Rememberance... by AClockWorkLemon 2010-12-30T00:03:00
Good sound and neat graphical effect. Controls are nice.
Foon → Ludum Dare Explorer → Users → machinas
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 23 | Tiny World | TINY WORlDS | jam | 75 | 3.35 | 3.20 | 3.55 | 3.18 | 2.63 | 2.47 | 1.90 | 2.65 | 73 | ||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Nano Seed | compo | 225 | 2.39 | 2.13 | 2.88 | 2.87 | 2.22 | 1.25 | 1.65 | 2.06 | 2 | ||
| 2010 | 19 | Discovery | 10 Minute Galaxy | compo | 52 | 3.39 | 3.34 | 3.08 | 4.05 | 2.63 | 1.10 | 1.81 | 2.84 | 11 |
Good sound and neat graphical effect. Controls are nice.
I'd love to see this expanded to a larger scope. bigger bosses? badder moves? enemies? The possibility space is huge. very creative!
Oh, also wanted to say that I enjoyed the audio.
In the code, the purple stuff is Vanadium. Never did manage to get tooltips on the UI ;-)
I had done some research ahead of time on audio, but the audio format wars between the various browsers are a bit scary, so I dropped audio in favor of getting the game more finished.
I will keep working on this, getting it more polished, especially feedback and tuning. I'll probably put up a postmortem soon with more thoughts on the future.
Yeah, I discovered the shop bug myself a day or two ago. I think what triggers it is traveling to a shop planet and getting attacked at the same time. If you clear all the enemies around the shop first then you should be able to pretty well avoid it. When the holidays settle down a bit, I'll probably get a fix in.
Yeah. I was hoping to have time to put in an escape pod mechanism that just takes away some of your resources and resets you on the home planet. Some kind of softer failure that lets you keep playing. it's always not enough time though ;)
I've uploaded a latest version with bugfixes and a few minor improvements. More to come at some point!
re: jump: it's just a fancy way of saying travel distance per fuel. I'm leaning towards removing the jump distance upgrades in favor of simplicity. I've actually had a couple requests to add some way of measuring beyond the ship. I think I want to simplify the fuel and travel rules so that you don't have to be playing quite as much of a measuring game, but not sure which way it will go.
re: losing fuel: yeah. the 'latest' version above doesn't have that problem. what's happening is that you pay the entire fuel cost for the travel up front instead of as you go.
re: GUI: it's all done natively in the canvas.
Is the music actually changing as I explore more and more areas? Neat!
it's impressive how much there is here in terms of content and mechanics.
From my playthrough, tuning is a bit easy. I seemed to level up very quickly while the enemies got tougher more slowly.
nice atmosphere.
I got stuck in 'hover'. a duplicate appears, but i cannot figure out how to get out of the pit.
It took me a second to realize i could come in from every side of the island. for some reason I had convinced myself you could only come in from the bottom. I was also confused when my guys died from stamina, but eventually figured it out. The game is quite fun! I'm always pleased to see someone using wiggles and jiggles to make simple graphics really sing and feel fun. I gotta remember to do that in my next dare entry.
This is one of the more fun entries I've played! Congratulations.
difficult, but fun for a bit. congratulations on completing a game!
Fun. Was a quick cute game that fit the theme.
the post-compo controls are much better. i was almost getting used to the keyboard controls, but it seemed like z/x were inconsistent. I was expecting that if there was a box that i was walking around (changing gravity properly for each surface) that z would always walk clockwise and x would always way counter clockwise. I suppose that would have its own confusions, but that's where it kept confusing me. especially on the ups and downs.
Thanks for using 'girl game', which was my theme suggestion this go around on the dare. I'm amazed how much people hated / feared the idea of making a girl game!
funny thing is that the size of the screen is just a tuning value. I could have made it any size. I really don't know why I made it small like that.
Yeah. Plan was to have little box enemies that inchworm towards you and collide. You have to protect yourself with the nano swarm. Enemies become more numerous as time passes.
Also, was going to have different asteroid chunks that gave the nano swarm special powers. Just needed that second day ;)
i laughed, i cried, i shot a cow.
i struggled to find my way around and to use items. I loved the drawings that popped up and broke the conventions of the text adventure. I didn't realize I could type 'help' until i'd already gotten a bit frustrated with it. fun text.
when i hit the red button, it says 'to be continued' and then my computer makes infinite beeping noises even if i close the browser. finally stopped when i killed java in the task manager.
i'm sure this is entirely not helpful, but i don't have an ipad. sorry :(
oh. nice. the link is actually to a video. you should change it to say 'video' so more folks will watch it! i clicked it out of curiosity to see how you were distributing your builds.
