3.08 | 2.85 | 2.77 | 3.69 | 3.73 | 2.38 | 2.85 | 40 | ||
| 2013 | 28 | You Only Get One | There Is Only One Traitor | jam | 216 | 3.19 | 3.16 | 3.91 | 3.48 | 2.30 | 1.81 | 2.85 | 3.00 | 58 |
I enjoyed the concept, and it's fun to Play, but it could be so better ! Perhaps allow Player to target with the mouse ? Furthermore, player movement seems useless.
Good concept ! I wonder how harder it could be with a Steam Gamepad ^^
It could be better to have FX and motion in order to increase the game feel (Steve Swink has given interesting talks about that).
That's a very funny game, challenging with good balancing and cool visual feedbacks. Well done !
It just need some sounds and music.
:/ I couldn't luanch the game because "msvcp120.dll is not made to execute under Windows or it contains an error". My computer recommand to install the program again, but it's not meant to be installed, isn't it ?
it doesn't work for me too :/ Do I need to install RPG Maker ?
I really liked the ambiance of the game ! Sound is great, and exploration is interesting ! Perhaps the spaceship is a bit too fast. I didn't have problems with the duration of the intro, it puts me in the desired mood ! Perhaps a map could be usefull to understand where I am and where I go.
There is few gameplay, but how funny is the art and the overall mood ! Why don't you post on the blog to let people know about this game ?
Thank you !
@Magdev : Yes, I should have made a more evolution in the discussion dynamics, like the game of @DeathBySnail.
Furthermore, I think that this gameplay could apply to many contexts, since it includes contextual features like dialogues !
Yes, I totally agree about the polish ! Thanks to everyone for the tips, I think that there is lot of great work to be done on this game.
Really fun to play, but the game don't follow the theme ! For one people in 48 hours, this is very good ! Ambiance is good, controls are smooth and the assets are pretty ! The retro-style music is cool too !
It's really great ! The difficulty is directly hard, but if I keep trying I succeed in moving forward ! Good job :) The feeling of the game is cool, perhaps could have some sound feedbacks.
It reminds me the lasers in Super Meat Boy and the infiltration levels in Metroid Zero Mission !
Gg for the arts and the mood ! I would have liked more gameplay with it, but at least it feels clean !
I feel so sad that I couldn't kill the boss !
I played with some friends, and it was so cool ! There is a lot of skills to acquire, and the overall ambiance is so fresh.
The game worked for me, and I like its exploration-minecraft-like style experience ! Not so innovative but immersive, I want to have more gameplay in this world !
That's a cool idea, and the execution is good, but I think that the choices should have more impact on the hero abilities. For example, when you add boots, you could feel that your hero is really faster. Perhaps with rarer new level ups. There could be more feedbacks too ! (a stronger weapon is bigger, or it's impact on ennemies bigger too ^^)
The project basis is good, and you keep being in the thematic, but it could go really much further !
Good job for this first game. It could be interesting if the Player jump's height was controlable and less quick, and to increase difficulty, camera would be quicker.
But there is so much things that have already been done in "runner" genre, that it's hard to innovate.
The visual style is really intriguing and immersive, and there is funny contextual interactions, but the controls are painful !
Very good concept ! It's funny, I made a project with the theme of the "One Traitor" too, and both results are totally different !
I liked the mood, and the feeling of clicking on each character.
I've encountered the same problem of the player being passive, but the analyse of each bubble makes us busy enough !
(don't hesitate to take a look to my "There Is Only One Traitor" !)
Yeah the graphics are so good ! It's a cool Dragon's Lair like game ! Perhaps a bit frustrating but I keep playing to see the rest of this funny adventure.
I really like the idea and the mood of the game. Graphics, animation and sound make it interesting to play !
It's a pity that the controls are hard to manipulate ! And it makes me feel like the fail condition by shoot was random.
Good concept, good mood ! Just a bit too difficult at the beginning but, but that's original experience !
Cool game ! Even if the challenge wasn't so satisfying, the motion of the character and the visual style are cool ! It reminds a bit of The Real Texas. It's really smooth/
Great game, for the concept and the realization too ! Just need a difficulty progression between the levels (No visor in hard mode ? It's almost impossible ! ^^).
I would like to have seen what could be done with the senses !
Like everyone, there is no objective, and the brains run always in the same direction. Perhaps could they go in another direction when they bump against a wall ! And about the change of color, it was aimed for switching of senses ? There could be enemies which are only visible with certain senses. With some balance, you could reach the start for a good gameplay
Really fun to play, I enjoyed the clever puzzle mechanics, and the mood is retro-cool !
Really fun to play ! The mood is good, the challenge is interesting and the sound of eating is so cool ! The balance is good, but I was a big master at the first try ^^
Perhaps you could add big eaters or characters who wait less time that the others ! And a funny music too !
It was a really cool experience, liked a lot the ambiance, the feel of loneliness in the dark with that small and precious light !
About the slow velocity of the character, it reinforce the challenge of following the light, and the Player can measure his moves precisely, that's good !
