Charlotte Sometimes by hyperlogic 2011-12-24T14:12:00
Nice idea, but too buggy: 1.You still push block if you/block can`t move because of walls (telekinesis XD). 2.You can move flowers (I did it on a level shown on a main screenshot)
Foon → Ludum Dare Explorer → Users → Madball
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Flattened | compo | 265 | 3.44 | 3.38 | 3.91 | 3.74 | 2.44 | 2.40 | 2.72 | 45 | |||
| 2015 | 34 | Two Button Controls / Growing | Choo Choo | jam | 475 | 3.36 | 3.31 | 3.33 | 3.91 | 2.93 | 2.40 | 2.97 | 50 | |||
| 2015 | 32 | An Unconventional Weapon | Wordskill | compo | 281 | 3.47 | 3.19 | 4.03 | 3.70 | 2.79 | 3.86 | 3.22 | 71 | |||
| 2014 | 31 | Entire Game on One Screen | Kaleidoscope | compo | 233 | 3.54 | 3.60 | 4.08 | 4.08 | 3.16 | 3.12 | 2.67 | 3.33 | 88 | ||
| 2013 | 28 | You Only Get One | Maverick | compo | 584 | 2.91 | 2.63 | 3.28 | 2.19 | 2.38 | 3.16 | 2.11 | 2.70 | 62 | ||
| 2013 | 26 | Minimalism | Minimal Force | compo | 721 | 3.00 | 2.92 | 2.73 | 3.12 | 2.32 | 3.03 | 2.41 | 2.78 | 100 | ||
| 2012 | 25 | You are the Villain | A Villain By A Chance | compo | 596 | 2.57 | 1.89 | 3.22 | 2.81 | 2.22 | 2.53 | 2.48 | 2.36 | 72 | ||
| 2012 | 23 | Tiny World | Shipwrecked | compo | 803 | 2.30 | 2.02 | 2.67 | 2.85 | 2.00 | 2.16 | 1.85 | 2.65 | 100 | ||
| 2011 | 22 | Alone | Tiny planet | jam | 123 | 2.27 | 2.20 | 1.86 | 2.57 | 1.29 | 2.40 | 1.67 | 2.14 | 2.13 | 47 |
Nice idea, but too buggy: 1.You still push block if you/block can`t move because of walls (telekinesis XD). 2.You can move flowers (I did it on a level shown on a main screenshot)
It was funny. If you press "C" while moving, you keep moving even if you relase move key.
Wat. I simply stood on the right floating platform and all the enemies spawned to the left of me.
Everybody says it, but wow, a GBA game! I found an epic bug: If you select some things to buy, and some not to buy, you can point at thing you didn't choose (so it's 0) and hold left. The price goes down! You can buy 200 large ships for free. The same goes for holding right at a maximum value: you can buy nothing for a price.
And how is that a tiny world?
Nice and polished. You should have been made the variable Z coordinate so it looks like real 3D. Or just real 3D.
Good idea, bad implementation. You should try changing something about it.
Interesting idea, but I didn't really get how to play. I discovered commands (By myself :P), but, you know, it isn't enough to play. And God feedback was a bit wierd: When I do something, he only shows emotion for a moment. And most of the time not instantly, so I have to stare at him waiting for feedback.
Those tile-shifting effects were super cool! My favourite entry so far!
At the end I just was choosing randomly and people survived everything.
Wow. WOW. Good jod, good effects, good level design.
I found out we can creat our own levels as well.
That's... all? Reminds me of YHTBTR. Nice but short :)
So cute! <3
Found the secret level. Hint: what is the most irrelevant thing in this game?
"So why don't you go and ask the gods yourself?" and "So why don't you go and kill some enemies?" are different things.
A tactic made defeating first 2 enemies a breeze, but 3rd one seemed to be just skill-based.
And boomerang sometimes stucks. And it's annoying.
It's simple yet entertaining. Looks like a board game.
I like shadow/blur effects. But it lacks gameplay.
Nice idea, but needs more polishing. Indeed, I can imagine it being a full game.
Sometimes selecting works incorrectly. And sometimes units headed to a planet simply miss it and fly into space.
This man started fighting at 3. How he is 103 and he is still fighting! That's the spitit!
Interesting battle system, but the game was monotonous.
"you liked your tiny world" - as if :P
Can't run. It says: "Data file is corrupt (not a Unity Web Player file)"
Controls are bad, and you have to revisit planet is you want both buying and directions. And an epic fail was when I delivered the message and ran out of fuel at the same time. I could neither buy fuel, althrough I was on a planet, nor refuel manually, because delivering window covered the refueling window.
But in case you will continue working on it, make planets have different distance measures, so we can't remember what klarks are equal to and will have to calculate the angle.
Nice game. It was very funny. And I like graphics a lot.
Interesting. I like this style. I think it has ponential, just add more mechanismes :)
It's quiet bad even considering it as a space shoe simulator.
Very original. Is the scene with the window the last scene?
If you move your hand cursor vertically, it seems like the hand is crawling :D
Great concept, but gets repetitive. It would be more interesting with some more challenge.
It's not even a full game, more like an idea. That will be great if you will continue working on it, but now it's too small.
The battle system was easy to understand for me. At first I wondered how can you create a balanced card game in 48 hours.
I found it rather difficult. Maybe you could make an easy difficulty.
I've beaten the game. I finished the game in 11 minutes with 4 keys and 155 deaths. And I don't want to set a new record!
Even without looking at comments I knew most of them would say it is hard.
Such a catawacy (Russian for "muddle")...
I'm playing it and thinking: "How could nobody do such a game?" Zorlax
(Sorry, accidentally pressed "Save")
Zorlax totally gave you both innovation and mood.
But the ending was bad. Try making a post-compo with a better one.
Buids a world. Fights "test". Misses. Builds one more weapon. Fights a world. Missed. Saves money. Fights another world. Misses. Builds one more weapon. Fights... the same world. Misses. Rolls on floor laughing. More tutorial PLEASE!
But it's a great game after all!
Amazing little game. I played until the end. You say I'm not happier? No, I am!
Great idea and nice work for 8.5 hours! I couldn't reach the key thought. The controls are too slow. Consider making a post-compo version.
Weird gameplay. Should I just randomly press arrow? Is there any way to know if I'll land on a planet? Or do you have to remember which planets are already destroyed and avoid them? If no, you could make so.
I loved this game.
I didn't get if we can use enemy's buildings. I guess no, but it turned out that enemy can use MY buildings. But I won anyway :P
I should try 2P now.
I found a very easy strategy: hover and don't move. Eventually enemies/mines stack under you then either blow up mines below them or fly close so they toss each other.
And what's up with damage meter? I took 1000% damage, and it did nothing.
And the sound was annoying.
Hamsters are animals, too. They have to sleep.
That's a rather nice and comfortable editor. You should continue working on it. And pay attention to gameplay.
I liked everything, from planet to spaceship. If you are going to continue working on it, make people on planet :)
It seems unfinished. It's easy, and, well, there is no goal. But it's fun!
Reading comments... "Third level is hard" *facepalm* Am I the only one who passed it?
Moving 1 level back was annoying. Why should I pass something I already passed?
Great game! I liked how the world becomes bigger and bigger.
I can blow up saucers only when I am close to them. I couldn't play it normally. And I found a bug: sometimes I seem to collide with a saucer, see an explosion and fly away. It lags and doesn't finish.
Amazing game! I've noticed that there is shrinking not only in visuals, but in gameplay: when you get a new weapon enemies become weaker. Especially after the 2nd one, where you return all the way back.
Wherever you live, there is always someone who hates everybody. A decent game, keep it up!
Haha, that was original. The controls were a bit hard because of the size.
It's nice that you made a game, but a book would do better.
Hmm... I ate that big head, collected the size down pill and after a few seconds the game crashed.
I'm using Windows 7, Firefox.
I liked the circuit idea, but I barely got how to solve circuits.
Hmm... I expected you to understand what material means.
I didn't get what tequibo said. If I did, he got it wrong. But I see no issues.
For you stuckers: I made a play-through.
http://www.ludumdare.com/compo/2012/04/27/how2play-shipwrecked/
I was surprised. It's a so well-done game. But, well, you worked in a group of 4.
When cakemonitor said he scored 720 with 12 people I loled. 720, you say? Hah! I would totally get 120!
It seems you can zoom in to see the solution. Was it intentional?
Managed to win on the first try, randomly placing and upgrading rooms.
Great game! Fun gameplay, nice strategy element, amazing graphics and sounds, very polished.
Simple, but great.
Also, a bug: 3 men were fired, but in the end it said that it's 2.
"Press big button to continue" already made me go LOL.
MWHAHAHAHA!
A great game, a great atmosphere. However, when I reached the end, the game just restarted, showing the title screen. Was it on purpose?
Suggestions: make souls reset when you die; I got stuck with a soul flying just where I respawn. Make a key to dismiss a shadow (or highlight it in case it exists.)
It has potential, but it's too slow. The enemy takes too much time to defeat, and it gives just 100 points. You should've been set it to about 1000!
I don't think current upgrades allow much strategy. Shield and health both raise the time to kill an alien, and without knowing the detailed use it doesn't matter what to choose. Firerate decreases time to kill the enemy, and gives more chance to shoot an enemy's bullet, which also raises the time to kill an alien.
You should make it more strategic, like adding special abilities to the enemy, so we have to give certain upgrades to certain aliens to win.
It would be nice if you made a post-compo version.
It was very easy. Spawn coldown was much less than the time to kill a minion, in the end I just surronded the hero.
The minions are somewhat stupid. I summoned them when the hero was fighting a skeleton on the way to the finish, and during the whole fight they did nothing, even the one that was in the near room.
You must add a health bar. I just start collecting civillians, when a missle comes - and BANG! Try again, sir. And if you accidentally crush yourself it's twice as sad. And it seems the hitbox it too big/misplaced.
Graphics and music are great thought.
