Mirrors by chaosBrick 2014-05-17T15:10:00
Very very good game. Obviously some performance issues but it looked great, there was a lot of content and the music was cleverly designed.
Foon → Ludum Dare Explorer → Users → madalaski
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Future Loop | jam | 639 | 3.60 | 3.64 | 2.87 | 3.62 | 3.35 | 2.26 | 3.71 | |||
| 2020 | 46 | Keep it alive | Back Four Seconds | jam | 284 | 3.93 | 3.68 | 4.20 | 3.77 | 3.75 | 4.21 | 4.05 | |||
| 2017 | 40 | The more you have, the worse it is | Robot Santa | compo | 497 | 3.07 | 3.00 | 2.77 | 2.50 | 3.18 | 3.52 | 3.10 | 3.02 | ||
| 2017 | 39 | Running out of Power | Flip The Switch | compo | 438 | 3.11 | 2.83 | 3.58 | 3.48 | 2.58 | 2.85 | 2.07 | 2.56 | ||
| 2017 | 38 | A Small World | The Hungry Planet | compo | 482 | 2.73 | 2.76 | 2.73 | 2.73 | 2.38 | 2.88 | 1.91 | 2.73 | ||
| 2016 | 36 | Ancient Technology | Game Buoy | compo | |||||||||||
| 2016 | 35 | Shapeshift | Shifting Shapes | jam | 751 | 3.00 | 3.15 | 2.81 | 3.20 | 2.55 | 2.29 | 2.72 | 41 | ||
| 2015 | 33 | You are the Monster | Optimiser | jam | 716 | 3.00 | 3.20 | 3.80 | 2.52 | 2.42 | 3.21 | 48 | |||
| 2014 | 31 | Entire Game on One Screen | Escape | compo | 899 | 2.86 | 3.00 | 2.53 | 2.94 | 2.26 | 2.88 | 2.73 | 2.67 | 57 | |
| 2014 | 29 | Beneath the Surface | HotWater | jam | 655 | 2.62 | 2.62 | 2.35 | 3.19 | 2.29 | 2.71 | 3.00 | 2.59 | 44 |
Very very good game. Obviously some performance issues but it looked great, there was a lot of content and the music was cleverly designed.
Interesting concept. Controls are a bit strange but its a good game.
A blender game! Very impressive! The level generation and basic concept are very good.
Very good looking game but could have used some sound...
Difficult beginning, but picks up fairly quickly. A very good game overall.
Nice music but graphics could have been worked on a bit better. =l
Gameplay was nice, but unfortunately the platform does mean that you had to sacrifice a lot in terms of overall quality of the game. =l
Jesus man, that is an insane game. Everything about it screams awesome at me!
Very Cool although very hard. Not bad for a game made in an even shorter time than most entries. =)
Fun, interesting and creative... but I'm not sure how it fits in with the theme...
Hard, but fun.
Didn't get very far but I did play long enough to get the feeling that this is a good game. Could use diagonal movement, though...
Good game with some beautiful UI. Obviously not a lot of content but I think we all know the hassles of the jump key getting broken. =D
*slow claps*
Pretty awesome, man. Good jokes, very strong to the them but not really feeling the fun levels yet.
Overall, a very good entry but it was rather daunting to use my right hand to click to start the game and then switch to the arrow keys. Would have benefited from better controls.
Not much content but an interesting concept that could benefit from more development.
My mind is actually blown at how crazy this is. If I could rate the humor level i'd probably give it a 5 xD. Also I don't quite get the religous belief thing you talk about at the beginning but letting the player choose their music is actually kind of a nice touch.
Weird, fun and strangely addicting. All round a good entry.
Overall, a fun and interesting game. Strangely enough, I've never seen a stock market game before. Sound effects could have used a bit more work...
An outstanding game. I know of several professional games which are coming out in the next few years which have similar gameplay and yet this was made in less than 72 Hours. Very impressed.
Great story, great gameplay and strangely addictive end goal. Didn't manage it by the end since I have many other games to play but you stuck to the them very well. Only comment I could give is that it could have had some BGM or more humor.
While there is obviously a ton of lag, I can get the gist of what this game is. If anything the lag adds an extra terror factor to it but that was obviously unintentional. The action game however is a strange bullet hell shooter without any actual shooting and I think it could have been especially great with a few more hours of work put into it. For a game made in 5 hours you've done fairly well against that ones made in 48...
It was an interesting mechanic but needed more development to be made fun.
Best game I've seen so far on this Ludum Dare. Played it for 30 minutes straight before tearing myself away so I could rate it.
Very adolescent of old Wii games xD. Bit laggy for me but still a fun and goofy game.