Really interesting game, and there is some means to link it with the theme. Perhaps you should add some features to get a better rythm in the end, and a sound ambiance could fit better too !
Yeah nice idea, and the atmosphere is good ! The robots succeeded at scaring me ! The difficulty with this concept is to add more interesting choices, since player hasn't lot of informations at his disposal. Perhaps it could be interesting to add mechanics of vision beyond walls at short distance & freezing of robots !
Even if it's not innovative, I liked the realization. It's really fun to play with a gamepad !
Good concept, pixel art is beautiful and music too ! But the realization of the gameplay was a bit confusing. It was hard to figure out what to do, but I finally understood !
Perhaps should I have read the scrolling text, but it was so long that I passed through.
This game can be very fun with a quick rythm and rules like resources management. Please make post LD full game and post it here ! :)
A very beautiful expressive game ! I'm just a bit effraid that the gameplay's meaning would be understood as xenophobic.
Yeah, Dr Gewo you get better at each new Ludum ! So I felt like a hero using his computers in ab action Movie ! Love the art, mood, sound, fun, mood, you know the stuff ! GG
A funny theme ! I'm not a fan of waiting games but it's well done. I think it could go a lot further and be a funny management game !
Very good game ! I like the pacing, music, and mood of this game. Gameplay is fun, even if some balance has to be done :)
Very funny game ! And I didn't know Waiting/Unboxing Games style before ! Thank you for the information :)
A good story, and a interesting way to make it move forward ! But the gameplay could be more connected to what happens (as commented before). The sound of heartbeat is cool, I think you should have some pressure at each wave of butterflies, depending on the events told in the story. I think that the butterfly sound could be more smooth (now it's like I'm squashing them).
And it's a compo entry, well done !
Beautiful game, a bit hard to play. Perhaps some snapping and a better air control would help. Also, when player is dead, he should have a special animation to make it more understandable than just falling. Also, a small delay after each death before being able to control would help to not fall to the bottom at each time you reappear after dying.
Voiceover is cool, perhaps you should let the control to the player while it's playing. The controls are really cool too, even if there is some problems with collisions (especially in the last platform phase). Perhap^s its better to stick to walls while your SPACE button is set, and then use RIGHT & LEFT or UP & DOWN buttons to move along it ?
I was touched by the last boss because it was next to me at the beginning of the level. I couldn't undersand because I could not see him (but the other enemies can be seen in the dark, no ?)
Instead of doing new levels, perhaps you could have changed a same level dynamically (for example, Player activate a trigger with his items, then he sees the level parts moving, and finally the items get dispersed in the level and it gets dark (so there is a challenge of memory to remember how the new level is made).
Sorry for all this text, I liked the experience, so I wanted to give a big feedback :)
Cool game, I loved the music because in reminds me Heretic & Co :)
The gameplay is cool but really frustrating when the crocks get stuck in the wall ! You should add a simple feature : when X is pressed, if you are in front of a crock, it will follow your move, so you can push it and pull it.
I was dead so many time that I didn't see the end.
However, I liked the ideas of Level Design, and there is a good atmosphere too ! It's a long game, well done for the time we had !
Concerning the Theme, it does not really follow it, since there is multiple "screens" in the same level.
A funny gameplay, but we have seen this in so many games before. Music and creepy graphic style give to the game a unique mood :D I don't see any real link to the Theme though.
Mood with music and gameplay merge well !
Challenge is a bit random though.
Good concept, the game is in the theme, the mood is right, but it's so hard to play well !
Funny to play, I like the way I feel stronger with new items. There is some polish to do but the game is already cool !
These capsules remind me the good old times of my student platform game :')
I think that the objects position in space should be easier to understand (for example by moving the camera in Y and looking down with a x-axis rotation).
I love bananas and danmakus so I enjoy the concept :p
But concerning the controls, it would be easier to shoot in the direction of the mouse directly, no ?
I liked the concept, but I was feeling too passive while looking at the water expanding on the ground.
This game is really funny ! But once I started to master the timings
It could be interesting to give some life credits to the player to make it less frustrating and encourage risk taking.
Since this is a game about precision, I was sad to lose my character of sight when I went behind buildings (since I understand that with the short time of the competition, it was hard). If being in top view risks to make this game less pretty, you can still have a shader showing your character in shadow when being behind buildings.
I didn't feel the interactive part of this story, since I just had to wait, holding a button until the end.
I really like the idea, but it was really hard to clean the enemies waves, even in easy mode. Perhaps you should have taken less time to make several difficulty modes ?
I found the game very funny, clean and fitting the theme, even if the gameplay is not so challenging. It confused me to see enemies and items at the second plan.
Also, the music doesn't play in loop but I think I'm not the first to tell you that ;)
I can't find a link to the game! :S
Nice game! Rules were solid and easy to undertand, and it was well dressed.
The grey color feature was really refreshing! I think you could have other interesting challenges to improve the LD, like "killing ropes" that switch of color, or that turn around the planets...
Also, when I've seen I could watch the full map while holding C, I keeped this button pressed until I finished the game. So perhaps it would be better to switch view when you simply press C (and not hold).