I would prefer a slower pace. It's a very thinking game, so I would like to think, and not place mines randomly hoping to win. But it's a great idea.
Fun and addicting. Good job!
A nice game, but confusing. What is "Decay"? Why do I something use ability with big awareness and it decreases?
Too monotonous, but designed well. The music is awesome, just LOOP IT!
Interesting. Nice graphics, nice music, nice gameplay, much polish. Wasn't hard for me.
A nice entry. Easy and fun to play. Though guards are too easy to kill or run away.
Highscores are ridiculous: my best is 19.
Controls are too vague. It took me a while to understand them.
@Players: "Alternate "Q" & "W"" means like "Write "QWQWQWQWQWQWQWQWQWQWQWQW" very fast"
An interesting idea, but uncomfortable to play. Ghosts are too little to hit; they automatically deselect when I direct them and get directed when I click another ghost. But I liked the controls.
I remember playing a game where you control 3 police cars and have to capture the criminal. It shows that if you make a strategy game that relies on speed, you should make selecting and targeting as obvious and simple as possible.
After destroying 2 cities, the game goes too easy. But eating people is a nice idea.
Wow, you actually use the time as an unit! It's also very cool as a villain simulator! Well done!
On one side, it's a great game for a jam, it has good mechanics and gameplay, and it's surprising you did so much level design. On the other side, graphics aren't right. You combine simple pixel art with a little palette (enemies), complicated pixel art with a big palette, gradients etc (tiles) and not-pixel art (BG), it doesn't feel right. And tiles have too much seams. But I have a good feeling about this game.
Phew! Completed it! Good job, nice idea and theme implementation!
Why? Why do I have to let the player win? It's not fun at all! In space invaders you can win by doing nothing!
The game crashed in space invaders when... I think when I touched the player with an alien, or reached the bottom...
Oh... I was able to find the place for a bomb, but I don't know what to do after I planted it. I returned to the start, but nothing happened.
I've managed to build a pile of bombs and using it climb on top of a wall. Screenshot: http://puu.sh/1DZNe
Sometimes when I move I touch a lamp post or a corner and get stuck. I need to turn back, more, turn back again and make sure I don't get stuck again. You could add a backward/side movement.
For some reason I feel like it's a complete game, and it doesn't need a post-compo. Since there is no gameplay at all, I don't think you need to add it.
It's a really good job, I believe every player has his own representation of the plot. Here is mine:
"You started some scientific project. The target was to make people forget whatever they want. You succeded, but you used people as test subjects. These ones, not ones that tried the full version, became wierd. They either lost all of their memories, or gone mad, or anything else. You used this project called "The White Rabbit" to forget about it, but the game is here to remind."
*clap**clap**clap*
When I first read "The White Rabbit" I thought about "Alice in Wonderland".
I don't mind the difficulty, but you really need to change controls from "Each coulmn cotrols a leg" to "Each row cotrols a leg". This way, when you need to go right, you press left and vice versa. When I need to act quickly, I always forget how to go left.
A great idea, thought it was too short. You should add more things, like sticking to walls, pickung up items etc.
It's amazing it took you 48 hours! You made everything! It was a very clever plot, and variety of abilities is an unusual thing for a compo.
But from the plot side i think it would be better if a demon lord helped you once, so the next time you would lose to yourself. Wait, I meant you would defeat yourself... Nevermind.
The level design is good, but the player doesn't have time to think. Some levels have an alternate solution (solved level 6 without collection coins in the lower right corner, solved level 8 without buying anything), so you should have been tested it enought (or ask people).
I didn't find out the feature of the cracked brown block. Whenever I hit it from right, it seems to crack more, but the player goes 1 block down, getting stuck in the floor. You should write features by text, desirable beforehand.
The block placement gets cancelled when the player dies. It's especially notable in level 1. I was wondering, why can't I place a block, thought I follow the instruction. The player needs to act fast, and it's not recommended in puzzle games.
Another little bug: when you buy a block by dragging the icon, but don't place it (like by draging TNT to an empty space), it remains bought and your money gets spent.
Anyway, good luck improving this game! It looks promisable.
You should make ghosts distinguishable while a powerup is active. And make another way to select ghosts, like you click the screen and it selects the closest one. The current way is too confusing.
Great idea. A decent game, but needs more polishing.
I don't have an Android, so I can't test it. However it's really cool. You can play it in public place and the people will think you are talking by phone. Totally super!
(...though I can use an Android simulator...)
Cool game, I like games of this style. It was too short however, and I didn`t like that all objects are shown on the minimap.
It's a very cool entry, seems to be a finished game. I liked the variety of weapons, though I was using flamethrower most of the time.
Controls weren't very comfortable. It seems you made the player not change shoot direction while shooting, so changing it at all became difficult. Also, the initial weapon seems very weak, the first part of every level was looking for another weapon.
It was very fun. And very atmospheric. I really like the game over sound!
I didn`t like the energy level switching. Pressing left to go up and pressing right to go down? Maybe you should set level switching to up/down, and color switching to left/right.
...I can win? Why? I think it would be better if it is infinite...
Make an instruction! Quickly! Tell us what does left mouse button do, what does right mouse button do, what does mouse wheel do, what does space do, what do arrow keys do! It's not intuitive! It took me a while to understand! Also, tell us what are pixel skills.
Despite that, the idea is great, but a minimalistic approach is unwanted for such a complicated concept. Add more feedback.
You should also cancel pixel movement at the end of the turn, I may change my mind, but pixels are still moving; and make pixels teleport to the bottom row (or something) when the level starts, they get stuck in walls and scenery.
The game is very interesting and deep. The storytelling was excellent. I liked graphics, they are very detailed, everybody look differently depending on their mood. However, the fire has lower resolution........
I don`t like slow-paced game like this. And I found out it`s not really complicated from inside.
Erm... morale goes down with time? With real time?? I went eating, and when I returned everybody`s morale had went down.
I liked the palette, though I didn`t find the game very interesting. There were just a couple of levels where I died many times, so replays felt unneeded.
(What`s the second door in 'Monty hall'? It`s not reachable, right??)
It was very fun, I liked drawing with gravity. However, the gameplay was too simple, it didn`t involve any thinking. I didn`t like the brake key, it would be better for me if it was Q or spacebar. The player is spinning (stop him after meeting a gravity well to see), and sometimes cubes are spinning, it seems you still have some 3D left.
Sometimes a cube attaches to a powerup, and they rocket away at an insane speed. What happens?
Cool! Amazing story! *claps*
The gameplay was simple but very polished. Though sometimes it wasn`t obvious if I could pick up/destroy someting.
Now let`s craft a sign "This is not 3D"!
Oh. That`s a great game. It could be expanded to an action game, where you run around killing 9001 monsters, or to a puzzle game, where you have little shots and have to plan well to kill everything.
Controls were excellent, though sometimes I couldn`t kill enemies those seemed to be on the same line with me.
Very plain and monotone. I just was going in circles, and green enemies couldn't reach me. I shot browns when they stopped, they're an easy target, and rare circles were the only hazard. Reached 597 secs and about 40000 score, got bored, suicided.
Great idea! I liked how we can actually talk to cubes. The black/white graphics are fantastic! Even given the simplicity, I can perfectly see everything. And I like the day/night change. Also, cubes are a bit low.
Great graphics and sounds, but not enough gameplay, going there and back over and over is kinda boring. Maybe you should add enemies, upgrades, something else.
Oh, that's very like a finished game! It's very polished, and there is much level design. I liked the music, too.
I saw you lastest post, and I thought the middle screenshot is what it's supposed to be like in the end. Couldn't find an use for the blue draggable cube.
DiscoFish, I swear, I couldn't do it the first time I played! The second time worked.
The dragging seems bugged. Sometimes, when you hold a cube, it gets away from beneath the mouse, the pointer changes from a finger to the usual one and you can't put the cube down by releasing the mouse.
I liked everything in graphics, the game is very detailed. But it can be disorientating at first. At the fish level I was clicking randomly for a really long time. The dog was easier, it`s the only level I solved with actually thinking. Couldn`t understand what happened to flies... was the second one dead?
Nice idea, but for me it wasn`t challenging at all, so I found it quiet boring.
I would like to see faint borders of room even if there is no walls.
It`s cool. I liked that you came up with the whole universe. However, I don`t like how pixel and not pixel art are combined.
This is also very fun to play. I liked the puzzle aspect. The collision box is very unintuitive though.
I got stuck in a wall. While being stuck in a wall, I moved to another screen, so "R" couldn`t save me anymore. After some time running around inside walls, I managed to get out... It was hard to see what was going on there, but I think I moved to an unexisting screen, and appeared one screen to the left...
A bit monotone and not rewarding, but very cute and well-designed game. The death screen could contain some more feedback though, like "You can't touch dark blocks"
What I saw its 10 second video, I thought: "I must play it!"
That's very addictive, and visuals are amazing. It shows that you don't have to be a super artist to make a good-looking game!
You made 8 games? Bravo. That's a positive side. Now let's mention negative sides:
* Poor graphics. The game seems tailored for many pieces of different color and material. Character sprites, tile sprites and background sprites don't match at all. On top of that, scaled sprites look blurry, which is bad, and they are even, erm... let's say "bugged with black", even in the post-compo.
* Poor controls. Especially in Dragonflight and Cave destroyer, but in others too. Keys work not intuitive when you press several at a time (In Leaping Larry you often can't climb ladders holding right or left; In Icebreaker you often don't stop moving in some direction (or can't push a block) if you hold another key). In Digger placing/removing dirt is unintuitive.
* BUGS. In Toad Trek (not post-compo) I reached the end, got over the upper edge of the screen, and didn't get anything. In Digger, enemies and stones someimes count tile you stand on empty, even if you are placing dirt at the moment.
Oh, and you actually use "R" as back and "Z" as reset? You might want to swap them, I am used to reset with "R". And add a "back" key.
The only game I fully liked is Axis Invaders, though it still had many graphic glitches. Next time consider making one game, but doing it properly.