Couldnt get very far and it's kinda unfair that you're not letting anyone rate it but whatever...
Didn't really use the theme as much and could have done with a little more humor but otherwise 100% perfect.
A sort of cookie clicker tower defence game I find. Only part I didn't find fun was when towers missed which I'm not sure is on purpose or not. It was a frustrating mechanic which added an element of randomness which was not needed in the game.
The controls handle like a dream and the graphics are very cool. Could have a bit more to do with the theme and have slightly better audio but overall a very cool game.
Heh heh. Very cool game.
A good concept and build but the multiplayer needs more work.
Could use a lot more work but overall a nice concept.
Interesting but needs some development. =)
A nice minimalistic game. Controls could do with an overhaul.
Not much content but overall very fun. A nice twist on the classic atari asteroid game.
Very DLC Quest-y =) Took me a while to figure out the controls but overall a good game and very impressive on how you made your own engine (on C++ no less)
Ah, the game everyone wanted to make but didn't have to know how to do it. Congrats. Very good game. Could have better audio.
Overally very funny and very good take on the theme. Could do with some debugging.
An ok game but with decent art and gameplay but could have a bit more substance.
A rather pretty game but has a lack of movement and there is little to no point in changing your orbit.
Interesting and thought provoking... gameplay could do with some improvements however.
Reminds me of the worm scene from Empire Strikes Back. Well made, good look with a fantastic atmosphere that really fits in to the game.
Great mood and fits well with the theme but could have used some music.
Very simple game but works as a platformer and a shooter. Took me a few tries to get through and contained some interesting mechanics along with a "no holds bar" game over screen. It has the right mood and fits into the them well.
While there is sadly no game content, the art style, story and mood of it all do partially make up for that. It has some good potential and I would love to see it continued...
Good job, loved the music from classic rpgs.
The controls are a little confusing at first but I got the hang of them. While the concept is nothing new, it is fun with good music and it fit wells to the theme.
Very fun and slightly silly game. I love the way the different messages come up depending on your actions and the way the characters appear on the screen. Played it a few times and I think it might be a little too easy as the Hunter would always miss me when I attack. Don't why you can't judge the audio, I know you didn't make it but you chose something that completely fits the situation!
Unnecessary login system, incredibly glitchy enemies, mediocre music but it does manage to pull of an original and fun piece of gameplay and story.
Fantastic graphics, really fun, didnt have much humor but it made up for it with it's innovative gameplay.
Good to the theme, the gameplay needs some work.
While the overall fun of the game was slightly ruined by the very accurate and sensitive mouse controls, it was very innovative with each level offering multiple solutions and being overall, very well designed.
Good music, well drawn and fun. It fits the theme well and had complex gameplay despite only using 3 buttons.
Great Audio, gameplay is simple but fun, meh graphics, but overall great job!
Well done with the Graphics, gameplay is good, though it isnt very fun.
I have the same problem sadly...
Very nice looking and contains one or 2 bugs but still functions as a "monster simulator". Wish the menu music hadn't stopped... xD
Hilarious concept. Could have used some more of your own artwork at the beginning but felt nice to control and to take revenge for all the slimes that have been mindless slaughtered over the years.
The Windows version of the game doesn't work because you didn't include the data folder. =/
Pretty fun and decent, its a good start.
I ran through the wall and fell through the world...
and instead of press space it said press start...
But interesting game, good to the theme, but not very much gameplay...
An interest idea to say the least but it lacked in the gameplay area. Perhaps each tweet could have been an obstacle course depending on the characters...?
A great game with some interesting morals. While I felt like the difficulty didn't scale at all and I could have just kept going forever, when I did intentionally kill myself, the ending was spectacular. Definitely, one of the best uses of the theme I've seen so far...
Lot's of fun, great mechanic. A definite contender for the top spot...
Couple of glitches but well graphically designed and lit. Could have used a bit more a tutorial or background to what the aim was but I got there in the end.
Good music and good use of theme. Overall, a decent rhythm game.
Very fun and a very imaginative use of the theme. Nice audio design and graphics too.
Simple, quirky but would've been better with just music and not the sound effects.
Really cool graphics and camera movement. Could have benefited from simpler controls and just a tad of sound design but overall a fun little game.
This could possibly be the best "experience" that anyone has made in this competition so far.
Neat concept. Good sound design. Very fun. For future reference: it's spelt "experimental" ;)
Fun, quirky with good graphics but could do without the mixture of resolutions.
Fluid combat, great artwork and the music was pretty good for 2 artists who have "no talent" for it.
