Arco by lightspeedlucas 2013-04-30T02:41:00
Seems like a decent rhythm game, but I didn't feel any correlation between the music and the patterns.
I assume I won, since there weren't any more patterns.
Foon → Ludum Dare Explorer → Users → lulzfish_4
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 27 | 10 Seconds | Jet Racing | compo | 610 | 3.00 | 3.35 | 2.94 | 2.74 | 2.35 | 1.71 | 1.86 | 56 | ||
| 2013 | 26 | Minimalism | Cyborg Computing Jet Fighting | compo | 1299 | 2.18 | 2.24 | 1.88 | 2.32 | 2.20 | 1.33 | 1.47 | 1.84 | 62 |
Seems like a decent rhythm game, but I didn't feel any correlation between the music and the patterns.
I assume I won, since there weren't any more patterns.
It's hard, the monsters keep killing me somehow
I got the hueg Windows download and it says it's not a valid win32 application. I'm on Windows XP 32-bit.
All that antici....pation.
Ouch, I only got 25 points. I guess people prefer more saturated colors, and they don't like shades of purple at all.
It's not boring, but it's not really fun either. Reminds me of the XKCD color naming thing.
Pretty fun. Got to 60.
I'm getting an "unhandled exception" in 32-bit Windows XP, so maybe you do need XNA installed to play.
So I'm really bad at RTS', and this game is way too hard for me. I gave up after a few minutes of tying the computer on the first level.
I could only direct one piece at a time, and it was hard to intercept the enemies because I didn't know what route they were taking. The sound and animations are good, but I think if you just used an actual rock and scissors instead of circles and triangles, it would be easier to play.
Took me a long time to get. I don't really like the idea of mashing keys until something happens. Also, I don't hear a dog barking. The music is very quiet.
It was a little creepy. I think sometimes I was running into a wall, but the background was still moving. That's confusing.
I guess I won, I saw the trees. The graphics are really good. Since this is a jam, did you use existing assets like the grass shader and the tree models? I liked the comic in the stone room.
I'm also stuck on the 2nd level. The gear seems to have way too much momentum, it doesn't respond quickly to my inputs, so it's often turning the wrong way. The music doesn't add anything, and I think for the "Web" URL you should put "Web (Flash)" so people know it requires a non-standard plugin.
Got to Level 4 before I lost. It's hard to play with a laptop numpad. The red-white gradient in the graphics really put me off. I don't think this quite fit the theme, I imagined a minimalistic aesthetic, not minimal gameplay.
I clicked a bunch and the physics were amusing, but I wasn't sure if I was supposed to go anywhere. I ended up jumping off into the void. The text glitched out when I clicked too fast, but I can only assume there was some deeply Zen ending.
Definitely fits the theme, and it wasn't too hard, but it was kind of boring.
Found it quite hard, but I like how the circles and visibility interact, was that hard to program?
Be advised that "Web" means Flash Player.
I played a game like this on my TI calculator, and it was kinda fun. It's weird that you can split an already filled-in area, though.
I can't figure out what to do on the second level, I tried to guard break then attack but it didn't work.
I like the concept, though.
Interesting at first, but quite difficult. I think there was some lighting issues, most of the time the screen was almost all black until I reached the 2nd level (I think) at which point it was almost all white. I wasn't sure what was going on, really.
I have no idea what's going on (other than that someone is not ready yet) and the Sweepers are way too fast for me to react. The death screen graphics are okay, though.
The instructions confused me, I thought the asteroid was going to grow as I hit other asteroids. Then I hit the planet and it said I lost and didn't kill anyone.
So that was like 2 minutes of trying to hit rocks for a random shot? The planet was spinning too fast for me to aim.
It seems you made this in the Blender Game Engine? I really wanted to play it, but my Windows says "ludum.exe is not a valid Win32 application", maybe it's because I'm 32-bit.
It does fit the theme, but there doesn't seem to be much going on. It was hard to tell which small dots would hurt me and which wouldn't. The controls were frustrating. I thought maybe it was gravity-based, but it seemed more random. Also got rather low FPS, maybe 10 or so.
Be advised that "Web" in this case means the Flash plugin.
Other than that, it's pretty cool. The sound track is relaxing, and I enjoyed making a scene. Doesn't quite fit minimalism, as you're encouraged to keep putting things on the canvas.
I would play a version with animations or something more involved.
I really don't understand what's happening. I tried pressing Space at the peak of my jump, and at the bottom, and at both times, but the results seemed random. Sometimes I would turn blue and survive the landing, sometimes I would explode in midair even though I was blue, and sometimes I didn't jump above the green line. Graphics and sound are good other than the graphics not telling me what to do.
Also, I would appreciate if you listed the URL as "Web (Flash)" so people know what technology it uses. Not everybody has Flash.