I'm not angry at all. After all, it's your decision and your games. But I prefer playing one good game, not eight average. And I think that your ideas are better than games.
Oh, and about my entry for the MiniLD #32, it was the theme.
(Now I think I really make lots of games. Well, if you think I should also make less games, just tell me.)
That's surely a long answer... Thank you for taking your time.
Hmm... I like the idea itself, but I saw TONS of bugs.
* Some (all?) blocks behave like they're one. Then change direction at one time, change color at one time, if you pick up one of them, others get picked up, too, and the score counts for all of them, so you can think you mismatched one square, but you actually mismatched 10
* When you completed the game once, any attemp to play again will throw you back to the menu. You can hold enter to play, half frames being playing and half - menu, but that's annoying, and the difficulty changes itself when you use arrows.
* You seemed to mix up "last score" and "best score"
The idea is cool though. Fix all of bugs (I have a feeling I'm the only one experiencing them -_-), and it'll be much fun to play. I won't rate it for now.
Also, you might want to loop the column vertically, so it doesn't end when you go up/down.
It seems you released a fixed version... excuse me if it was here the previous time I played. I still like the idea, but not really like the game. Why do squares still have the same color and change directions at the same time? Is it intended? And you might want to prevent squares from appearing off the screen.
A great game! Had fun playing it, but I have to wait for people...
As a game made in 72 hours, it should be playtested, but multiplayer games are hard to playtest. I found a bug though: sometimes if you steal someting a die, you still have things you stole, and you can exit immediately.
You should make a meeting so we can play this game in bigger teams!
Found another bug: I killed a thief and he killed me at the same time. I died normally, but he became a spot of blood, running around and shooting :O
I played through the whole game and... understood almost nothing. Too minimalistic. I want explanations! Well, you don't have to explain... But you said that the story is great... *sigh*
Sometimes, I kept clicking one place that is supposed to do something, and, it seems, it worked only after several clicks.
Nice level design, great mechanics. And nice mood for such a minimalistic puzzle.
This is quiet cool. The first jump is a little bugged, and... well, you know you have bugs. Make a post-compo or something!
It kept me glued to the monitor. Simple and fun gameplay, flawless controls. Well done.
Why do you wait for me to shuffle when there is no moves? Make it automatic! Also, make the backspace actually restart, not shuffle, when used in game.
The game is very fun and original, though it could be more polished. Got 19946 points.
Here is what I`d like to see:
* A tutorial. Most people read instructions only when they understand they can`t play. It seems that the map is 2D, so it takes a while to understand how exactly blocks link.
* Jumping. I can destroy just one block and fail the game. Once I cut off a large piece of the map, but didn`t notice one anchor, and couldn`t return.
* Health pickup maybe.
* A minimap, or larger field of view. Not very important, but anyway.
That's really minimalistic but fun. I liked the tilt of screen.
Seems a bit monotone. Just 2 layers? I player "Layer maze" recently, it was 15 layers + nice level design, and still so-so. This concept isn't very original, you could add some more features for additional challenge. Also, I often could see the level in the darkness.
I liked the narration. The idea seems like a good add-on to rhythm games. However you should tell what does color of notes mean. Also, the timing wasn't perfect.
Great game! I liked the fighting system. It looks very balanced. The boss was quiet challenging though.
Completed the game. Liked the idea and the story, but graphics are just overly minimalistic to be good.
I`d like to see state of both arms separately (Are they extended or not) shown somewhere. When you get inside the wall you hold, you can`t see your arms.
Difficult to understand. I was rather disoriented at the beginning, and when I reached that code message thingy that gave me a dash, I got stuck. The message said I should find somehing spinning. Well. I tried to, but didn't [s]understand[/s]. It also seemed that my dash ability had disappeared. On top of that, when I was using a console, it stopped responding. And I was flying away slowly, having nothing to do. The last screen: http://puu.sh/2K2hV.jpg Can't rate the game for now.
Replayed it. The player sometimes might fall throught the floor when he jumps (but you might have done it intentionally). When you use link, you might collide with something midway, and don't reach the link cube, but get somewhere else. Or, even worse, you can link though a wall and get stuck.
I liked the story, though didn't understand it fully, but I really though there'll be about 3 levels... Very moody game.
Hmm... I was playing the last level, and when I opened the menu to restart it, I accidentally clicked "Quit to menu" instead of "Reset level", and was forces to complete the game once more.
I liked the idea, though there was very little minimalism. I think you can add more levels with this mechanics.
Very interesting and fun game. How did you test it, I wonder?
There is a bug: sometimes the breaking sound stops, powerups stop appearing, if you have an upgraded hammer, it doesn`t change back to normal visually, but acts like normal.
Also, at the game over screen, it sometimes loses a letter of the author`s name. Intended?
Cool, the controls are smooth, the gameplay is neat. Kinda repetitive, but it doesn`t last long.
Sometimes (the second time you jump on the darker platform) if you move at the wall standing on a darker platform and jump, you fall down.
Sometimes you kinds kill the enemy after you die. You respawn, but the enemy doesn`t. (Until you die again)
If you stand in the turret, it doesn`t harm you.
You can also press buttons through walls.
Хоть и нарисовано все пикселями, мир очень детальный. Правда, определить, что - стена, а что - фон, было не так просто.
Игра довольно однообразная, босс отличается только размерами и количеством здоровья.
The game is too little. Even the story is too little. I think you need to put it other way. Played it twice to make sure I understand the story.
Controls were awful. It seems that falling into blocks is on purpose, but flying through the half of the block didn't look any good.
Now I'm thinking you just made the best advertisment of you game... :-B
The game was actually very fun. Here is one complaint though: on later levels the line disappearing effect was in way sometimes.
Cool game! Didn't find it puzzling, though I liked the attachable floor. The camera could be better, when you jump high you only have to wonder how much would you fly.
A talking potato? GLaDOS, is that you?
Cool and addictive! I like that no matter how chaotic blocks look, you can always pass them. Also, the planting idea is awesome.
In fullscreen tulip heads appear higher than they should.
Got 71.31s.
Very original game, I had fun completeing it. I sometimes forgot which way is down, but that`s OK.
It seems not very polished. The lighting was disorientating, sometimes I couldn`t see a shape of an object, only it`s outline. The end door/whatever can be skipped. I also sometimes could jump over platforms those, I suppose, were not supposed to be jumpable over.
Interesting idea! At first I was like "How am I supposed to pass it o_O", but figured out everything eventually.
You should add some more features. I can't suggest anything, but the idea is too good to leave it.
Very sad story. Nice atmosphere from both the computer and storytelling.
I saw a similar concept before: http://www.kongregate.com/games/IcyLime/multitask
Pong is imbalanced. The mouse sensitivity is too little, I swing my hand as far as I can and I can`t cover the whole field without moving the arm. And the ball (did I just say 'ball'?..) sometimes gets too dark to see... and too fast to hit. And I need to read rules for new minigames meanwhile, so make a tutorial about minigames or something outside the game.
Oh, it seems that if you lose a life while rules are being writte, they stop.
Also, at the "R.I.P" screen you have to write 'r' twice.
2:57 was my best time... Did I just lose 2 lifes in a row in pong? I think the ball flew to my direction after the serving veeery fast... with me being hell knows where... Make it slower!
Nice idea! Puzzles are interesting and original. Sometimes it`s hard to tell which color is which (every color to the right has 2 matches on the board) and is specific color enables (The 'on' and 'off' states look similar).
Charming game... but if I didn't read comments, I wouldn't know I can help people. Bumping into walls wasn't really nice. I liked how detailed graphics are.
Lolwhat? It`s almost the same idea as mine! And it`s 100th game I`ve rated.
Graphics are great, and storytelling is solid. The theme approach is very original :P.
Mind attack was overpowered. I can shoot once and kill very many enemies. And weapons gone too fast.
Gravity controls weren`t comfortable. The player seemed to go vertically faster and easier than horisontally...
And I expected a level when you can`t attack at all.
Graphics and sounds were great, but the gameplay wasn`t.
Controls were a bit uncomfortable. Sometimes keys stick, which often leads to a loss.
I found about walljumps and action of "!" blocks only by the end of the game, and the game is completable without them. Write about each feature of the game, don`t make players figure out.
"X" blocks require you to be directly below it. If you jump from beneath, but you are under another block, it won`t destroy.
Blindness effect was unneeded. The screen is quiet small, so I wouldn`t see much anyway.
The level design was not good. You wanted me to plan ahead, but all taters can be delivered without planning at all.
It seems like a piece of art, but it`s too abstract. There is not enough gameplay. The beginning was too long, the rest was too short. From the graphic side the game is awesome.
...what is that gray ball anyway?..
The idea is good, graphics are great, but implementation is messy. Collision boxes (especially for weapons) aren't intuitive, sometimes it's hard to tell if I can walk on a tile or not. The game is unbalanced, some weapons (trident and firesword?) seem to deal less damage, some enemies (zombies?) seem to have more hp. Special reloading attacks never hurt anyone, excepting the potato, which is overpowered. It took me several games to realize there are bossed. And I couldn't see the potato explosion, it just showed a white sprite, covering the bottom-left part of the screen.
And why do you call enter "click"?
It seems overpacked with features. I don't like the tower recharging, I think you should make one game with drawing and another with recharging. Also, colors are difficult to remember. At least let us use the 'shift' hint when we want, and don't throw us to level selection when we do so.
Great job! It was very interesting exploring the pixel world. Though sometimes I couldn`t collect coins, and one path that, I think, should be open, was closed. You need more playtesting if you want to take it further.
The downside is that the game requires me to be pixel-perfect. Catching coins and shooting enemies was tiring sometimes. Also, make enemies shoot diagonally, otherwise they are very ease to kill.
Awesome! The most minimalistic yet deep game so far.
Here a few suggestion:
* Show amount of lines placed.
* Make right-clicking while drawing a line cancel the placemet.
* Make the player able to loop lines.
* Make sure the display of peeps fits in the screen.