Bit weird that people are saying you're copying Agar.io even though Agar.io was just based on a very common video game trope. Nevertheless, you've managed to put you're own original twist in it and done well with the theme you're given.
Short but sweet. Nice music and art-style but very little content.
A good effort. Very nice graphics and music. Overall, UI and functionality could have done with some polishing.
Graphics and music are sublime. Unfortunately, I found the gameplay quite difficult as there was little indication as to when obstacles were coming up and the Screen Size was a little bugged out so I couldn't see the "Shift" meter. Nevertheless very good game.
Really good game! Interesting themes, defying expectations at every turn and difficult as hell. Congratulations on making a fine game. =D
Great soundtrack. Gameplay needs some improvements, especially with the collision detection but probably the best bullet hell I've ever played on this site.
@makenai I wonder how hard it is to program a drill that pierces the heavens...
@applejam That is strange, the system is designed so that more objects spawn in once you get further away from the initial objects... Will have to look into that! :)
Aw heck! I like it's style and it's controls. The graphics could use a bit of improvemeny but understand that time restraints had a role there. Overall a good entry! :)
Cute game, very The Dark Room but you get a much more interactive feel to it. Would be even better with more content so I highly recommend you continue with it! I believe you have some Garbage Collection issues however as there does seem to be lag spikes here and there.
I quite like this genre of game whenever I play one. I think you've managed to capture what Highrise is about (I've never played Simtower) but this game is really just a beginning and doesn't have much a resounding middle or end. I'd highly recommend developing it further though because you've clearly got the makings of a good game in here.
I love how the designs of the levels works, I love the style of it. I think should definitely be expanded into a more full game because the concept is really interesting and original. If I could suggest improvements it would along the lines of making sure the player knows where their bullets are gonna hit. Idk which way is best for implementing that in accordance to the themes of the game though.
Really cute, I love the animations, tho I'm not sure how much the backgrounds fit with that aesthetic. Regardless, a really nice and polished entry. :)
Starts off a little slow but my god does it get fun! Congrats on really managing to capture that essence in a video game!
As someone who very often struggles with this kinds of stuff, I highly appreciate it being in games form =). Well done!
Definitely one of the best games from this jam. Very impressed.
I used to make games in Slick2D! Glad to see it's still great at making this cool game ideas from scratch as your game has come out great.
I can totally relate to why you did this and I have to say, I think it's a travesty you didn't get to turn this into an interactive experience. I can understand that you must enjoy playing and reviewing other people's games so I emplore you, draw inspiration from what you love!
I think your game is a testament to what is great about Ludum Dare and what allows people to express their art made in such a intense amount of time. I just think it would be even better if you could express it further by making a game through it. ;)
In case you feel like you don't have the skill or knowledge there are hundreds of places out there on the internet for you to learn, much like everyone this site did to make their games.
Thank you very much for sharing.
Great music but floaty controls. I kept dying I think because I ran into enemy bodies after they died but before they had disappeared in case you want to fix that bug. I love me some platformer tho!
I had an enjoyable experience but the bugs were pretty intense.
Smart move on not judging by the audio as that's basically my main gripe with the game. Other than that the charm is simply oozing out of it with fun hidden easter eggs and some hilarious commentary on what it's like to be a god. It functions, and it's fun. A very good entry!
Voxels? 8-bit soundtrack? Enlarging perspective on an everyday piece of our modern world? It's like you took all of my favourite indie game stuff and put it in one entry! Congrats!
I've always wanted to make a game where you play as a strategic red blood cell fighting off infections. I'm glad to see that the concept is not only functional but also really fun! I love the system you have for commanding your cells and the way you can create your own immune system with the different colours against different viruses.
Very hard and the controls were a bit ropey but it was a lot of fun.
When I was little I used to spend all day playing the little flash games people made on newgrounds and such. I really happy you managed to capture the charisma and charm of those games while retaining a very unique concept. :)
Haha! A fun little physics play around. I relate so hard xD
I love the style and the sounds of the game! You've got a real neat concept here and so far this is my favourite way of using the theme. While the game is difficult and certainly meant to, my one qualm would be that it can be very hard to tell at which point you can walk down a corridor. I imagine some work needs to be done of the tilesets to make this more obvious. However with that and some cool funky retro beats you could have yourself a neat indie game here!
Aw man, what a neat way of doing a text adventure. Games, as an art form, tend to contain lots of different mediums within themselves (music, cinematography, etc) but you so rarely get to see poetry put into a game, let alone it be the core concept. A strong entry with a lot of choice and content for just 48 hours! Keep up the good work. :)
Not sure why you're required to enter an integer seed. There are ways of generating it randomly, plus you can convert any string into an integer using hashcodes. Still a fun and very good looking game with some neat music and controls!