Bright idea for a game! And really good job for a compo game! I also liked the plot, the small stories and the presence you give to the player by their goal and the discussions with the father.
I have some feedbacks for improvements: Like other people, I found it really difficult to be accurate. Perhaps some tools would be helpful?
For example, I think it could be better if you could measure distances on the map, or orientation. So it could be a simple ruler that you would have as a tool, and click to rotate it around 45° angles.
As the default font is very hard to read, I think it would be better to have a much visible font as a default font, or to be able to change it during the game (I had to restart the game to change it :/ )
Nice game! The gameplay idea is really fresh. In my first try, I did not understand that you were rotating around a sphere, so I was also confused by the background's movements when I moved. But finally, I started to see that sphere and I was able to beat the game.
I think you could improve the information on the fact that the bubble is a sphere. I have few ideas: - Make a tiled texture for the bubble (so we see that we move arround) - Make a compass that show where is the up-left-right-bottom-forward-back of the universe - Represent the poles on the bubble (just a rod that cross the sphere, or a texture...) - A tutorial in which their is flags to reach at different positions of the sphere.
A small feedback concerning a moment where the sphere has growed while I was playing: it looked "buggy". So I think it would be nicier to make it grow smoothly.
Excepted these small details, I also really enjoyed the mood and the sound design.
What a pretty game! The gameplay is sooo psychedelic that you need a few experiments - which is really cool - to figure what is going on, and yeah that's nice!
Thank you @rabbittortoise, I disabled audio.
Sadly, I had no time to produce sound. Perhaps next time!
@smiling-cat-entertainment : haha, it's a secret! Well a kind of small enemies that would have stolen player's endurance... if I had time to implement them.
@philstrahl thank you for raising that incoherence! And thank you everyone for the feedbacks, especially concerning the difficulty to target while collecting stuff.
Nice idea. Challenges were sometimes chaotic, but that's all right because I could understand my mistakes.
Good idea, the game was kind of fun but hard too! A small problem I encountered: it was hard to hover the right person.
Oh dude, this game was really crazy! I loved it. It's like I already knew the store when I entered. We are so conditionned by society! xP If it was disturbing to have people coming and talking to you, it worked really well for the purpose. The Mii style visuals are cool too, and those at the check-out line look sooo bored!
I have just a small remark concerning the camera, which gives me some headaches. And I think it could be improved. Perhaps by detaching the camera from the caddy, so it's not constrained by its caddy's style moves. Ironically, it helped the anxiogenic experience.
Pretty game with a cute story. I liked the intro music which looks like This War of Mine :D That's yet nice to have a cinematic for a game jam entry!
Good concept and nice challenge! I would have given you some stars for the audio, since it deserves well the gameplay :) It could have been better with some visuals for the menu between levels. Also I don't understand why the crystal switches to red when I touch the path's boundaries... It doesn't hurt me, isn't it? But these are just details.
I really enjoy the concept and the narrative of this game, so even if the difficulty was evil itself I was motivated to reach the end :D Also I love visuals and Wario Ware style music :p
Cute graphics! I liked the way I can visit the world between the waves.
There isn't anything to do and the timer is really long. Why not slow down the goblins arrival and set a smaller timer between waves? It's already super hard at the wave 2.
Great game! The overall experience was really nice, with a fine tuning! Having gravitation as an opponent was interesting too. I was at first frustrated by the randomness of the planets' spawn positions but by earning skills I could counterbalance unlucky moments.
I loved the music and sound design (special mention to the menu start sound). Funny FXs too!
Since you can rotate but with no impact, perhaps you could add a weapon that would help to explode obstacles? Or just rotate in the direction of the ship's velocity...
Good entry! The difficulty curve is cool, and even if I have found some tricks to block all projectiles of a single enemy, I could not abuse so often.
Oh my god, the ducks were so frightening! But this game works well!
Like other people, I was impressed by the feeling of controls, but I was not sure to figure out what I had to do. When I regularly plunged, I did not starve, so I managed to not collide with my body and plunge, until I could not dodge my body. Overall mood and sound are nice too!
Funny game abnd impressive amount of stuff for a Compo! I think Binding of Isaac is one of your inspirations, isn't it?
The idea of the game made me curious, and then I started playin.
Just started like that: "Holy crap the player move is not easy..."
...and then "mmmh, hey but if I do play in this order..."
...and then "oh god, I did it, easy-peasyyy!"
"...oh shit this one is insane... no wait, if I jump hook shoot? No, better to shoot jump hook..."
"...jook shump hoot..."
"...raaaaaaah!"
"...raaaaaaaaaaaaaaah!"
"...oh wait, there is more abilities! But the worth it is! Aaaaaaah so marvelous!"
"...Hey the song is stuck into my head!"
"...Hahaha so preatilly chaotic"
"...Wow, that was really nice actually"
Well, thank you for making this game!
This was nice to play and try to reach the top of the ladder!
I had just one small problem whith the web browser version: when I restart, sometimes the controls don't work,so had to refresh the page.