Also, as comments say, the AI could be improved.
Also, make a notification when a new node is created. I ended up losing because not noticing a new node.
Very relaxing yet fun and challenging. It`s good that you make me able to return to earlier levels, it saved me several times :).
Oh... I just stopped bouncing, and you sent me back to level 1. That wasn`t very nice. I could roll to previous level and regain the movement.
And I understood what do level names mean. But not the title of the game...
The difficulty is insane, it's really hard to kill the right shapes. Got the pentagon, but was loosing it constantly. I liked the simplistic approach.
So minimalistic! The soldiers were a bit slow though, they take a lot of time just to appear on screen. Completed each difficulty on the first try.
Hahaha. The funniest game so far. I liked that you can't really lose (or can you?)
Praise praise! Praise praise praise praise! Words words words words words words, words words words.
At first I thought: "This is fun! Nice graphics, great mood". Then I though: "Controls are slpippy, and the game lacks feedback. The mouse is too (?) sensitive, at least make me able to adjust it". Then I thought: "What am I talking about? This is really fun! Just make a tutorial/training just to let the player get used to the game, and you`ll be okay".
Very repetitive at the beginning. Also, I picked the key, and when I touched the door, it said that I need to find a key, showed the minotaur ring image, said that I need to find a key once more (I moved), and returned an error:
FATAL ERROR in action number 1 of Step EventAtk_H for object Joueur:
Push :: Execution Error - Variable Get -1.invicible(100013, 0)
at gml_Object_Joueur_Collision_16 (line -1) - <unknown source line>
But I think it's intentional, right?
Hmm... the atmosphere is nice.
Did you made blocks hard too see until the last second? If yes, you can still see them when they are out of the plane.
You sometimes fall through floor when jumping. And you can double-jump sometimes. Especially after you lose by falling off the platform.
Controls aren`t very good. You can play just with space bar. You use left hand to play, and to choose to play again / press 'start game' you have to toggle your right hand between the mouse and spacebar. Make the spacebar for playing again, or enter for starting the game.
You seem to save some movement when releasing A/D keys. Try staying at the edge of the platform.
And you might want to make player not stop when landing on top of the obstacle.
You need to make slight background music, I often lose the rhythm. Other than that, the game is very nice. I liked the menu buttons.
It`s surprising to see a so finished game made in 72 hours. The idea is great, puzzles are interesting, execution is perfect. Make sure you take is further.
Hey, I had 2 0 at the ends, and I used a 2-0 domino thinking I'll get 0 0, but I got 2 2.
Phew... What playing it for two hours, and made a complete map and a "that wasn't intended!" walkthrough (only 2 heroes used) (I instist you to only use it if you completed the game) (Maybe somebody will come up with an 1-hero walkthrough?)
http://dl.dropboxusercontent.com/u/53633853/Four%20Scepters/Walkthrough.txt
http://dl.dropboxusercontent.com/u/53633853/Four%20Scepters/Map%201.png
http://dl.dropboxusercontent.com/u/53633853/Four%20Scepters/Map%202.png
http://dl.dropboxusercontent.com/u/53633853/Four%20Scepters/Map%203.png
http://dl.dropboxusercontent.com/u/53633853/Four%20Scepters/Map%204.png
Ah, the feedback. I found the game very unintuitive. What mob exactly is undead? Why do necromancers die from an one-damage spell? What do you use, when you have different options (several spells/arrow)? And, the bug: health drain can lift you HP over the maximum. Also, a "back" key would be great.
There seems to be no end? Anyway, great game, and kinda challenging. I liked animation, it seems to be flawless.
That's what does "I need to lie down" look like. Anyway, why wouldn't I just lay down?
OK, here's what I understood so far: black things are your willingness to lie down. But for whatever reasons you have to be awake. Pink things are, well... everything that prevents you from doing so: chatting, reading, listening to music... I'm not really sure about the donuts, but I guess they're people. They can keep you awake for a long time, but they'll lie down eventually.
At the boss battle I died like 10-15 times after destroying all crystals. Suggestion: make some door open after destroying all crystals, which leads to an actuall boss battle, and make the boss more difficult.
The level design has some lacks... you sometimes leave pathes to go back, but they have a dead end, acting just like red herrings. Also, there is a path splitting, leading to the green shard and... a teleport? Well, if you go for the teleport first, you will have to pass it once more to get the green shard.
The challenges are well balanced, though I didn`t know I can destroy turrets for some time. I liked the appearence of the game.
Keys are sticky sometimes, which is unwanted for hard-difficulty games.
(By the way, why would the world reunite after destroying the source of fracture? It would make more sense if destroyng the source of fracture would make the world not able to reunite at all.)
What the heck is MSVCP71.dll? I can`t run the game because I don`t have it...
Installed it. The game is extra fun, and I liked the music. I found a bug(?): the bazookamens` ($800) missles have a veeery long range. Using this [s]awesome[/s] terrifying bug, I completed the game with 4 soldiers and over $100000 left.
Great! The game is very detailed. I think you can extend it.
Charming game! I liked the steampunk mood it sets.
The game, as you might already know, is very unintuitive. I couldn`t gain influence, followers, minimalism, or make any effect at all in any city execepting the Consumenopolis. I could transfer some followers with missionary, but they didn`t seem to do anything. I also didn`t gain any hostility or corruption at all. And, how much is "many minimalism"? 20? 100? 500?
Sometimes there is a bug: I have one point left, but I can`t spend it for some reason. Gets solved by revisiting the city. And can I gain points?
I would like a more detailed summary at the end of the day. Like, how much minimalism/influence/hostility/etc. each city got. I just have to click every city (discovering that nothing changed at all...).
More upgrades would do better, but it's good as it is. Controls are smooth, gameplay is interesting and well balanced... To say, a small but very polished game.
This is very cool and original. The gameplay didn`t change from Breakout though, I`d like to see some Rogue elements. Levels are repetitive, they don`t seem to gain difficulty at all. However, the design is excellent.
Couldn't run it. When I launch it, it shows nothing but an icon, then turns black. When I click it it says it doesn't respond.
Cool entry, nice level design, though I think the music is too energetic. I liked drawing on the sand!
The idea is surprisingly good. It`s simple, fun and original. It was a bit difficult though, it seems you lacked the time to make it easier, but it`s OK.
I think it would be good for hand-held devices. However, if you are going to extend this game, I recommend you to get rid of minimalism.
Great idea! It was very fun to play. I don`t think it`s a game for everybody, but I liked it. You can add bigger levels with more time, or asymmetrical levels.
Wow. I saw several game concepts in the LD, but this is the only one with a computer version. Well done.
Sometimes, when picking a cards to resolve a conflict, the picked card isn't shown. Also, I would like to see tokens and signs "Player 1" etc... on the table, not in corners.
Oh, just a first-person game with a thin field of view... OMG WTF IS THAT RED LINE??? Was playing it for a while, but couldn't pass it, stuck on a level, I think, after the first one without reds (but after some ones with reds). I didn't understand what does the music mean. However, that's best use of the theme I've seen. And don't expect me to understand the voice :P
LOL. Funny game, though some parts are useless. I passed most of the game by using nothing but an ass.
Also, what`s up with C1L3?
Some people (me, for example) don't understand verbal English well. So I couldn't pass the 6th level. But the idea is great.
You surely put a lot of work in it, but you didn't really make it interesting. It will be good if you continue making it, but 48 hours is too little.
First of all, it was very laggy. I had to wait for several seconds to get results of my action.
Secondly, I don't think there was anyone online. And travelling alone and killing unsuspecting players is as good as single-player-ish. I didn't feel it's MMO.
Another thing is that the player list is uncomfortable. I would like some kind of a 3D view of the world, looking for players close to you is boring. Or at least you can sort the list by distance to the player. If not, at least highlight players on the same spot as you.
Oh, lastly, I got two errors.
1: ( http://puu.sh/5PzhJ.png ) I don't really remember when did it happen.
2: ( http://puu.sh/5Pzjy.png ) That one happened when I sold my Rocket Launcher IV. It was the only weapon I had.
So, this game needs polishing. It's an achievement to make an MMO game for Ludum Dare, but, well, achievemts are rarely goals. Unless you made a bet that you'll make an MMO.
After some time, I thought that I did quite much everything. I didn't buy a lot of high-tier stuff, but what is the purpose of it, if I fight offline players?
Couldn't feel the perma-death feature. People that I shot just came back to the player list with another coorninates.
As I noticed, Ludum Dare is unfriendly for online multiplayer games, because very few people play them. They are just a cool thing to make, but a hard thing to play.
Couldn't complete the first stage... I tried a lot of stuff: not doing anything, not walking, not jumping, hiding behind a tree, running away from the scene... There is no way to pick an apple, right?
A great idea, but it's not a finished game.
The player seemed somewhat slow. Maybe you could make the shooting range bigger.
Enemies, on the contrary, spawn too fast. You should make enough time between waves for player to kill all the spawned cells, or at least almost kill. If you want to make it a sort of a defence game, of course.
Oh, I just came up with an idea. You know, there are different rules of Conway's Game of Life. You can make diffirent levels with different diseases with different rules. This way you can make an actual game about healing many people. :D
The web version is very laggy, I had to download a windows version anyway. It also was a bit laggy. You might want to make the level smaller.
Oh, it seems you make the game automatically color the body depending on nearby tiles. I'm not sure if it's bad or good, but I expected it to be consisting of two images: an unchanging body on the background, and a virus layer with gray bad cells, black dead cells and transparent everything else in front of the body.
I like your idea a lot, and I want you to develop it further. I see so many possibilities!
Nice game! Well, everybody says that it's nice, so I'll point out things I didn't like.
You should made some noise/music at the beginning. That's not a big problem, but I had no idea if it has music at all, so I turned up my volume. And when I started playing, I had no time to turn it down.
Also, you made the boss easier by making the screen smaller, but at the same time you made it harder. Before, I could outrun all the missles by standing in the corner. In the post-LD version I had to shoot them. I guess that is more just, but keep it in mind anyway.