I... Wow. Hands down, the best game I've seen on Ludum Dare 39 so far. You managed to perfectly execute an amazing story, and convey it in a way that can only be done in a video game and you avoided the pitfalls of a walking simulator as well! Congratulations, you have a masterpiece here!
This would be interesting to see as a challenge/charity run game a.l.a. desert bus. Good job!
Can be hard to tell between bullets and the stars but still a fantastic entry!
Can be hard to tell between bullets and the stars but still a fantastic entry!
Can be hard to tell between bullets and the stars but still a fantastic entry!
Can be hard to tell between bullets and the stars but still a fantastic entry!
Can be hard to tell between bullets and the stars but still a fantastic entry!
Oh shoot, my connection was really choppy so I spammed the publish button.:sweat_smile: I'm so sorry!
An excellent entry! Incredibly impressive! Very few people could produce this in such a short amount of time, you should be very impressed. I believe there are a few bugs with the UI that need to kinked out but other than that, a perfect entry, you got everything right!
Man I was not expecting it to be so difficult! What a neat way of applying the theme. I especially loved the art style and the little audio effects. As an improvement I would suggest having the game react someway when you click on a part of the fridge, perhaps a sound or a particle effect.
I loved the atmosphere and the sounds as well as the way you did the enemies. There are really fantastic core ideas here that I haven't seen people play around with in video games for years! Keep at it!
Huh, idk why but I found the artifact almost immediately. Like my first guesses were correct. An awesome game none the less, love the procedural generation and despite the lacking visuals, you should be very proud for producing a fully functioning game with AAA levels of voice acting ;)
I got to what I think was the end (the battery in the garden)... I really liked the music, particle effects and voxel graphics! In terms of improvements, I'd definitely consider speeding up certain actions such as recharging and flying because otherwise you spend a bit too much of the game doing nothing.
Some UI anchors need to be checked but otherwise a fun and interactive games (with some good humour added on top ;)) I felt that how much power each apartment produced and how much money the people gave you could have been conveyed in a more interesting way but in other respects I did love the camera system and the whole style of the game.
Wow! Lots of content for your first jam! You be very proud of getting a good solid game out in such a short amount of time, many don't even make it that far.
We all have to start somewhere though, so here's what you can do to improve. First of your level design isn't very well thought out on most levels. Some levels you can fall from the top to the bottom with one misstep, others you can only stay on the ground floor for the entire thing. The platformer controls are pretty good, but lack some flow. Depending on what you're looking for, you might want to add some variable height with how long you hold the jump button for, or check to see if the player is about to hit the ground before they jump as those things can definitely improve the feel of the platformer. You're player character was small, perhaps too small, but it was worth it to keep the entire arena on one screen, otherwise it would've been much too hard.
Ofc, this is still a fine entry. Certainly better than my first ever jam entry! But that should never stop you from trying to improve from that so make sure to take all the feedback you get into account. Good luck!
I love the creativity and style of the game! The aesthetic fits and the music is great and really goes with the tone. Your only downfall would be the game's slight lack of polish (which is to be expected of 95% of Ludum Dare games ;) ) but that's nothing you can't fix in future iterations! There are lag spikes and it seems like only a few batteries can be on the screen at one time which makes the long journey's to fill up the banks extra punishing as there is a time limit. While a time limit is a good concept it might be better to convey by, say, having every battery come out fully charged but they lose charge they you hold them. The jump pads don't seem to take you exactly to the height they're designed to (I usually fell short of the last one-way platform) which can make navigating extra tricky. I feel like the intensity of starting the game was intentional to give it a more arcade-y feel but if it wasn't then you could fix it with perhaps a short interlude at the beginning of the game to give the player a breather and figure out their way around the level.
Ah, this brings me back to the days of my first unity game... And makes me kind of embarrassed because this is way better! It's 3D, it's fast, it has functional UI, the controls are tight and it has a risk-reward system to boot! I did try for fun to see how long I could last on 0 score and just getting fuel and I managed to get up to 600 fuel! Add some flashy effects and some tripping music and you've got yourself an exciting minigame!
Got a malware alert when executing the file. You might want to look into that...
I liked the core concept and the difficulty changes were a nice touch. A solid entry :)
xD What a fantastic twist at the end! A fun bouncy game with an interesting take on the zombie apocalypse I love the art style but the platforming aspects of the game were certainly lacking. With some more levels, this could easily be a fully fledged indie game!
Wow I love the animation and the sound design! You really made it feel like there was weight behind those punches! Very few people can do that, you should be proud ;)
A good looking, well-functioning and polished video game. I could spend hours figuring our the best strategy for this game. A real gem.