I couldn't seem to get the needle to do anything. Neat idea! Keep working on this and polish it up. get a lot of game play feedback and iterate!
I was unable to move for some reason. running the windows version.
@jwolf. it was just the character that wasn't moving.
long load time after buring ants to continue, seems like this project is a bit ambitious in scope for a 48 hour jam. I had particular trouble with the UI. There's an amazing amount of content here, but I found it pretty difficult to play / figure out. If you could make the UI easier to understand, could see this one being really interesting.
350, longest chain 25
cute game. reminds me a lot of bit.trip beat on a circle. some music and more score feedback would go a long way. also wasn having trouble getting from one side of the planet to the other accurately enough when the direction flip-flopped. fun though.
a solid entry. way too hard. very cute though. wish there was more strategy. last level was funny. thanks for letting us choose any level instead of forcing us to play through them all :) I wouldn't have seen the last part otherwise!
nice sprite sets, levels were fun, tho the resets were a bit harsh. death sound was the best sound. awesome that you had music, tho it was a bit repetitive / flat. great story and delivery. i think the cross fade should be a bit faster. you notice how it's not interactive while text is slowly animating in / out. also, you left your '~' console toggle in there and i bumped it accidentally. took me a second to figure out how to get the game back to normal. nice job.
really fun. creative. i got the superjump before i'd beaten the final ship, not sure if you intended that. seems like healing machines are too strong. with a single healing machine there weren't really any threats to the planet as long as I was passively playing. I like that the money payouts increase as you progress, but it seems like you get a higher payout for killing enemies closer to the surface. should it be the opposite of that to reward people for climbing? also, the height of the jumping is tuned to make it pretty tough to use platforms. once i got to the point where i'd unlocked the spring boards and bubblers, the platforms didnt seem to have much value. the bubblers don't seem to put out enough bubbles at level 1. for a while I was confused if they even did anything at all, but eventually saw a bubble. the bubbles may fade out a bit early too. anyway, hope this is useful feedback. game was fun. oh, and the number controls take a bit of getting used to for purchasing, but it's much preferable to using the mouse. also, thanks for making both wasd and arrow keys work. i have a weird keyboard, so a lot of these games are hard to play without alternate mappings. nice job.
great graphics. game was really hard, even on easy mode. i gave up after about 15 tries. would be great to have a version that was a bit more forgiving and you took damage for hitting walls instead of instant death. missing sound effects. would be great to have some feedback on hitting the walls. for some reason the left / right controls felt backwards to me. would love to have a setting to reverse them, partly contributed to the game feeling hard to me.
sounds like you nailed your goals. i couldn't figure out how to open that inventory screen. would be great to have instructions on that. do i need to bark at something? This was fun, audio was good, graphics are fun. game is silly, the movement rules are strange / innovative / relaxing. nice job
not bad. wasn't sure if i could actually catch him, but i played until i couldn't go any further. the music was a bit abrasive.
Got scared off by huge download. Will have to try again another day.
it's a tough sell to install another program to run your program, though now i'm curious what 'love' is. which sounds funny as i read it.
my browser seems to be warning me about 'security concerns' on the java version over some of the libraries.
TheGamingProject, that type of error usually means you need to install a visual studio redistributable package or he needs to include the DLL in his package / installer.
nice job. I was enjoying myself until I hit a bug where I lost control of my character after talking to the island character that has multiple choice dialog. I selected the schweppes answer and then my character got stuck in the multiple choice with the next char on the grail island. after that text got stuck on screen and I couldn't move. would be fun to see what zelda combat would feel like at this tiny resolution. i really do like the idea of the tiny pixel view, tho i think a longer game of this would probably give me eye strain XD. nice job!
i'm impressed you made that whole background scene. good environment and a nice game for kids. would be great with some feedback on collection progress, goal, etc. Nice job
excellent job. this game is fun and innovative. I'm not sure how it relates to the theme in any way, but that really takes back seat to a well executed schmup with a new mechanic layered on. Would love some more effects for warping and for player death. great job
oh, one bug I'd love fixed would be that if you're holding down the 'shoot' button, it would start shooting when you come back to life instead of requiring you to re-press the key.