I think sawblades are too unforgiving. They are sometimes positioned so it takes accuracy to pass them. So, if I fail (and the chance is decent), I have to restart.
Also, when the boss shoots the first laser, missles duplicate. And enemy AI stutters sometimes.
It has a good potential, so you should continue developing it, like adding more levels. Oh, and I liked the original background as well, you might want to keep it.
A nice game with interesting platforming mechanics. It is quite unforgivable, but it makes it look more retro.
On the other side, it is monotone. There is just about a dozen(?) of levels randomly queued. They even might repeat in one play.
I think making levels not random would be better. Just a normal game, with levels 1,2,3,4,etc.
Also, the sword seems to be too little.
And the player can't grab ledges while holding the up button.
I hope you'll implement all the things you wanted in a post-compo version.
Tried missles.
Error in code at line 4:
tx=instance_nearest(x,y,p_enemy).x
^
at position 35: Unknown variable x
Interesting idea, very fun to play. I see a lot of potential in level design, though I guess it could get repetivie with time. And it needs a restart button.
I got a bug when the shadow moved, but the finger didn't, excepting when I click.
An interesting idea, but I'd like to see a better version sometimes.
"Clic"? "Clic"? *Looks it up* Wow! "Clic" is a word! Still, quite weird, never seen it.
When I see "Clic to continue", what do I clic? A "Clic to continue" button. How would I know it's not the place to clic! You should make it clicable as well.
On the last level, the retry button covers the text of one of people.
Also, I want some randomizing. After failing a level once, I know who is the traitor.
So, your entry is very original, but not really polished.
Also, you might create some action scenes, like the guy kills his target, and you shoot him before he shoots you.
Throwing bombs required some accuracy, and jumping also did sometimes. It didn't feel fun to miss something.
Also, I would like some kind of level select. It's repetitive to play all the levels once more if you want to use another path.
Anyway, great game. Well, everybody says that, you know.
A good idea, though I didn't understand it at first. However, it wasn't challenging at all.
Also, borders of blue blocks are difficult to see.
Warning! Epicness limit exceeded!
Really fun game. I was playing it for about an hour. It has a plenty of possibilities. AI? Pirate planets? Medical supplies those don't heal but cost a plenty? That's how do you make an epic game.
Mining seems poor. I didn't mine a lot, but those four pieces of stone don't make me want to mine. Do I get better goods from them as I progress? I should get, otherwise it's unprofitable.
Also, I would like to see more information about ships. They have more stats than speed and amount of slots.
What is space for? Slow motion? Then I don't want it to disable when I right-click.
I hope that you'll continue working on it. I expect you to make mining, trading and fighting equally profitable. Like, you get rare minerals from mining, you get a bounty when fighting pirates and some other cool stuff when being a pirate.
I didn't make a quarter of a boat (I reached about 22.5%), and I felt I had enough.
The game is repetitive. Well, I guess you know it. It goes too fast, so I have no time to understand the game. The first time I played I was like "OMG why did I just die?" How could I know birds deal damage? OK, I sleep for the first time. I see one sheep, so I press 1. I get a heart, I guess that means I'm right. I see another sheep. That's two sheep total, so I press 2. What, I'm wrong? OK, so I don't need to count total. But if I didn't see your gif, I think I wouldn't know what to do at all.
I feel that's a negative feedback, so I should tell something good...
Unlockables? Nice, you got time to implement unlockables. Hmm... graphics look good, too. What, tools work diffirently? Good, some variety.
You can move while sleeping. I think you forgot to disable it.
Oh, I really like it! Mechanics seem so good. I'd like more levels! The appearance is also nice.
Nice and polised game! I liked the music!
I tried to complete the game without powerups, and I only used them on two levels.
Also, there is a problem with those curvy corners. Collision with them is bugged. I can't jump always, and sometimes I can't even walk off them.
The first impression was excellent. Great graphics, much polished. But it turned out to be very short. I was loading it for a while, and completed it in under two minutes. I hope you'll make more levels!
You should make bad guys faster than you. I just kept running, and there was a huuuuge train of bad guys vainly following me.
The game looks nice and complete, but it felt unbalanced.
Do you need to guess everything to win? Or is guessing the killer enough? It doesn't seem like that, and it's kinda illogical.
So, I suppose you need to guess the weapon and the room. There is a quite high chance that you'll have to investigate almost all rooms. And there is a quite high chance that you won't be able to find the killer for sure. It's a matter of luck if you'll find a killer or not. I would like it to be more logic-related.
Also, I'd like a hint when you hover over portraits in the lower-left corner or rooms after you investigated them.
I got "Brandy was definitely in the eatery" and "Brandy was in the study at the time..." during the same play.
Nice game! It shows that Puzzlescript can make a big variety of games. I think it can't be compared with usual Puzzlescript puzzles, as it relies on storytelling.
The gameplay was interesting, though not challenging. But again, it's not a puzzle.
Graphics were cool, too. I guess you spent a lot of time on it. It doesn't even look tiley!
The objective of the last level was not obvious. What is that thing? A repel? Nope, it's a ball. Why does it look like that? And where do I have to place it?
I played it during compo, and this time it's much more balanced. It feels challenging, but you can come out of any situation. It doesn't have a lot of stuff, but what's done is done excellent. Good job!
I got an error launching Unity Player.
Error details: "Bad file length."
Oh, you fixed it already.
It's so difficult it's boring... what is the end of this? I think I passed a plenty of levels, it gets harder and harder, and, well, will I even complete it?
At least, that's what I thought. Tips? I can't make tips pass the game, you know).
It makes a neat feeling. Nice graphics, nice music. Grrrr...
Sheep? Pillows? Well... Thematic. Coffee?... Oh, that's actually milk. I thought it's coffee.
Aside from difficulty, physics also sometimes spoils the gameplay. When pillows are stacked, the top one might skyrocket. And it might kill you even if you are above. Well, once I got killed by a sheep by jumping on top of it.
The character lacks mobility. Especially when I have to dodge sheep. Well, changing that will require you to redesign levels, but jumping already makes me fall asleep.
Oh, nice idea! I liked the idea of changing your powers more, but having only one is also good. I'd like to see this game with 8 superpowers you planned.
I was able to get the "weight" ending with a double jump.
The game was nice, polished, finished, even long... A rare thing in Ludum Dare! Yes, it's difficult, and it took a lot of time, but that's not a bad thing.
I didn't like physics though. It felt overly realistic, there is no reason to make the collision area change when you are rotating. You might even fall from a static platform without moving.
Detecting if you are on ground also has leaks. For example, if you are on a moving platform, and it goes away from you, you can jump while falling. And many other cases when you can jump, but aren't supposed to.
The game doesn't motivate you to progress. You get level after level, and you don't feel like the game is going to end eventually. It takes patience, and not everybody has it.
Nice and polished game, looks pretty finished. Levels were interesting. The timer made it a bit fussy though.
What is the last level about? I completed it without using bulldoser or pushing blocks.
@Photon: I don't remember the level exactly, but I used UFO to drag the jumper closer to buttons, then I dragged them to the jumper and pushed them with it.
Graphics are gorgeous! Great job! 1GAM game detected. :P
Got 4958 score, but still didn't find the secret bottle. Do I have to pick up around 9001 bottles to get the secret one, or is it here from the beginning and bottles are just a way to get time?
Gravity is too low, it take a considerable amount of time to land. And I'd like some kind of progress bar for time left instead of numbers. And one-way walls were too weird. Are they even intended?
The game became repetitive after some time. If you are going to develop it further, I'd like to see a bigger town and bottles those form some path to the secret bottle across the town.
A great game! Complete and polished. However, it was too easy. It doesn't get harder. Only mob spawn is increasing, but it's very easy to manage. Level 6 was very laggy. I stopped there with 4?674 (Yes, "4?674") money (what does it ever do?) and 57 heal potions. And there are a lot of little things bugging me:
Frost rune should spawn at your position, but it spawns to the bottom-right from you.
Big slimes spawn their little slimes a bit far, you sometimes get hit even if you keep the distance.
You seemed to put a lot of work to make the game detailed, but it needs more to be really enjoyable. I want it to be more difficult, now it's just about running and killing.
I think it's the most original game I've seen so far! There are some issues, though. The test music is too loud comparing to the edit music. The test music doesn't loop in the editor, and in the global machine, it's looped very poorly.
And how is global machine supposed to work? It only shows one random level each time, but loads all of them.
Wow, are you in-game 24/7?
I noticed that I can't jump on the bottom of the screen and I can't climb sides.
Also, snowballs/hearts twinkling when an enemy gets one is confusing. I see enemy collect a snowball, and I see the same effect as if it was me, especially if I have 1 more snowball than I thought.
There is another problem: sometimes, something strange happens. For me, players start moving faster, but server doesn't think so (At least that's my guess). I can destroy blocks both from client and server positions, and enemies shoot my server position.
The game is very entertaining. Minecraft mechanics are very fun and fit the theme. Though I wish there were more players. You should think about adding AI, you aren't going to play it forever, are you?
Holy crap... I got the second ending. By watching your timelapse thoroughly. I think it took about an hour. Actually, I was kinda close, but I couldn't 'reveal' the answer.
At first I was amazed by this game, I couldn't imagine it's made in 48 hours. But after I watched your timelapse, I realized that it's not actually that difficult to make. It's difficult to plan.
By the way, I can open the bed while standing in its way, that makes me submerged in it.
Great graphic design! Everything fits the game's style. And nice idea as well!
The audio is perfect!
I think the second level is actually the hardest one, mainly because of vertical walls, maybe because I wasn't used to the game yet. At first I was a bit frustrated by it, but after I completed it I completed the whole game and was like "That's all?"
Controls are complicated. All those magnetic fields changing your direction all of sudden, and spacebar affecting your movement in a strange way both when pressed and when released. It is difficult to learn, but you can make many original levels with it, so I would like to see a post-compo. It would make a great high-difficulty game!