Hello @everyone! Thank you so much for your ratings, I really have no idea how this came about but it means so much. I have been so busy over the holiday period with personal stuff that I've barely been able to do anything and I figured there was no real point in my little minigame (that you can't even lose) getting the 20 votes. As soon as I am able, I'm gonna update this game with all the features suggested in the comments and am going to personally play everyone's games. Merry Christmas!
Cute, with a very satisfying Microwave ping. I feel like it's a bug that you get a much higher jump distance the faster you press the double jump button. Might be an idea to keep the velocity of the second jump consistent, regardless of your acceleration. But other than that, a really fun entry!
@fat-cat You can now change the sensitivity in the settings by pressing Q!
@fat-cat and like I said in the tips, Martin is a good person to talk to, if you get stuck. He's also the band's Number 1 fan... :wink:
@honey-pony I wasn't even trying to do a Hugh Laurie impersonation but, now that you mention it, it is very similar! The band puzzle is the only puzzle that doesn't have multiple solutions as I ran out of time to code it in and I do think it suffers for it but I'm glad you enjoyed it! The robot thing was a last-minute hotfix as my playtesters would save Martin's job before stopping the robot and not have any clue what to do next.
In regards to @dandala88 and @danielhands008's mention of a more robust event system, that definitely is something I would love to add to the game in future but due to the time restrictions, wasn't able to implement here around my fairly rudimentary system. Who knew time travel was so complicated!?
Thanks to everyone for your lovely comments, I'm so glad people are enjoying the game!
@matsuya @duke @adonisdevs @team-on Thanks for all the kind words guys! It's so great to hear it's been one of people's favourite entries, especially after all the work that went into it and especially 'cause I'm not a team or one of those famous developers who everyone rates the games of. Just one guy with a can-do attitude and a British accent. Tell your friends about the game and I'll make I get around to rating each and every one of your games :sweat_smile:
(Though I've already played yours @duke and I definitely agree with you on the dialogue front. Gotta love a bit of self-awareness!)
A little buggy with when the beep is actually recorded but an interesting concept for a rhythm game for sure! I've never had to curse Edgar Allen Poe for writing such long poems before!
I loved the range of difficulty options. Led to lots of replay ability. I'd suggest adding some acceleration to the rotation of the aim so you can more quickly turn around but also fine tune you're aim. Other than a fun time that I've already completed several times XD.
At its best it is a masterclass in level design and gameplay fluidity. At its worst it's pretty buggy, laggy (especially around waterfalls) and potentially way too sensitive. Any slight incline when moving against the wind with your shield will be considered a wall and force you in a slide, causing you to backtrack a tonne. It was definitely frustrating in the last 2-3 levels but not enough to make me quit. I got to the credits simply because this game deserved completion through it's music, sound design, art style and concept. You must take it further into a full game, it's a great idea but you also MUST first polish it and fix its bugs. I was flying through walls and when in full-screen, pressing ESC to open the menu and restart would bring me out of it. All in all, an incredibly impressive entry for the jam that could've probably done with more fine-tuning than more levels.
Never had to concentrate for a game so much before! Definitely made my head spin and was a very interesting concept, if it could've been a bit more fleshed out more gameplay wise.
Cute, fun and let's you play as the best possible character, an old lady.
That is one mean green mother from out of space :wink:
Definitely an experience I won't forget. Crazy, silly and feels like a fun revival of Surgeon Simulator genre haha. I will say it's very difficult to change where your hand is in 3D space. It might have been to have your hand travel in a sphere around the player so you could simulate look around a lot better and then when you RMB, you choice change the size of the sphere it travels around. Just a thought, all in all a great entry!
Less of game, more of a simulation and yet still speaks to something that few entries do, possibly due to the current state that we're in at the moment. Glad I had my go at it.
Could use with a swap mechanic but was definitely a fun jaunty pirate time with some really interesting mechanics to manage.
Good nostalgic, fourth-wall-breaking fun :smile:
Congrats on making a full game with a story and nice controls. The platforming was surprisingly solid and I managed to get a decent combo going by punching enemies into the air and double jumping into them. Could have used some simple sound effects and music but other than that, a great entry!
A really nice time. Very fun and peaceful. I think having to reset when you go too far out of bounds, causing you to lose all your orbs, coupled with it being very hard to see where the orbs, gives an element of unfairness. But certainly nothing that can't be smoothed out with further development!