That's a well refreshing game! I should have played thisone before Good Night Sheep ^^
I had just one difficulty to figure out the controls at the title screen, but the rest is all right!
The sound, rythm and mood make me remember the Wario Ware games! Was it an inspiration?
What I liked the most in your game was the mood and the strange mood supported by the music and the environment. Stickers work well too! I had some difficulty with the controls, but perhaps that's intentionnal, anyway that support the mood too ! ^^
Made me think about this bar in Star Wars: https://www.youtube.com/watch?v=g6PDcBhODqo
Really nice game! The last level was too hard for me but it's cool and well linked to the thema. I would love to have heard some space ambiant sounds :)
Nice DA and game concept! Controls feel smooth and light, and it's really challenging to get the items. Perhaps it was a bit punishing when you enter a door and some dude is waiting for you right at the exit, and I couldn't find out how to get what the dogs keeps in his bedroom ^^ But the overall game is well done.
Really cool game! It resonate with me, so thank you for making it!
This one was a little bit long to finish but it's ok for me because I had trained my endurance before huhuhu I wonder if you could have some shortcuts to access to different areas, or keyboards buttons to make choices. Now I have some pain with my fingers ^^" I had troubles sometimes with exams: I choosed the right answer and the game made me fail my exam, so I came back a second time and I failed again... So I tried all the other solutions, and failed at eatch of these attempts. And finally I tried again the right answer and it was all right. But, few! I tought I was over.
Ah, and I didn't find that room 28 floor 142 finally... Hope I didn't miss anything!
And nice for the end, that was such a mindblow!
@gozz thank you for your comment! Yeah we will check that for the post-ludum ;)
Tell me if you see any disturbing bug!
@strangeryann thank you for your message! The problem with itch.io is resolved now. We will do our best to clean some of the problems you encountered while playing!
Not sure of what we are going to do with that. For now we just sleep to recover from the rush hahaha
@ponker we will try to fix that!
@aviland @tinis-games sadly we only had these bugs on the exported build of the game, but we're going to publish a debugged version soon! @sgadrat yeah I figured out a solution to reduce that framerate :)
Here is the way to play on web player with no bugs on the input : ****play with Firefox!**** (https://www.mozilla.org/fr/firefox/new/)
Thank you everyone for your feedbacks!
Et merci @Satanos pour cette vidéo bien sympathique ! Oui normalement tout est clean dans la version débuggée ^^
Really nice! I would have love to have a better camera and control of the car but it also participated in creating totally crazy tricks :D
This is a really nice game! I think it takes perhaps too much time to get difficult, so when I restart it's a little bit hassle to play with such an easy difficulty. Other than that, I had fun to dodge, fire, check my volatile health bar :)
Wicked but interesting entry, which makes us think about time, concentration, meaning of life and things like that! You could have so many interesting to say with the text in the top of the screen! Sadly it's saying me something that the gameplay already tells me.
I've known harder jobs: you just have to run and take some stuff in one place to put it in another place. That's a good training for relay race! And I can think about something else since my task doesn't need from me to concentrate :p
That said, it's I nice "game essay"!
That's a nice visual novel! Good job for the story and arts, that was really funny :D You must have rushed like a shooting star to overcome all that stuff, well done!
Really nice idea, thank you for making this game :)
I had lot of fun plying this one. Is it you who made a similar game for Ludum 38 with the player driving a caddy? Well this one is better on every point! And it's totally in the theme. Good job
Very laggy on my computer too, but the experience was kind of hypnotizing!
Nice game! Liked the concept and what you've done with that. The sound of walking while being big is so creepy hahaha
I liked that you started to make some more crazy navigation at the end. Be carefull with the backtracking in this situation, because if players fall, they have so much walking to come back where they failed. Perhaps you could have added a checkpoint after the situation in which you have to jump over two cakes, and jump to take the third. I miss-clicked on R several times after that, and I had to restart this challenge several times.
Also I think you could have made more crazy navigation in LD with verticality!
That said, it was really nice, you did it!
I feel like there is a good visual style in this game, I would have enjoyed a concrete gameplay with it!
I really liked the mood of this game, music and all of that! And the challenge was hard but sooo nice
Nice game, I had just the same problem of bullets rotating in a strange 3D way, but the overall game is cool!
Nice game! I feel like it's perhaps a little bit too exacting, but I had fun to build these creatures :)
Really nice game! The soundtracks helped a lot to be immersed. The end boss was hard to understand, so thank you for the check point! :)
I really enjoyed playing this game. Even if you didn't make the art, it's well integrated ;)
Nice idea to have the straffing disabled. I felt so insecured! And god I jumped on my chair when a dog appeared and then bark from behind :D
The feeling of the controls was nice, and there is some interesting tricks with the dash to overcome the patterns! I had just one problem though: at first I did not understand that my buddies would die when touching the orange matter (even if I could learn that it was lava by mistake)
That's a a nice little game! Now I want to sleep, but just give a try to Samurai Shever before :)
The game's concept and the controls are really nice! I think some balance would be welcome. I had a bug too: when I want to move my troops, they do nothing instead, and I can't open the "move troops" menu anymore! Excepted that, it was fun to play with!