And OMG the theme! The theme! That's brilliant!
These games are the most amazing. Creating a very fun game in several megabytes is normal, but creating a very fun game on a 3x3 grid... Is it even possible? Yes, here you are.
I managed to get 21 score, and I spent a lot of time trying to improve my result, but vainly, I didn't even get close.
This game is simple, but it's still pretty unintuitive. What weapons are unlocked at the moment? What does the blue bar in the top-right corner mean? What is that hammer? These questions should be answered somewhere!
Footsteps are completely unrealistic.
Also, 0-1-2 is not good, 0 is on the opposite side. 1-2-3 is better.
I liked varying enemies' names though, you put a bit of originality there.
Is it some kind of hypnosis? Millions of cuties in my face!
So... The game. It was kinda interesting, I'm sure I have seen this idea before, but not exactly the same one. Drawings are cute indeed, you made a nice job...
But I didn't like the way you put them on the screen. Instead of some kind of "Look, it's a cutie! Admire it, please!", you throw lots of cuties in my face, making me unable to admire.
The help screen shouldn't be over the game. The white text is difficult to read on a bright background. Oh, what did just happen? It seems I got killed while reading how to play.
Also, controls are a bit wonky. I'm more used to stopping player when I release my keys, instead of slowly loosing speed.
Moving rooms around was fun, though. And it is actually puzzling, it made me stop and think for a moment.
And why do enemies move through walls?
This is surprisingly fun for such a little game. However, I found a flaw that allows to gain score easily without much risk: run around the field and use super punch on enemies in groups of at least 3. It kills them instantly, and 3 kills is enough to get back the energy you spent.
For some reasons, I can't rate your game. There is no stars!
The game was fun. I liked audio, though there is nothing but voice.
Obstacles shouldn't appear all of sudden. I advice you to make spikes spawn outside the screen, they can accidentally spawn inside of you. Same with icicles, you should add some kind of "Icicle incoming!" warning, because if you are high and an icicle spawns, you get hit before you realize what's going on. Also, I suggest to remove fading of spikes and make them despawn when they leave the screen. Almost disappeared spikes are almost impossible to see, but they do the same amount of damage.
I had a good impression of this game. It would've been great with more polishing though.
~Froooosty ninja is so swag~
~Froooosty ninja is so swag~
I find camera jumps too unfriendly. Well, I guess that's what makes the game theme-related, but other than that, changing camera position is unnecessary. Also, some more on-screen information would be helpful, like telling, how does a blue block move, showing a block that's completely covered by another one.
The idea is great, but it's the only thing spicing the game. Other than that, the game is too simple. Maybe you think of another cool concept, there is room for more.
What's up with controls? They are weird.
I liked the logo design and graphics overall. They make such a little game look decent.
Drawings are great, but graphics are really weird. Player is always on the first layer, even if he is behind a wall. Shadow, which is supposed to be exactly on the tile I'm above, is somewhere on its edge, making me guess which block I'm actually on. Thus, controlling yourself if difficult, you don't know where you are and will you land safely or not. Crushing animation is not showing up, I only get some lag and smoke. And whatever is supposed to be center is a bit on the right.
Also, I couldn't find any key. I mean, there's "press any key" text if you die, and I couldn't find anything to press to proceed.
I'm afraid it isn't supposed to happen normally. Oh, your main screenshot actually has the same problem: shadow offset.
Wow, this is the best theme interpretation I've seen. This really looks like a finished game. I liked hands hinting at the exit - finished games usually have this kind of stuff to help people complete it even if they are stuck.
Great detail level! I had much fun playing it. It wasn't too easy. You can add more things, like picking up different weapons, but I have some suggestions aside from new features: 1) Make people start attack you when you shoot them from a large distance. 2) Make the player keep the health of previous owner of a body (If you damage someone and posses him, you should have less health) 3) Make jumping target a person in the direction you're facing.
It's so addicting! Couldn't stop until I completed the normal mode. Maybe sometimes I'll return to complete the hard mode.
I noticed that the game changes to give the best challenge it can at the moment. For me, at first it was a game of skill, but then it became a game of memory. I memorized the best spots to stay in, so I could complete a difficult section with little movement and risk. But at the cannon part, I couldn't find a good spot. Then I realized I can stand in the middle and simply avoid lasers, so I started to use skill, unlike before. The last 1/3 was quite easy for me, only died there once. That make the game need no checkpoints, and the ending makes you enjoy the game instead of feeling frustrated. By the end of the normal mode, you are trained enough. And then the hard mode comes, where you can't memorize and have to use skills. But this time you have them!
However, I have a feeling it's not forethought.
This game is my personal favourite so far, but there is no rating category "Personal attitude", and in standard categories this game isn't a masterpiece. Also, I'm afraid this game isn't suitable for majority because of its difficulty.
That's a fun game! I'm sure I'd play it more if there were more people online.
I'd like chat messages to have different colors depending on what kind of message it is. So, server and player messages should be easily distinguishable. Also, I want alternative controls for zooming, my mouse wheel doesn't work properly.
The idea isn't new. That would still make a great racing game if you continue working on it.
Also, couldn't find a way to make/import levels.
-You escaped the dungeon! *runs forward and falls into the void*
A nice and promising game! It can make a big and interesting game in future, and this looks like a demo version.
I don't know where to start in this game! I only have R-1 rockets, and no available contract gives more money than R-1 costs. I couldn't unlock new types of rockets by getting level 2 of each research, and I spent almost all money doing it!
This is sad, because the game is very appealing. Graphics are great, music is catchy, UI is comfortable.
Oh, and you should add a white border to the mouse pointer, I can't see it on black background.
Awesome! So simple, but so detailed.
My challenge highscore is lvl.14
The idea is nice, but playing it is difficult. 3Dness of this game gets in the way. Arrow is badly recognisable, text is little, the range of your attacks is unclear. I can spend days running around stationary enemies and wondering if I deal damage or I should get closer to them. Also, coins and EXP don't always drop. Or am I supposed to complete 1/2 of the level without getting anything?
This game could've been easier. There are a lot of RPGs those are easy but enjoyable. In this game, it took me several tries to complete the first level. I like the idea and look though.
Wow! I'm speechless! The song turned out perfect! And music was also cool and fitting.
Aketa's hair is too polygonal, though. It's like a solid orange triangle on her head.
Completely stunning! Is there only one ending? I can expect anything from this game.
The game is fun, controls are good. But I didn't really like the level changing. Why should I replay levels I completed already? You could just strike them off. Also, the decision to retain player's position is weird. You could make some cool level design with it, like needing to go from a certain level to complete another one, but you didn't do it, so it seems pointless and confusing. But I liked the game overall. The idea is not new, but it's a nice representative of its kind.
Also, enemies' bullets' hitbox feels a bit smaller than it looks.
That's bizarre. Our team had 14 kills with only 2 kills by enemies, and they had greater levels than us!
Seems like you did a good job. It's a pretty difficult genre to make in three days, but you wasn't afraid of it. However, it doesn't give you any bonus points. But there are some bugs and flaws, those, I think, you would be able to avoid if you had made a simpler game.
Sometimes you can attack without a cooldown. Sometimes enemy minions form large traffic jams. And what are those giant white circles? Any why 1337 minions and an AI player at the enemy base didn't do a single point of damage to buildings?
This game will be much better that an average LD game after more development, but it's not the best choice for rapid development. Anyway, it was fun to play. But you probably can feel the rage in my comment. Out team was winning all the time, and now enemies are level 26 while we are level 16! Ahhhh so imbalanced.
Amazing game! Control choice is strange, but it's okay. It leads to buggy situations though, like getting stuck in an enemy. Or getting hit by an enemy when exiting a level, it makes walking into animation play twice, and, if I'm not mistaken, after that my character wasn't centered on the tile he's standing on. But an amazing game, anyway! Reminds of old games, but in 3D... I like the space invaders graffiti. I want some story, though. I hope you'll make a post-compo with it and a final boss.
At first I liked the variety of towers and enemies, but design flaws make playing difficult.
Towers should be named in the game. I had to memorize their function from your post.
Tower selection has some problems. I expect it to be clicking a tower to take it. In fact, when you hold your mouse, you selection might be changed. At first I was surprised by placing towers I didn't pick.
The boss (that was a boss, right?) is too laggy. It was so laggy I had to wait several seconds between releasing my mouse and placing the tower.
Other than that, it's a fun little game, thought the boss is too difficult comparing to other enemies. By the way, where is the score? Top-left or top-right? The timer in the top-left corner disappears after the loss. As for the top-right money, I got a little over 200.
A solid entry. Not a lot of content, but provides fun and long gameplay. It's really pleasant to play.
I liked the originality, you have a lot of not bad unique stuff. But this game needs polishing. The difficulty curve is too steep, when circles start growing it becomes very hard and luck-based, especially with these controls. Music doesn't loop. Neutral circles are not chaotic, they always move parallel. And, overall, the game is not appealing and unrewarding. I'd prefer skipping to the last level instead of completing every one.
Well, you have a lot of interesting ideas. Actually, I don't dislike any of them. But it didn't hook me.
Amazing idea! Though I expected it to be more puzzle-ish. Can it be done with real applications, I wonder?
Nice game! It's very detailed; diagrams, for example, were funny. It's quite difficult to complete. I'd like to see a map after I finished the game.
I really liked the idea, I have never seen it before. But the game isn't appealing, it's raw gameplay withou... Well, it's not actually raw, you have unlockables... OK, I admit it. It's not raw. But I'd like to see more variations, if you want it to be a game about unlocking stuff. This idea can be developed further.
Heh, that was fun. The mood is nice. Highscore menu doesn't really work, though, it shows 0, though I got 39.
You seem to cut off given time as I progress, until it's 29 seconds, but completing a level in 29 seconds isn't that hard.
The idea is pretty interesting, but it lacks content. It was fun running away from robots first few minutes, but then I figured out the best strategy and the game became doing the same thing over and over. You should add some variety. Different levels, for example, or different enemies.