Really entertaining voice lines mixed in with some surprisingly engaging idle-like gameplay. Also had issues with screensize but still managed to play to completion :)
A fun take on a historic moment. Takes a little while for Mercury to deliver his gifts but other than that I like the humour and the combat once I got some better weapons :)
Definitely reminded me of the Weapons from the original Final Fantasy VII. Gave me a sense of awe while playing but obviously there's no much in the way of gameplay. Still what's there is still impressive with a lot of great graphic design and sound work. I'm glad I went through this "visual experience" :smile:
Very punishing. I've never seen a cat sleep, let alone sleepwalk! Really liked some of puzzle design though I do thing some of the mouse controls could have been subbed for keyboard controls so to eliminate some of the precious but hey, it's your game and if I suck at it, that's my bad xD
Only a few levels but I loved the voice acting, and the really clever hole mechanic!
A solid day/night cycle is hard to program in a jam so it's v impressive. I found the game balls-to-the wall hard. Not sure if it was meant to be sped up but it certainly felt that way. I had no hope in saving any of houses on the first night, my only option was to guard the shop and even then I could only get a few nights in with that strategy. Still, a fun entry, and definitely a unique concept.
When I opened up the game, I was very sceptical as to how this complicated card system would work. I'm certainly no stranger to making convoluted systems in Jams that aren't properly balanced or engaging. So imagine my surprise when 20 minutes later I'm rapidly switching between body parts, learning how to speed discard cards and get new ones and everytime I get a blessing I literally shout out with joy. This is a tonne of fun and you should definitely develop this further. The UI could do with some fine-tuning as well as some keyboard controls and I'm not sure how well you're conveying what's going on on the top screen, but a really really solid entry.
After trying it a few times, I accumulated dozens of shells and sped across the map to beat it in about 3 minutes. Lot's of fun with lovely music, though the "flailing" never felt as good in game as it does in the main menu.
It's fantastic, cute contained but still complete games like this that bring me back to Ludum Dare every year. Congratulations on a really good entry! I'd say the acceleration of the player's side movement needs some word, felt like I was limping everywhere but other than that you all should be very proud.
But also 0/5, I want a full "Dancing Tree" minigame. (jk)
A magical and ethereal piece that really makes good use of the theme. I loved the feel I got while playing it, reminded me of the Choose Your Own Adventure books of my childhood.
A Shyamalan-level twist at the end there. I had blast with this, every time the death music came on and Qubor's face became slightly concerned I broke down laughing. Reminds me of QWOP and yes, while you can hold the button's down, there's definitely still some physics-based fun to be had!
Got to room 15 and all my stats were in the triple digits so I figured it it looped from there on in. Overall, I love the presentation and I think the concept actually has a lot going for it. I think perhaps the core gameplay loop needs something extra. You expend your attack or occasionally health points to kill monsters and get essence but then all you can spend that essence on is a random chance for more health or attack. I feel like having more rewards, scaling enemies much further so it doesn't get too easy and also making the position of where you go matter would add a lot of depth into this game. However, the graphics and concept are still really good so you should definitely be proud with what you got done!
Love the variety, love the world. There's a lot of good fun and I will certainly keep playing because my god there must be SOME way to beat it! I did have a glitch where I went below 0 money after buying a new wagon but aside from that it was a lovely experience.
Definitely not got more and more hectic as it went on! Loved how the 3D-aspect worked, with physics objects flying about and my syringes stuck into enemies. Felt v satisfying. I think health pickups could have a bit more magnetism but apart from that a really solid entry!
Fun, simple and cute. A love experience all the way through. I'd certainly be up for playing more if there were more levels and challenges, perhaps switching between planets or something?
A dark sense of humour makes a fun choose your own adventure game. Hope you get that save function done, was the only thing stopping me from not going through every possible choice!
Lot's of air control and acceleration mean the platforming is a bit hard to control, but definitely an interesting mechanic that is given a lot of decent amount of content!
Cute artstyle with an interesting, if simple mechanic. Had one funky banana and was that jab at certain Star Wars movie I saw hidden in there?
As someone's who's coded one or two platformers, I think I can give a more comprehensive breakdown of the platforming's problems and potential fixes. There needs to be a lot more responsiveness when it comes to moving left and right. This could be achieved by either increasing the friction between the player and the ground or slightly increasing the force at which you accelerate horizontally by a small factor when you're pressing a key in the opposite direction to where you're moving (and slightly decrease this when you are in the air). Just allows for tighter turns but still keep the physics system. Also, I assume it's not a bug as it was the only way I could beat most sections, but jumping and pressing shift immediately after gives you nowhere near as much upward momentum as holding shift and then pressing jump. This is probably because the jump force that is being added to character combines with the flying force immediately and exponentially increases the acceleration. I'd suggest either setting the upwards velocity to a preset value at the start of flying or increasing the flying acceleration and capping the possible upwards velocity you can have to just a bit shy of the jump velocity so you get a nice bit of Coyote time.