Really cool idea but the key bindings are awkward for me and I couldn't beat the level where the blue thing is way to the right, I ran out of biggification units.
Also it kinda turned me on when I went inside the green squares, I don't know if that was the intended effect.
Seems responsive enough, and I like to see people using their own graphics engines. However, it's really frustrating not being able to see most of the immediate world. I got maybe 3 coins before I gave up.
Wish there was a reset button. At one point I managed to dodge a block after I'd died. When the camera began moving, it was very frustrating because everything was grey. I think some basic diffuse lighting and a bit of camera work could make it entertaining. Maybe some "whoosh" sound effects.
Cool. It looks like you used a custom software renderer, I like to see things like that. Looks like demoscene graphics. Anyway, I was confused by the noise blocks, I thought they caused damage. I think I got 39 points once I started collecting them.
The music is really annoying. I got to 6 points before I got bored.
I would rather the application was not fullscreen and didn't close every time I lost.
Reminds me of Not-pron for some reason. I like it, although that key really is a problem. Was the fruit supposed to do anything?
Game doesn't run right for me, it just shows a large black area with a white rectangle at the top. Doesn't seems to respond to input.
Graphics are okay, wish it didn't use Unity though. I got stuck on some level, maybe 8 or 9. The white balls make it difficult, and I didn't see any obvious solution, so I just clicked a bunch until I gave up.
Overall, pretty fun. I like the sound effects and particle effects. Ambient music would have been nice. However, sometimes my square would get pushed to the side, and red rectangles would hit me before I could feasibly react. And sometimes I would stomp on a rectangle but I would take damage. When the rectangles piled together, there wasn't any way to avoid this. Also liked the view kick.
Use arrow keys to move, X to fire, P to pause / unpause, and R to restart if you die. These instructions are printed in the command line if you launch it from there, along with other things.
Yes, it pauses before every level so you have time to get ready. This is because the enemies spawn in instantly.
Whitetigle: The same opponent in the same place? The one that shoots straight downward? I'll try to look into it.
Yeah, I was going to take the camera rotation out but I figured I'd leave it in for fun. Resetting will reset the camera.
I agree, GreaseMonkey. I had to rush because I didn't focus on the AI upfront, even though it was the hardest part, and I didn't even think about the different levels and win / lose conditions until some time late in the last day.
But now that I've made a game, I know where the hard parts are. I'll come up with something better for next time.
I'm having trouble with your Web URL, it was working earlier.
It's saying, "Not a valid Win32 application", is this Win64 or something?
I couldn't destroy any of the enemies, so I upgraded my damage to 100 and even then it took 2 shots to destroy the small ones. I kept getting hit and I wasn't sure what it meant when the enemies got to the red thing at the bottom. The player character is hard to see as well. I like the view-kick from the big enemies, though. I wish I'd added that to my game somehow. You had background music, but no sound effects for shooting.
@s0ulcrusher: Xen was the last level of the original Half-Life game, a lot of people disliked it for its platforming.
Installers are frowned upon, people prefer to play games straight from the download folder.
I don't like that it goes fullscreen.
It was very fun once I realized that the aberrations couldn't hurt me.
However, I think the scoring is broken. I got bored around 56,500, and stopped fixing things. After a while, things stopped appearing, but the damage bar wasn't going up. I quite around 60,000.
The hitboxes feel small, often times I would float past a hole and not be able to board it up. The music holes are really hard to hit for some reason, the timing is not forgiving enough or something. The music gets annoying pretty quickly.
Time limit is just a little short. Fun, though.
It was frustrating because the monsters would sometimes attack me even while I had a torch out and I had to restart from the tutorial every time.
Also it seems like my inventory wasn't always drawn. I would have one or two torches, but it would show nothing.
Also, why do you have the QtNetwork DLL? This better not be connecting to a server without asking me first.
Couldn't play it, even on "Fastest" the graphics are too much for my GPU.
I'm glad it wasn't frantic. For some reason in the inflating game, when I had killed most of the enemies, the remaining ones moved very quickly. Is it supposed to do that?
It's touching. The 10-second countdown was a bit long.
There weren't any statistics on the weapons, and they mostly felt the same once I stopped using the pistol.
I didn't get to the mystery weapon because I wondered what happened if the timer got to 0. I lost, even though I could have still shot the last zombie. This is weird.
I didn't realize I could move until the 3rd or 4th wave. Usually the arrow keys work.
The shotgun didn't feel any stronger than the pistol, it didn't seem to spread or over-penetrate.
It's an interesting start.
The music is really cool.
I got bored, so I let my ship drift in the center of the screen. I got to maximum velocity and cruised for several seconds before crashing into something.
I never did beat the first level. (That I'm aware of) The levels are just way too long.