Also, I managed to block the passage to the right of the central wall. I think, theoretically it's possible to block both of them.
Nice game! There is nothing more satisfying than watching a bar fill, and upgrades add much variety to the game!
Just kidding, I completed it. But I took some time to play the inner game to see what will happen, and I broke it: http://puu.sh/dCxDE/63fff0c2ad.jpg
This is kinda plain. I liked the 3Dness, it adds variety, but nothing changes in the game itself. You should've made difficulty increase over time.
By the way, the embed player works poorly. It's here, but it's only half as high. And when I toggle fullscreen, clicking in-game makes it toggle back.
Atmosphere is amazing! And orientation is hard indeed. Sometimes I see a container, walk a couple of steps towards it and lose. But I think I explored the whole map. There are some interesting places there...
The goal is unclear, though. I found two containers containing somewhat field emitters, but I had no idea if that's enough to win. I didn't even get "You win" message, I only got "Game end". Did I win?
Also, you should add a pause or mute or something. I played the game in another tab, and when I came to rate it another game auto-launched from the built-in player. With another soundtrack.
When you are about to get a message and switch the mode, you don't get a message.
The idea is great, the game is perfect. It's a bit slow and you jump a bit low, but I'm totally okay with it. I wish there was some use for normal vision, though.
The first experience amazed me! However, the goal is unclear and the game is obscure. What's going on? Why do I look for that TV?
This is an interesting game with good graphics, but I have a feeling my role is little in this game. Everything happens on its own. Also, I think you should make the log more interesting to read. Well, you already have it planned.
Oh, why is java so bossy...
After some attempts, I managed to launch the game and got the same problem as FloatingGhost.
Java 7/Firefox whatever/Win7 (32bit)
I managed to complete all your WIP levels :P
Are you really going to make that many levels? Then I recommend you to make current levels first in their columns. That'll make an alright difficulty curve and not too much items.
I didn't like controls. Why does the player bounce? Do you have some advanced physics engine? Turn the bouncing off. I didn't like acceleration as well, but, I guess, it's crucial for you game.
Also, I didn't like pop-up windows. Usually, basics to play the game is "WASD to move", so when I saw a lot of text, I wanted to skip it. Indeed, it doesn't tell anything important. If you want some messages, I'd like the font to be bigger and the text to be shorter. Otherwise I start questioning myself if I should close it without reading.
Except for these, I liked pretty much everything. Appealing colors, variety, great level design... Well, the game is difficult, but it isn't necessarily a bad thing. Though, as I said above, I don't want the rest of the levels be as difficult as last ones.
The music is magical, and I like the theme interpretation.
However, some features are unnecessary. I would prefer one more level to wall jumping.
I liked the idea, but if feels unfinished. I recommend adding a difficulty curve, right now I can just build a diagonal grid that'll allow me to get to any point of the screen. For example, you can make block dissolve.
I think you can make something cool with this idea. I imagine myself cursing some blocks I previously placed or the color changing so I can't get anywhere because half of my structure disappeared... But in this game, you can just pillar up to solve any problem.
It wasn't puzzling. When I noticed something new, I knew exactly what to do. Oh, that wall blocked my way because of gravity? Well, I'll go to the opposite side to make it return.
You made a great job for 24 hours, but the jam lasts longer. I expected it to be a bigger game.
This game is very pleasant to play. Graphics are nice, atmosphere is great, music fits perfectly. However, it could take a bit more polishing. For example, a "The end" screen, or at least a way to tell if you have the power or not, except from trying to use it or guessing.
And enemies are actually nicely done. I think you could make more difficult levels just with using them in clever ways!
I liked the idea. I expected the game to be buggy, I saw another window-related game, which only could be played normally with a cert, but this game went totally good.
However, I didn't like the gameplay. It is not original, and it doesn't involve much skill. I expected to be trying to shoot nasty ninjas, avoiding their attacks etc., but I could just stay far enough from a crystal and shoot it, hitting both it and ninjas. They do not do enough damage to make me use a better strategy, and I have a feeling you can't make up anything better. Well, I can just press a certain key to destroy first four crystals...
I think every time you hit a crystal, an enemy spawns. That makes faster weapons spawn more enemies.
I had fun starting the game and checking out the mechanics, but I think you didn't use it in the best way. I can just look at the whole level once. If you made the level change, that would've made your game more innovative. But for now it's just a proof of the concept.
This is kinda raw. You should've at least make me not lose the instant I open the game. I also recommend to escalate difficulty with time.
19 highscore :P
I've seen some games those are very polished but have little gameplay. This game is little polished but has a lot of gameplay! Despite the lack of graphics, I enjoyed playing this game a lot. The idea is interesting and original. Level e is sparse, seems like you found less time for it than for the other levels, which are excellently designed.
This game is so fun I forgive all your bugs. You probably know them by yourself.
It seems like I can't play it. When I launch the game, I hear "buzz buzz" and see a blue rectangle in the bottom-left part of my screen.
Great atmosphere, graphics and music fit well. But you shouldn't leave gameplay until the end. For me, it's a very appealing but not very interesting to play game. I can stay in the corner of the starting room and alternate lighting between two doors, and that makes me almost invincible. I got 100 kills without losing a single heart. If you'd force the player to change position somehow, that'd be much more interesting.
That game is very addicting. You did a good job making it just like other games of this kind. But, that's what I didn't like, it's just another cookie-clicker clone. The only thing I really liked is graphics, the game looks really cool.
Speed upgrades are useless, I need to buy a plenty of them to double the production rate, which I can do with just one gathering upgrade. Also, once I unlock a better type of production, the worse ones become useless, but that's a common issue for games like this one.
It was fun to play until I bought everything. I expected to see a twist of some kind, but I didn't.
The first experience was great. I liked walking that guy around and guessing what does he want to do now. But eventually, I did everything I could. And that's all. It's a game with prospects. This is not a lot of things to do on one screen, you can add much more! A storyline, for example.
An excellent game! I would really like to save that underground kitty, but you don't let me.
You should add a tutorial or something like that, this page is an inappropriate place for instructions to be. But I liked the exploration aspect. It took me a while to find something to it, but then I couldn't stop playing. And you need to add inventory rearrangement, finding a sword in my pockets takes time.
Also, I managed to fall of the screen to the left. How could you miss that?
This game is too realistic! Come on, I have never been an owl, and the first owl simulator I play is set up during a hurricane! Are you kidding? Real owls die in hurricanes, do you expect me to do better?
I mean, the game is difficult. After several attempts, I was able to get 43 score with 3 cash-ins. But other than the difficulty, I have no complaints. The game seems complete, polished and bugless. It could be a bit more varied, though.
Runs on 32-bit, but after 7-8 attempts the sound stops playing.
That was hilarious! Though I think that weapons should have unique abilities, changing their appearance only is kinda cheating.
For now, the game is kinda repetitive. It's for the first time, but I didn't last long enough to see all the variants. I think you should find more things to twist, for now I can imagine it being in our usual reality.
It took me some time to figure out that I could double-jump and wall-jump, but then it was very fun. I think you should make the boss room a bit less plain, and I'd like a pointer of some kind that tells me the direction of the boss, the bounciness of projectiles make them appear from any direction. Or you can use it as an advantage.
Overall, I enjoyed this game despite its length. The cutscene is great, though I though meeting a boss in the beginning is some kind of a trick. And, if you'll make a small post-mortem, I won't be satisfied, this game deserves a big one.
Lol, such a funny game! Why would we put a pencil in the cat's mouth, and a flashlight from the other side? Because, obviously, it make a very good weapon!
The game is too short, 6 levels isn't enough. But, if I play it twice, it has 12 levels!
After several tries, I managed to get 605 earnings.
This game is too simple. The same weapon, the same terrain, the same enemies, the same throwing angle. But that's pretty much the only major complaint! The game was simple, fun and polished. I experienced no bugs. And, the game made me very emotional! It's too lively.
I like sound effect of the cat. I like graphics. I like the ending, it was so satisfying, though I think I missed 5 coins.
Okay, minor problems time. The character's face seems a bit emotionless. Going left is more difficult than going right because your position is off-center. If you stand right against a platform that's as high as your knees, you can't throw a cat over it.
Overall, it only looks like a beginning of a game. I didn't have enough cat throwing and terrain exploring.
I liked the combo aspect, it's making you think about every action. I find it a bit difficult to look at the entire level, I usually end up killing enemies in front only.
I don't really like the graphics. Background seems random. If it's a pixelart game, why would it have high-res background and font?
Clicking seems a bit buggy, sometimes it takes a lot of clicks to use a defence unit, and one time I found myself letting loose all the frogs on a floor by simply hovering my mouse over them.
I liked the weapon variation, but I didn't like the (lack of) level variation. You could create levels with multiple lanes, or levels with several areas with unique weapons.
The difficulty of this game is well-balanced, and I had a lot of fun. Maybe you should've made the last level a bit more difficult, I completed it barely using the second floor.
That was surprisingly fun! I completed the game, though a lot of things were unclear to me.
The boss needs a health bar. I kept throwing everything and him and hitting him with roasted marshmallows (which don't deal damage, unlike usual ones), and didn't know if it works or not.
There are a few bugs in the game. If you throw a marshmallow inside a zombie machine, and throw another one as the previous one is about to fall out, you can bump it back and it will count as 2 marshmallows.
Also, coins seem to have a vertical rotation axis, but for some ones the axis is tilted.
Picking up marshmallows with a stick is too relying on physics, it's hard to do it fast and reliable.
I killed the most zombies with the campfire, imbalanced a bit? Also, I wish roasted marshmallows had any use, like slowly restoring your health by eating.
In general, I enjoyed the game and its surrealism, though it took me a several tries to understand the mechanics.
That's interesting. It's a complete and polished game, but I still has critics to say. I love metroidvanias, and there are two things I like in them:
1) that feeling when you quickly pass through an area you was struggling with before and
2) beautiful and often obscure scenery.