Hey, nice idea for constraint of the bag!
Merci @kiirohanabi, c'est corrigé !
This game could be a first-person style Overcooked! ;D You could improve greatly the experience by adding feedback when you take an ingredient. For 3D characters and animations you can use Mixamo, which provide lot of assets with a nice quality for a game jam ;) https://www.mixamo.com/#/
Also, why don't you put interaction on mouse click instead of "E" ?
What a nice little travel. The story is not very interesting to me, but we are moved across very pleasant sceneries, so that's very find. And the overall game is well done, so bravo! :)
Nice game, I got hooked for 1 hour :D ToT
I think it needs several signs & feedbacks for a better game feeling. At least: - Bump plants when grown to max - Feedback when you drop something (seeds for example)
The transition with the computer is too slow in my opinion (especially since you have a lot of round trips).
I did not pay attention to the delivery mechanic, even if the button was in red, because I could continue progressing without it.
Anyway, well done!
<3 I could not easily figure out how the pink clouds mechanic worked, but for the rest it's a pretty interactive story!
Nice entry! The gravity mechanic is fresh and the overall game pretty polished! I would be interested to see where it goes with more content :D Just had some difficulties with the inverted controls when you are upside down or on the sides. I understand the way it works, but my brain gets f**ked up (even if it did not prevent me to reach the end). An interesting kind of control would be to move the player toward the direction you are pointing with the controls.
Impressive game! So hard but so strategic and clever :thumbsup: I did not think enough about using the soul cards, sadly! (what about making it float over its position?)
Nice and strange setting, with a music that fits well! Also it was cool to have the :eye:s watching you at some point ^^
I really enjoyed the feel of the game. I would love what it could be with some other mechanics!
Nice experience, the square visuals do work especially well.
I've already seen the gameplay mechanic in Minit, but the fact it is in turn by turn could add interesting possibilities in terms of reflexion. The puzzle where you come to the right place to the right time of the day is nice but not so hooky, perhaps you could try some stuff like: content that evolve on a square at each turn, or player leaving traces on its path, which themselves evolve into "something". So the travel's ability gets more impactful (and bring new ideas for challenges?)
That said, very well done in that 72 hours timing window!
I really liked the core gameplay idea. The stuff that was problematic for me to build a strategy is that I could not figure out some crucial infos, like the number of units an enemy camp would have, and where they sent their entities. I felt like it was playing a bit fast. That said, there is definitely something to do with this gameplay :) It could be very interesting with some more polish!
Simple and effective, I could quickly learn how to play. Not sure if there is an interest to fight against beasts like the dragon since they have so many HPs... Perhaps I could have some choice on the cards I earn againt monsters, so I can build a deck with some strategy? And what about a combination of cards? (like if played after pain, damage++, or stuff like that)
The gameplay is simple but fun, overall is neat! I like the difficulty settings and possibility to choose between different dictionaries :thumbsup: Same feedback about Azerty :laughing:
Nice done for your first jam, you have a neat gameplay loop! I would have liked to get some infos on the overall state of the dam, and also a feedback on the boost of speed I got when buying improvements with "Q" (like an FX on the character, or "Speed +1"
It's very hard to make a good control of a character that can move on surfaces on a 360° fashion, whether it be on a jam game or not. So GG for that! I liked the ambiance too.
Thanks for this neat and generous game! Some feedback: - I got very often the same cards again, but it's enderstandable since it is a jam game ^^ - I did not feel like a tension was growing up, with more instability setting in, or cards that change the experience overtime so I make mistakes. - About the controls, I was really often confused on the fact that "left click" is a sort of agree and "right click" is disagree. You could argue that it is the case with the swipe gameplay of Reign, but in the case of a mouse, the "validate" input is more standard as an action to Validate something... - Since you made it on Unreal, I guessed that perhaps you would have a transition to a 3D game world at some point xD Or perhaps it is the case when all success are unlocked? :stuck_out_tongue:
Oh yes @harksa, sure! I just opted-out of the audio category, thanks! ;) Also you are totally right concerning the number of objects and the space. Hopefully in a post-jam version?
Some explanation about the internet connection needs: there is two reasons: - we connect to a web chill radio for the music - the game downloads the voices sounds at runtime
@stone-tape-studios sad to hear you could not do that immersion! :grimacing: Don't hesitate to try the post-jam, I'm sure the problem is not present on this one (or if it's the case it's a rare bug... :thinking: )
So sad I miss-right-clicked! :sob: It would be better to use the Escape button (or a button in the top right or left corner) to switch a menu on/off!
I had the same feeling as @ben-barsdell , and the proposed solution looks really nice!
Also I really liked the song choice, giving some lighness to the game experience :)
Great idea to switch controls with an IA! I don't understand if the coins had any utility though (even after collecting 100 coins I've seen no change). I think there is some design problems to resolve here: - the difficulty does not seem to ramp (or at least just a bit?). - coins don't seem to impact the game. - feeling of repetitiveness. - missing some variety in the situations / challenges. - missing some pacing (what I mean here is that it's continuously the same tension, with no highs and lows).