Controls are a little slippery. I couldn't get past the level where there's a block over your head that you can't jump over, and if you try to jump under it, you hit your head on it.
Time clones are cool. I wish there was a game to this, though.
The game was pretty cool. I don't know what modeller you're using, but in Blender there is a modifier, "EdgeSplit", that would make your lighting look a lot better as many of your models have sharp edges. The vertices are all sharing normals, and this screws up the shading.
Also, it's too bad the theme was not "20 seconds", 10 seconds of play between charges is not much.
I really want to play, but the XNA installer hangs on determining disk space requirements.
It took me a while to figure out that I had to upgrade my weapon. Doing this during combat was a bit annoying.
The music is really good, reminds me of Doom.
I'm giving you a 3 for humor because of the spaghetti man. (Nothing else was humorous)
I would have played more if the restart buttons worked.
Definitely a cool idea, and it seems like you can keep typing after the 10 seconds are up, so it's not totally frantic.
@syradinegames: Because of the government bureaucracy. A radio would put a hard-working American out of their job.
I'm stuck on "We kept laughing" I held it for 100 and it still wouldn't let me pass.
Interesting idea, wish you had more time to build a game around it.
Wish it wasn't so yellow.
Great minds think alike.
I peaked around 63 WPM, but on the next level, I suddenly lost after the first word. (I think) It didn't let me restart since there were no words to choose from.
Your game is single-player, so I deleted the "libcurl" and "websockets" DLLs. At one point it wouldn't let me teleport until I moved slightly, and then it crashed. Otherwise seems like an interesting game. The music is okay but I wish there were sound effects. Graphics are very good.
It's a bit frustrating. I was on the level shown in the screenshot. For most of the levels, I just turned invisible immediately since it was easy enough to see where I was. but I couldn't make that second-to-last drop on that level.
I told you everything in IRC with as much honesty as I usually give people.
It was really fun until I realized I couldn't beat the tutorial level. Then I got pissed off.
I couldn't play it but I like the concept
I can't move most of the time. I'm not sure if it's because the enemy is touching me.
I want badly to play it, but I don't want to install the Unity Web Player.
The wall-jumping was hard to get used to.
Also, I couldn't get past the level with the specters and lava and moving platform.
The game itself is perfect, though.
I scored 3597 and I never figured out who was pathos and who was logos.
Normal short-term memory is supposed to be around 7 items (they say), and there's 10 people so :/
Controls are good, but I didn't end up using the shield reflect because it takes so much energy. Couldn't beat stage 3, I was focused on the core and so when I had it almost destroyed, I was still dodging the bottom gun and missing some of my shots.
I like the cube cat. The game itself was pretty confusing, and short.
I like how it uses the theme without actually imposing a time limit.
When I realized the instructor was still talking, I wrote "hang on busy". Then as I was falling, "hide my porn."
The score table implies that your game uses the network without asking first, so I'm not going to rate it.
When I asked for a random name, it gave me "Amethyst Archeron", and these are two of my favorite words.
I lost pretty badly, I let 11 kittens drown, and when I clicked, "I can save more" it just said that I lost instantly with no cats saved nor drowned.
I already gave you most of my opinion in IRC, but basically the controls are a little awkward and there is an unstable equilibrium where if I get hit by an orange photon, I slow down and can't catch any blue ones, which keeps me slow.
It's a little spooky and the puzzles don't make much sense, but I liked it.
I wish it wasn't fullscreen by default because fullscreen applications screw up the window management on Windows XP.
Ravetcofx: It will compile on Linux. You can use the source code, or if you know someone who can help me make a Debian package I can make one of those.
GNU / Linux*
NuSan: I've thought about that. A ghost spawns every 10 seconds, so the ghosts are just a quantized timer.
I think laps are fine as the only score, because it already combines how fast you can drive (Driving fast will get you the same laps with fewer ghosts) with how well you can hold off the ghosts.
The ghost count is mostly there for amusement.
Endurion: The crashes can be very disorienting, and the track has no good landmarks, and the camera is fixed rigidly to the car, so it may be that you just rotated a lot.
It also happens that a bot will push you through a checkpoint.
Tegu: I didn't bother putting the lap timer on the GUI. If you play it from a terminal, it should print out your lap times.
I'm planning to add more tracks. The problem is, if I don't have the intersection, then the majority of crashes are from cars sneaking up behind you or side-swiping you. I might move the camera back or something to get a wider view.
Definitely hard, but not overly frustrating. The graphics are bad, but I like the backgrounds. I like that the mute buttons are idempotent.
The kill animation and mirror scenes are very cool.
I missed a lot of doors the first time because I didn't know you had to click right on the door itself. Other than that, the controls are good.
I'm glad you didn't make it a frantic "10 seconds per level" game.