@davidwparker: ditto
the background is beautiful, the flight mechanics are very interesting and fun to play around with, though perhaps a bit tough to use. The gameplay on the planets is very simple, but still enjoyable. Nice job with the graphics. My ship got destroyed because I landed too close to a robot and couldn't shoot him fast enough :)
totally solid. i found level 4 to be much harder and more puzzlish than level 5, but both were good. some suggestions for improvements, make the empty tiles more obvious when selected. I had some troubles telling when I had a tile selected, especially when it was invisible. Seems like there are some bugs in the ladders. I had a few times where he wouldn't go up or down a ladder, but got around it by tile swapping a few times. excellent job!
interesting puzzle. with some more work, could be even more compelling. i feel like shrinking the stage even smaller and getting more quick games in would be nice. sometimes the level plays against you (i.e. need 4 red, but nowhere has 4 red), so random algorithm could take that into account. keep working on this and make it awesome!
@shaunxcode: you actually suffered to many casualties, so the game ended. it just says 'Victory' to make you feel better. You can go forever if you can avoid letting the planets blow up.
@j_peeba: yeah. i have trouble with U's and Vs in this font particularly. It's all just library default font blown up 4x, hehe.
@vandriver haha. i guess i should extend the dictionary. what was your word? I was also thinking of allowing two letter words for very small shrink.
@dagothig, @john_conder9: I think you'd be surprised how low the average scores are. it's pretty tough. Once things start going downhill, it's really hard to get back to a casual pace. I actually like that it gets the adrenaline pumping, but it could use some tuning or perhaps some difficulty levels.
You'd be surprised how much better you can get with a bit of practice though!
my best so far is 94 planets, 1245 points.
@namuol: yeah. the center is a bit too high in the tuning and there's a repulsion force that keeps them off the top. I could probably pull that down a bit too. Think I could shrink the scores as well.
@Jezzamon: Right now there isn't a curve. It's at the same difficulty the whole time. If / when I get to add a curve to it, it will definitely start out slower. Thanks for the input.
nice game. took a few tries to get through. think I found some bugs:
* if you have less guys than the enemy, you get extra turns even after placing all your guys
* i won the game 14 to 12, getting most of my points in the end, but it still said 'defeat' on my side
* when I plowed my fifth field, it appeared under the enemy houses.
pretty impressive amount of polish on this for a single person's work. almost makes me skeptical you could do it all yourself... :P
nice job. interesting story.
so funny. clearly more time spent on 'not the game' than 'the game' haha, but it almost doesn't even matter. great job. fun and got a laugh out of me
i had a lot of fun playing this. i almost gave up a few times, but stuck with it and finished. nice job.
mashed the space button till i was tired of mashing space button, couldn't figure it out.
managed to play through the first level before my virus software quarantined the files.
fun. nice looking. audio is better than you think. hard to get used to the physics. I think it would take a good bit of practice. Wish there was a quicker replay option. I got tired of digging through the tutorial each try. don't forget to upload your source.
nice audio, frustratingly hard. felt especially frustrated at the 'no reward' bit, but maybe that's what you wanted. the bouncing on landing makes some jumps really hard to nail because you end up bouncing forward a bit.
oh, also meant to mention if you fall off either end of the world, you get permanent debug text about out of bounds errors.
i would second the suggestion that you have your game changed to a jam entry, though I can't imagine it really matters all that much.
heh. my keyboard has the arrow keys split between the left and right hands, so i can't wasd and arrow at the same time. I might see if i can find a spare keyboard to try it out
Hah. great fun. I can't believe you made all this art! Neat concept. I need my wings!
seems like there's something cool here that just needs a bit more work. i had some trouble getting the bombs to go where i wanted to, particularly where jumping and throwing the bombs upwards overlaps. some tutorialization of what's destructible and how sand works would be good. i broke through the floor in the first room thinking i could go out that way, but it was a dead end. had fun playing. Oh, also ran into an issue where bombs would go through thin pieces of terrain. the limitation of number of bombs makes this a bit harsher of a puzzler. wonder what it would be like to play with infinite bombs.