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Of course, please feel free to entirely disregard this, the platforming should be just how YOU like it, no-one else. Both of those things are things that I've struggled to figure out in platformers before so I figured I'd offer the knowledge in case you wanted to fix it too.
Overall, I really enjoyed this game. Lovecraftian Celeste sounded right up my alley. I liked how every section felt like a puzzle where I can to figure out the right combination of my abilities and I liked how it was difficult but not entirely impossible even though I died a tonne and was punished for it. The reason I felt the need to bring up the floaty controls is that whenever I felt like I had an unfair death, it was due to them. Often I would have to die fling myself into the spikes just to see where exactly the fly would take me. Still few people succeed in making platformers this difficult so you should be very proud.
@honey-pony Haha to be fair, I was also losing spirits left and right due to deaths so my troubles with fly times could have come from that. Regardless, great game, I'm glad you appreciated my feedback. Flying is definitely something that's difficult to put into a platformer and make it feel right, hence why Celeste opts for the dash. If you want a good example of a platformer perfecting it, I'd recommend Cave Story with its rocket boots.
The jumping felt really good, especially letting go and falling straight down, accompanied by some stellar pixel art. Punishing but certainly fair.
Certainly an ambitious project for Ludum Dare, one of very few that manages to have any multiplayer at all. I liked the destructibility and the vehicle controls were pretty decent too. Just wish there was more to do and less random collisions, though that could be due to my crappy internet.
A really well-made game! Really feels like a complete product. My entry started off as a Doom-clone as well and while I deviated from that a fair amount, it's so great to see an entry that full committed it and is crazy fun! My only tiny criticism would be that the fourth weapon didn't feel as good as good to use as the Uzi. Mouse sensitivity was a lot but nothing that can't be fixed with a slider.
Really brings the theme in well, in a RPG aspect. I don't know if it's a bug or not but you can still change the order of commands during combat by clicking between the buttons. Really enjoyed the mix or strategy, however due to the gap at 5BP per fight, and the level of thought that needs to go into each "battle", it can be a lot to grind all the way to the last upgrades. Lots a fun, really well presented.
Surprisingly peaceful music and a great mix of turn-based and real-time gameplay. Had me really thinking throughout.
Holy moly, what a game to have made with only a week of learning PICO-8! I love the randomness, the art-style and all the different things you have to manage at once. A really solid entry and crazy that you managed to do it all on PICO-8.
What a fun and interesting gameplay loop for using swarm AI. Did you use boids or something similar? Loved the soundtrack and had to run and get my mouse for this one!
With an unclear hitbox and no checkpoints this game is hard as balls but just as pleasant to play! Love the artwork and the music! Loved finding the little secret areas.
Few entries get tone right as well as this game does. With some sound and maybe a little more cohesion with the art style (though all around really good) you'd have really good indie title.
Cute, punishing and very on theme. A worthy entry to the jam!
@zen Thank you so much! You should be proud of yourself cause YOU'RE awesome! About to collapse but the difficulty problem was actually a minute, tiny bug that I have just patched. Game's difficulty should be normal and consistent between runs now!
@bloham Thanks for the feedback! The ring around the planet in the logo is the loop-de-loop you're on so, as you're on the inside of the loop, the planet would appear above you. The options menu didn't really take any resources, I just wanted to focus more on particle effects and post-processing this time around rather than the individual 3D models. Glad it feels good!
Enjoyed the atmosphere and story even if there wasn't a lot of gameplay on offer. Definitely made me feel something which is more than most entries can say, so you should be proud!
Loved the art-style but Space didn't seem to do anything for combat? Really impressed with how you worked the 2D lighting.
A fun romp. Was a bit confused as to what to do at first in terms of moving through people and doing my job. I couldn't interact with the bed unless I was in full-screen mode. Reminded me a bit of the cycle of Papers Please.
Well I truly felt like I was stuck in the same loop I've been stuck in for the past 7 months. An interesting entry for sure! (Also I actually got that dated reference so I don't know what that says about me.)
A good fun, murder mystery! I did manage to solve it by gathering clues and talking to people but I do feel like it could've been easily solved if you just accused the wrong people over and over again. I really liked the humour, especially the idea of an endless supply of detectives coming to this house to try and solve the previous ones murder! Overally, a great entry!
A lot to keep in your head with this one! I really liked trying to figure the loops out with the numbers.