Here are some ideas that (from my point of view) could improve the experience's quality: - a closed area (instead of open ended) -> it does add more variety and difficulty with the borders of the map (walls, corners). - Levels -> every X series of 10 seconds, new enemy spawns appear - Other kinds of enemies: like faster ones, invokators that spawn other creatures... - Rewards from the coins (either you get automatic upgrades, or a choice between different upgrades with... different prices?), which can improve either movement, shoot or the IA. This moment of being given reward could happen during the "day" (the lighting becomes clear, all enemies change their sprite to be frozen in rock, and the day finishes when you have chosen a reward...) -> resolves the impact of coins and missing of pacing. And the upgrades increase the feeling of variety if they impact the game feel. - In combination with an increasing character skillset, you can add harder and harder waves of enemies...
Also I felt that the robot voice at each turn was too much the same at each time. Perhaps making a random on the sound's pitch value could do the job, and/or mix with other sentences!
This game feels good to play, a chill song and simple mechanics! It's very fluid and I didn't encounter any bug :) Now I just want to play to some management games ^^
Here are some feedbacks, if you find it useful: - Since I can build many roads with no constraints, it can become a bit messy! Perhaps by preventing them to overlap, and giving them a price, having a maximum of roads to connect to buildings... - I feel like I need some long term goals (like being able to send your pie to other cities?), and also some obstacles (like taxes, people happiness or things like that?) - The 10 seconds is not really perceived since you quickly get many resources produced. - It could be great to have the name of the buildings and resources when hovering them, and also a change on ressources' cost color in red when you don't have enough!
Very nice game mechanics, the controls feel super smooth and the snapping and tolerance are perfect! Visuals, sound and music do support the game well. GG!
Since you "earn" 10 seconds when you complete a piece, I think a feedback on this 10 seconds addition could be nice. Not necessary to understand the whole game though.
I was a bit surprised by the tiny connectors that have a side, and since it was new for me when I had two that could mistakenly be exchanged, I had a bad feeling of confusion (especially because I played so well on the previous pieces and now was defeated just because I did not take attention). Perhaps this situation (having 2 items interchangeable on the same piece) could be introduced sooner, or in a simpler situation (in which there would only be these two items)?
Not finished, bugged, but you already have something very very special and emotionally vibrant, so that's totally worth it :)
First the good feedbacks :stuck_out_tongue: -> the mood, art, interactions and ideas are really nice! I like the way how items are in a mess ^^
And here is some (hopefully constructive) feedbacks: When I started, my first reactions were that upside down notes too hard to understand and items come on the table at a too fast pace! And after playing a while, I think that perhaps the problem is somewhere else: since the game has a chill vibe, with soothing interactions and visuals, perhaps it's the time pressure that create a dissonance.
But with items being dropped every 10 seconds, if you don't give the player a reason to move on... Perhaps some of these ideas: - making it easier to make potions - and instead of dropped items every 10 seconds, having just 1 new order every 10 seconds (and after a while, 2, then 3 orders?), and the order being easy to identify (like displayed in a panel on the top-righthand corner). - removing the collision of an object with the other ones when it is being dragged (ah, Erukolindo says that too)
Also I didn't understand for a while that you had to put the ticket it one hand and the potion in the other :grimacing: perhaps you could have some visual clues for that?
So simple, fun, and the journalist & messages are so cool! Well done :)
Pretty simple and fancy concept :) A well chosen ambiant sound could add a lot to the mood!
I quickly came to discover a winning strategy with the first hand (just continuously rotating it), and when the other one arrives I started to panic because I had only a few seconds to understand the controls, and then lost the game, so I had to restart from scratch.
Then again, having a long period of gameplay without challenge (because of the winning strategy), and then the second hand is back again, and still hard to manage when you just learned it :thinking:
So I understand why it can be cool to wait for some time until unveiling the second needle, because it creates a sort of wow effect, but this discovery comes with a very high difficulty spike... I think about two (not exclusives) possibilities to solve that: - making the challenges really easy for a while with the second hand (since you need some time to learn) - making this second hand appear sooner so there is less penalty when you lose (the start of the game having no challenge, and things starting to be really interesting with this second hand).
Another helpful thing would be to improve the tutorial about the way to control both hands (using action words next to the controls names, and/or making a significant change on the hand you take control of).
Starting with the good feedbacks: the graphics and mood are really nice, and the music contributes to it a lot! Controls and camera also are clean, and I love the tiny amusing details :)
The game's experience clearly needs a reason to act! I think a simple thing could be to have some shelves where you can put the stuff to clean the desk. And like, after every phone call, a new set of things could be dropped on the desk (falling from the ceiling, trough a trapdoor?).