I couldn't really figure this out. I'm stuck on what I think is the second level and homeless keep surrounding me. nice audio. the music in the background is very nice.
Ok. 7zip. got it. Was pretty interesting. I wish there was a goal or some ending that could be achieved. Seems like you got a pretty nice engine going here. I hope you can use it to build some more games in the future. I like the animation for the main character. Good text. very cute.
please provide instructions on how to run the game. thanks!
Every time I try to download this, Norton virus software blocks the download saying 'blocked attack from malicious site'. :(
got 49 on my first try. charming. lots of bloom. interesting mechanic of preventing the player from seeing. nice peaceful audio sets a good mood.
no linux, sorry.
very nice! I died on the boss and being reset to the start was too much for me to try again (mostly I just didn't have enough time to try again, but also pretty tough fight). Sounds, art, gameplay. all came together nicely. some struggles with using the pin in the right direction. nice job!
heh. sagansploitation! not too shabby. i clicked through the victory screen! oh no! i wish the screen was zoomed back just a touch. or maybe zoomed out as you grow. background changes with your scale would be nice too.
quite nice. clever idea, nice art, good sound. the game is a bit flat as far as ramp goes, but really strong core. i love the way the building blocks of the houses react to your shots. very tactile.
great job. one of the best i've played so far. I'm even impressed that you managed to build a game with such a big group. the team dynamics must have been crazy. great audio, visuals. you clearly have someone who cares about UI doing some work in there. great job. opening cinematic makes almost no sense without reading the text on your entry page first :P hehe.
lots of good content here. i got stuck in an infinite loop on the second level, got boxes pinned in corners or against walls a lot too. a 'restart level' option would be great. download/install process was a bit much. would be nice to get it all in a single exe or as a web game. nice music! not quite sure how it relates to the theme :P. nice job!
interesting. was fun trying to figure out how all the pieces interact and relate to eachother. I probably still need to play a few more times through to really understand all the mechanics going on. nice job
I loved the mechanic of switching between levels, but didn't enjoy restarting them each time. I feel like if where you fell through one level would affect where you came into the next level, would avoid a lot of frustration. Also in terms of level design, could have an 'easy' path to get through any area you've already been through, but wouldn't have any of the gems on it, so those would still be skill based. nice job!
pretty fun. some recommendations: add key repeat so you can hold a key down to keep moving. have an escape menu with a restart level option in it. be able to navigate menus and pass screens with keyboard. less backtracking in puzzles / more nearby shrink / grow bits. Had fun with this one. keep working on it!
the enemy AI is pretty impossible to avoid damage from in the narrow corridor rooms. I played until a south-leading door trapped me in the wall of a room that had no corresponding north passage.
I am giving you 5 stars for audio because the song is awesome. nice job on the game.
44.37 fun idea. were the green-wall-looking-tiles supposed to stop movement? I might recommend not spawning enemies near the start / restart buttons. I had one time where I did immediately after starting. You could also make the player immune for a few seconds and count down to give them time to get to safe spot.
interesting concept. I think you could probably shrink the world size down a bit to reduce the backtracking and make it so you can see when things on the opposite side of the world change. Some of the actions like bridge building were pretty hard to discover without using the walkthrough. nice original idea though! would be cool to see where you could go with this one.
59800 Floor 27. Does this just go on forever? Fun pixellated shooter. seems like starting each level by using your supers and then just using ice to hold everyone back till they're all dead is the way to go. I wish there felt like more types of strategy. do the elements do more damage to guys that bear the opposite color? also, the bosses are easily pinned in with the ice spell. stay on one wall, shoot towards them, dodge their aoe, repeat. other than those balance things, the game is quite fun. would be neat if I could continue to build up my skills or make choices to make fire or ice stronger or do different things. great job.
nice to see some javascript. hit a few bugs with stuck cursor when dragging the screen around and a few times i couldn't pick a menu item. is there any back pressure or do you just go forever? congrats on your first game.
well, that was grating. funny, interesting, thought-provoking, but still grating :) nice job!
nice job. pretty standard gameplay, though I did like the light effects in the temple level. I accidentally hit the purple warp in the last room without getting the flux capacitor, so I had to walk through the whole temple again. Challenge level felt fine. Would be neat to have had some different upgrades / more enemy variety. You know... feature creep! Nice job
A bit tricky to figure out the ending, but fun and clever.
also, nice sprite animations!