Heyo, movement speed is a nice speed now though is seems to move me forward when I turn left and right, I'd much rather have "tank controls" where I stick in place when I turn. I was thinking that the your problem with flying through the walls was moving the Player in the Update() loop rather than the FixedUpdate() loop (Physics should all happen in that loop) so perhaps give that a solve. In general it's a fun, strange concept for a game, and while I imagine there are some features that I haven't experience yet (I'm not getting any messages when I pop back to the beginning) in general even making a 3D game with music and lighting for a Game Jam is rather impressive. I'll happily give this another go whenever some it's features are fixed and will refrain from rating for now! :smile:
@midorimelody Heyo, me again. Played through the game fully now and still really impressed with what you achieved! The tank controls feel much better now and it's still a neat concept and great that you're still working to improve it!
My last piece of advice is that on my less powerful machine, the game tends to lag, which is to be expected. However, the rate at which I turn seems to slow down as my framerate lowers. This is almost definitely due the turning of the character being some consistent number every frame (when Update() is called). While this would seem like it would give you a consistent turning rate, the fact that frames can be different times apart, especially at lower frame-rates, gives you this effect of "slowing down" and makes the game considerably harder to play. I would recommend multiplying whatever number you are turning the Player with by "Time.deltaTime" which is Unity's internal engine value for the time since the last frame. That way the Player will turn more per frame at lower-frame rates, which give a more consistent turning rate.
So essentially you'd change:
characterController.Rotate(0f, turnSpeed, 0f);
into...
characterController.Roate(0f, turnSpeed*Time.deltaTime, 0f);
Tho that's a bit of a guess as to how you're actually rotating the character. Time.deltaTime can be quite small at higher framerates though so it's worth making "turnSpeed" much bigger.
Sorry if that's something of an info-dump, I make tutorials in my spare time and have run into this problem myself a bunch in my early games. Have a nice day, and thanks for making the game I tested!
@midorimelody No worries! My tutorials aren't many and a little advanced but you can find them [here](https://www.youtube.com/playlist?list=PLitFhjnHTdCaP4I3yJfJ_HWDCHRVva7yW). If you're moving the movement code to the FixedUpdate() method then you should use Time.fixedDeltaTime as that will be the time in between the FixedUpdate loops (which is a fixed simulated time for Physics, usually something like 0.02 seconds). However I played the game again and it is silky smooth this time around. The solid canvas hides this sliding well but as long as you're using a simple piece of code like:
transform.position = StartPosition;
where StartPosition is a Vector3 of the starting position, there should be no sliding it should be instantaneous. Regardless, I'm glad I've helped you out with your game but the rest you're going to have to learn by yourself, making other games. For me, this one is now fine the way it is and you should move onto new and exciting projects! You can come back to this one once the judging period is over =P.
Great music, and an incredibly interesting combat mechanic! It would cool to make a full game of this but you can interact with the physics of a whole scene! Impressive entry in regards to the quality of the models as well and multiplayer implementation.
Lovely little Binding of Isaac/Zelda riff. Enjoyed the mechanics and the art-style was fantastic though I do think the ultimate strategy was to not use any attacks until the boss room. If the ghost attacks hurt the enemies as well as the player, it would've been worth the risk of attacking.
Sorry to hear that you aren't happy with where the game is at but jams are hard and sometimes we don't get the time we want to finish things. Regardless you should be very proud of this entry, the pixel animations are great, the screen-shake feels perfect, and the dash :ok_hand: :ok_hand: :ok_hand: feels so good! I wonder if mouse controls were the way to go, perhaps holding down shift and moving in a direction would direct your dash to make it feel a bit more fluid to platforming but regardless it works for what it is. I love how when you fall off it feels like you're falling onto a new set of platforms.
Really impressive that you managed to make this in 3 days, the environments feel fully realised and the gameplay is a short, satisfying experience!
Big fan of the artwork, couldn't seem to get the "Enter to retain information" mechanic to work but luckily I have an okay memory so I completed the game anyway.
Cute little puzzle game! I enjoyed the controls, esp when you pull off two grapples at once. I imagine this would be really fun as a mobile app!
PS: Love a good cleverly worded title!
Hot freakin' damn dude I loved this puzzle game so much. I'm still playing it, I just needed to stop to put in feedback. I read the description before playing so I didn't have much trouble with how the truck moved but *whistles* this is one hard puzzle game! The music has gotten slowly more satanic as I spent a solid 30 minutes trying to wrap my brain around these puzzles but solving them is so satisfying. Obviously the artwork and look of the game isn't stellar but the skills for those will come in time. In terms of pure mechanics, you've really satisfied my itch for deceptively simple puzzles.
Finished every puzzle!