Here are some other messy feedbacks: - I think the dialogs at game start would feel better by unfold the text faster, or at least a first input on mouse/space would unfold totally (and only a second input would clear the text and reach the next one) - The meshes are overlapping on the phone's bottom :stuck_out_tongue: - I want to go to the toilets! - When you take another object than the phone, I think it would feel better to have it in the center of the screen. - The voice on the phone could have some variety, like changing the sound pitch at each time, or having some other similar sounds... (because the same sound every 10 seconds feels repetitive). - The frog at the end is funny :grin:
So impressive what you created in such a quick time! :open_mouth: The score screen is really slow to resolve :grimacing:
I think I figured out a winning strategy (just following all of the borders), but was still enjoying the play because of the nice controls :ok_hand: Love the music and aesthetics too! Nice Game settings too ^^
Oh the venerable @kilirane came here! :o Great pleasure!!! Hope you'll like the 1.2 version ;)
@cemkaanu sadly we didn't manage to integrate the sound on time, so it's only in the 1.1 :/
@wouterk12 yeah we could'nt get it working for the jam version :shrug:
@deathbysnail good idea for the web version!
@local-minimum yeah the corns were supposed to be for buying upgrades in an end level shop. We could not get this upgrades system working on time, so it's only in the 1.21 version!
@shiiro-10psi sorry for this bug! In the 1.0 jam version, we have 19 levels, after which it is supposed to loop on the 19th level forever (:sweat_smile:). So an ending was added in the 1.2 Bowerful update! Don't hesitate to give it a try :smile:
@lizelive thank you! :heart:
@hayricakir thanks! Good news too, the 1.2 is the final greatly improved version you are looking for! :stars:
Oh nooo I ran out of time just at the end of phase 6! This game is so nice, with the tension growing as we learn the flow. Art, VFX and music are neat, well done!
One single problem I got is that I felt into a hole while I learned before that I couldn't fall into holes on the border of the map, and then, instant game over :grimacing: But once it got it, no problem ;p Perhaps a solution would be: - either you can fall into all holes - or the holes with this effect would have a specific sign (mini-vortex or whatever) - or your character can't run into all holes
Woah, I loved this game's aesthetics and how it dynamically evolves. It makes think about a similar kind of relaxing/creative game we made during the last LD jam ( https://ldjam.com/events/ludum-dare/51/ultimate-chill-home ). We didn't figure out a nice progression mechanic, and I love the way you do it with growing, harvesting and puting stuff in the well. Sadly, at one point my computer could not so many trees and crashed, but I could reach level 6.
So it was great! Hard to know when to end playing, I feel like it's similar to Minecraft -> stopping when you feel you have done what you wanted here. But the system of leveling kinda teases the possibility of having more content if you continue... (like new forms of trees, something like that).
Some comments I had in my head during playtime : - would love to see some birds. - I suspected that trees would eventualy die over time - I would perhaps feel better just controlling the camera in a more FPS style instead of rotating on an axis. - The leaves are just so wonderful :heart_eyes: - Well, the trees themselves are wonderful :stuck_out_tongue: - Oupsie, the gifts I'm given can fall into the ground! - I would love to be able to just place the "gifts" more easily, and why not in the trees, but this looks like another technical challenge to solve ^^
In any case, congrats for this nice entry!
The visuals work perfectly with the mechanic of choosing the right the ingredients! :ok_hand: And special mention for the monster's animations :smiley:
This game looks really nice! I enjoyed the comic effect of crushing the zombies, and the bouncing harvester ^^ The clunky controls are funny to!
So here is some feedbacks:
You kill the zombies when you collide with them, but they also hurt you when you collide with them, which shifts the challenge to pure randomness... A way to deal with that would be to have 2 types of mobs: - some you kill by colliding with them, - and some that just damage you when colliding (explode?)
It took me some time to know when I was hurt, and I didn't see the health bar. Could be nice to screenshake, screen FX + bump and blink the health bar... I would also place the bar on the top hand corners.
Its hard to figure out your goal, and what are the dynamics in place. I see some "levels" that grow when collecting sunflowers. I'm not sure if you earn points for "levels" when you kill zombies, but I guess it's the case (I would make it more clear). So I guess the goal is to get the biggest level possible? Unfortunately, at one point all of the sunflowers are exploited, so I just reach the zombies and get killed :thinking: So different possible dynamics could be nice: - Idea 1: you must collect sunflower to finish the map, and protect the sunflowers from zombies. When all of the sunflowers of the map are collected (by you and the zombies), end of the level, choos ean upgrade and you go to next level, etc. - Idea 2: you must survive infinitely: sunflowers grow, you collect them, with this resource you improve your harvester. And there is infinite waves of zombies coming and trying to kill you. There is several types of zombies. The upgrades shift your balance of power against specific types of zombies (for example, the "Armor" upgrade helps defending against a zombie).
The important problem here is the winning condition. Either infinite with progressive difficulty, or defined by an ending state (with successive levels, or not!).
Nice entry! I especially enjoyed that change direction you can apply to the projectile, and the natural transitions between phases. There is some interesting situations also!
Here are some feedbacks trying to be constructive: - Maybe it could be less punitive when you fall. - The fact you have to hit a target twice did not feel right to me. But if it's necessary in terms of pacing/rythm/difficulty, maybe adding a simple feedback on that first hit would improve that.
I was hooked by the gameplay loop, neat art direction and music. Controls are clean. I was just not confortable with the mouse vertical axis (I would have loved to be able to invert it ^^).
Also there is a broken strategy which consist of staying far from towers and destroying them one by one without fear of being target.
As it's quite challenging to aim precisely, I always stopped to aim and shoot. Maybe it could make the game more dynamic to instead having an ability like the missiles in Zone of The Enders 2: if a potential target is near the center of your visor while you hold "fire" button, it's added to the list of targets being locked. And when you release, projectiles are sent on all of the targets. I've seen there were a lock ability with T in the game but I couldn't use it to auto-aim my opponents (my lasers still went in my visor's direction).
There could be a great game experience with some polish.
That said it was a still a cool experience!
Smart game, I enjoyed figuring out how to make characters reach new places! Some problems that I've encountered: - it was hard to figure out my progression on each map (am I near from losing or winning?) and the defeat/victory conditions. - as mentionned by the previous comment, it's a bit hard to drag & drop characters on trains because you have too many skills to operate in tight timeframes (figuring out which character to pick + trying to drag&drop them on the train while it's moving). Not impossible, but I think the fun is more into the decision of placing characters than trying to drop them on the fly :thinking:
Two ideas that could improve the gameplay without changing the overall game would be: - Easier "put character in train" controls (maybe you just have to drop the character "around the train", and they are placed on the first available seat). - Possibility to pause at any moment (so you can plan your actions).
The twist is very effective! Quite a hard game, yet it's possible to progress by being very patient ^^
Maybe making the opponents' projectiles more visible could help a lot (like big red circle but with same small collider, instead of tiny dots with the color of the sky).
@yoss-iii thanks! Yes we did not have the time to implement it sadly!
@rubydaprincess thanks for this interesting feedback! Afterthough I think a Human Fall Flat kind of movement would be great here (but I'm still not sure on how to do that ^^). Also there were some internal debates about the fact of showing or not your position on the map.
Thanks @rongon ! Normally you can "push" people with the scream ability (there is a strong cooldown but it can help sometimes)
@voidsay sorry to hear that you got through these problems. You can still play with a gamepad if you have one! Concerning performances, we implemented some tricks within the very limited time we had, but it can still be complicated on the web version.
Thanks @cassowary ! If I had time, one of the first things would have been to fix that + make the character "Human Fall Flat"-ish (never done that before though ^^)
As usual, an awesome puzzle game! Well done for this one. I wonder how you come with such spotless mechanics
Impressive cinematics, charismatic characters, intense narrative, I was hooked from start to end!
Impressive that you managed to make such a city builder during a jam :o And it works well!
Strong concept, very funny fighting situations, interesting puzzles, this game is cool!
Some tiny feedbacks: - I think it could get a bit fresher with faster actions. - Maybe putting the camera a little bit upward could help visualise the positions on cells? - Also the repetitive sounds of hit get a bit annoying after a while.
Refreshing game, I loved the character's squish when moving + the fire mechanic. There were some strange uncertainty with the red plants growing back without any warning but it did'nt prevent me from enjoying the game and reaching the end! The tiny music is nice too :) And the art direction also, neat!
That game is really nice, with very interesting challenges! The second one is a lot harder than the first, so having more levels with a progressive difficulty in between could be nice :) Also an improvement could be done on the drag&drop which is a bit hard to use.
Fiew I went through something, and was happy to let its chance to this game!
Unfortunately, people are often not very patient when playing and reviewing LD jam games, so maybe what could keep them "motivated" would be a sort of progressive thing? But at the same time this game makes totally sense to just keep us a bit bored, and then... things happen!
So yeah for me it's a strong entry! (if other people see my comment, I can just recommend to continue even if it looks like repetitive)
That's a very smart game! The dialogs between both characters with voices do a great job for immersion, despite having only a few sprites. At the begining it was hard for me to know whether my characters were moving or not ^^ Maybe because of the background's interpolation which does not hint on that. Watching a bit of the video and reaching the spaceship helped me a lot, and after that, no problem. Great job!
Nice game! I had much fun playing with a friend! I think it could be nice to get some place to reach with the unicorn :)
Nice concept, and the implementation is clean ! I started to feel some routine, but later with more challenge the game became more interesting. Did you try to make the game with less squares, like 4x4 or even 3x3 ?
That's a nice game! I don't see the "genre incompatibility" annouced in the theme but the gameplay was nice. I just had a problem at one moment: I used all of my metal resources so I couldn't make more of them... Parhaps it would be nice to be able to exchange one resource for two resoures of another type!
Really nice, the game is juicy, with a fancy concept, clean behaviours and pretty graphics. Loved the sound design too! :thumbsup: Some tiny feedbacks: there were no cooldown on damages taken by the player, so when an enemy started to touch me, my health dropped down quickly :s Also I feel like the difficulty takes too much time to increase.
Nice concept! I liked the realisation. I was a bit frustrated by some punishing features (removing health when you don't use a card...), butthere is lot to be done with this concept