Your game barely has any of this. Well there is one more thing I like: open-worldness, you wonder which way should you go to progress, and your game has it.
It felt a bit too hard, but I completed it anyway. Well, I skipped the part before you gain the ability to fly up, because you can get a bit higher with horizontal birds, which allows you to steal the power-up from the bottom. (I completed it afterwards)
I like the abilities, they are so fresh. Especially after you realise you can spam bread to gain temporary invincibility, but one mistake and it backfires. But later abilities aren't quite useful, I only used flying up to get to the boss. Also, the boss wasn't interesting for me, I kept throwing bread at him and eventually killed him.
I found some bugs. Sometimes when you hit a spike, the game stutters. Also, you can die from the bottom part of spikes - not really a bug, but doesn't make sense.
If you throw the bread way below you, birds will spawn on screen. The same thing happens if you summon birds from the left when you are by the right edge of the world.
In general, I liked the game and the story, and especially the weapon, but I'd like to see something more explorational.
The atmosphere is wonderful! Graphics and music fit together so well. And the gameplay is relaxing and simple...
...too simple. The main mechanic isn't used enough. And this game could have any kind of weapon, there is nothing connected with your ability.
I liked that enemies spawn depending on where you go from. There was one spot where you can go horizontally or drop from above, and it was used with effect.
By the way, enemies behave weirdly when colliding with walls.
Awesome game! Couldn't have enough of it. I like those tiled screen-y graphics, and the music is cool as well.
Got 120700 on the first try using every mask once. My highscore is 211400 with Zack only. By the way, it's unobvious what do some masks do.
Why is hugging ranged? I'm okay with that, but the walls are so tight it's difficult to attack in 1 wide corridors, and enemies behind corners are difficult to kill, unless you are Molly.
Level 5 demonstrates some weird enemy movement. They pile up in a corner of the last room.
In the end, I'd like a "restart" button, I had to refresh my page each time. Also, using WASD and enter is uncomfortable. Either WASD and spacebar, or arrow keys and enter.
Overall, it's a very fun game, I completed it several times. But connection with the theme is weak, the weapon is conventional, except its name.
That was quite fun! And graphics are great, too! However, this game is missing a goal. And what is that bar at the top of the screen? It took me a lot of tries to fill, and it did nothing except for "x1"! Or did it?
Hehe, such a funny little game. Every little thing makes me enjoy it.
The word length criterion seems to always give 1 less point than supposed.
That's some serious plot! Seems like you are going to continue developing it, aren't you?
Controls seem a bit weird. But I liked the multitasking aspect and the main idea of killing enemies at the same time. I think there could be much more to it.
But graphics and audio is awesome. Voice acting is a rare thing for LD!
Nice idea! I also liked robotic sounds and music. The walking animation is a bit weird, it's the same whether you run or jump.
The idea of being able to shoot different items is good, but I think it would be better if I had a simpler way to recycle, like bins only taking robot parts. Also, enemy projectiles can accidentally hurt you when you try to pick them up. And I think you should limit their maximum amount, a lot of physic objects leads to lag.
Overall, this game is fun and cool, but it feels unfinished. Similar environment, similar enemies.
That was fun! I like the calming music and the simple gameplay. The idea is not new, but I don't mind it, you've added some interesting things to it.
I didn't have enough tutorial, I didn't sell my first weapon just because I didn't notice the "give" button.
Also, the ending was a bit easy. As soon as you get your storage, you start ignoring all the deals. Maybe you should add some boosts from selling weapons or something else to keep me doing it once I have enough storage.
Overall, it was fun, but I don't think I'll play it again. Unless you continue developing it. The ending looks like a placeholder.
Awesome! I liked the slow-mode effects, and it was extremely fun taking bullets from one place to another. Maybe you could add a section where you have to guide a bullet through a maze.
The game was unexpectedly short. Also, I'm pretty sure the speed upgrade doesn't do anything. There a some more bugs, like some collidable air in the top-left corner of the starting room. And once I collected two crates in a short period of time, and that messed up sizes of letters of "Research acquired".
Overall, a very-very great game, though it seems like an experiment.
That's an amazing work you've done! Graphics are awesome! Though seems like the interface isn't finished. Also, I'd like DNA to regenerate instantly before each level.
The game seems to have some unobvious rules about who kills who. In general, the game lacks a tutorial.
I found a strategy of upgrading the clone power and infesting the field with beringeis, completed the last level without losing health.
That's an unusual entry! I liked that you give a lot of possibilities. However, they seem excess. So much things aren't required, like grass, or rotating the camera, and the game is too short to use them.
At first I was doing well, but then I lost before publishing my first film. You should make the approval rating wait for you to make your first step, I lost a lot while reading help. I didn't even finish reading it, and the first script I made got stuck inside a casting office, as I thought I need to place in the center of it. Indeed, if a script is next to a building, it might be hard to move it.
The film publishing strategy is repetitive and simple. Drag the film with you mouse from A to B, from B to C etc. Repeat.
I liked the story elements and the film names. This game looks like a sandbox, with cool customization features, but the gameplay runs out quickly.
No, I mustn't resist that temptation!
An amazing entry! Graphics and music fit each other perfectly.
Playing with robots and trying to kill every single one was very fun. The game ended too early though, I wish it was longer.
(I suspect that the only way to expand this concept is difficulty, which isn't nice)
OMG, so funny! I rated it potato/5!
Okay, you already know that potatoes are awesome. Let me tell you what isn't. The gameplay is plain, the walking speed is to slow to avoid enemies. Enemies sometimes get stuck behind each other, making them come one by one, and that's the only case of successful playing I experienced.
I think this game would be better if it was a side-scroller.
At first I had a plenty of complaints about lack of tutorial or at least saying about controls in-game, throwing controls being too sensitive, player retaining his direction for a little bit after you change his movement, which makes you unable to go left, quickly turn around and attack right, etc., but as I played, these things felt so tiny comparing to all the awesome stuff in the game. So, great job, it's a fully finished game, with nothing spoiling the experience.
Oh, I remember you from the previous LD. I like this entry more.
Mastered every level.
That looked quite complete! Like, you could add more levels, but ones those exist are already great!
I didn't really like graphics. Well, they're good, but they look like a low-res image, not pixelart. But they are pretty realistic.
Controls took some time to get used to. The tutorial wasn't very useful for me. And what do these green and blue collectibles do? Oh, they're special weapons, I can see them in screenshots. Well, I just completed the game without any idea about what do they do.
I would like to heal the robot when it's not out of order completely, otherwise a killed robot is pretty much a killed player. By the way, I got the "Game over" screen twice in a row.
This game was very interesting to play. A game about wizards and robots! Who has both?
Is there only 5 enemies (mushroom, face, pipe, bee, palm)? If there are more, sorry, I didn't get that far.
I like the appearance of the game. The obscurity of characters is so fun! However, the gameplay is far from perfect. I understand the XP farming, I've seen a lot of games like this one, but your game is badly balanced.
You should've made stronger enemies give much more XP, so as you get more XP, you get XP faster, this way you spend about the same time on each level, plus you get that feeling like "Oh, I remember being killed by that enemy so many times, now I can kill a dozen of them" as a bonus.
Also, upgrading power twice makes you able to kill most of the enemies with one shot, while upgrading anything else twice (maybe except for shot speed) doesn't seem to give you a lot of opportunities.
If you want to make this game deeper, feel free to do so. I recommend adding more enemies and flocks of enemies, each one being stronger and giving more XP. For now, I can kill most types of enemies without any upgrades.
Wow, that's so entertaining! Who knew attaching a flail to a car makes driving so fun!
I found it quite difficult to watch both the car and the flail, I played a lot but didn't run out of time ever, always crashed. I wish you had an extra life.
My best is $70500, crashed with 2.8 seconds left.
That was addicting! Controls are very comfortable, and the music fits so well!
I was able to complete the game without right-clicking :)
I found some bugs though:
* You can go through walls due to rotation glitches.
* Enemies can shoot through thin walls if they are very close to them.
I also noticed that when you are dead, you can attack and kill enemies. Is it on purpose?
OK, let's be honest.
At first I though it'll be an interesting game. It's a sandbox, it has strategy elements, and look at all these different available blocks!
Nope. I played a lot, but my best time is ~130 second. I didn't get to use anything except for banana trees, cannons and glass. So much stuff in vain! And it can be fixed with just lowering the difficulty!
Let's be a bit more detailed. Here are things I long for:
* A player that can survive a hit. Or even several hits.
* A delay until first enemies. Or a small starting base. Why are you in space? How about a wrecked ship with only one cannon left?
* A better interface:
** It took me a long time to figure out where are my resources displayed. Except for juice, I didn't get to use it yet at all.
** It's difficult to distinguish placeable items and usable items. And what does "Price: 1" for the target mean? It's free as far as I can tell.
As well as some bugfixes:
* Apple trees' price display is messed up. It says it needs bananas, but it doesn't waste them, and there is some more weird stuff.
* When you use the teleport, your camera doesn't move with you. It's OK, but disorientates at first. (btw, did you know you can fly upwards freely?)
How unfortunate. I didn't fire a single fruit at enemies, though I played this game for a long time.
If you'll make a post-compo, I will come back and play this game again. I think it would be much more interesting if it was easier for me.
That was epic! The music and the graphics are great! I liked the throw mechanics, though sometimes the bro goes in weird directions. And I managed to get him stuck on a corner of a block, he couldn't fall, but was in the air.
You can press R several times in a row, and it will make a lot of sound. Also, seems like you misspelled Dickscribbler in the level select menu.
The game looks amazing! And the music fits well! The gameplay, however, seems to be straightforward and lacking strategy.
I enjoyed this game a lot, but mainly because of graphics.
I wish there was another way to tell how much health do you have, like orbs becoming smaller or dimmer.
I completed the game, and some things weren't smooth enough. Controls, for example. You could easily find your boots inside a moving platform. Also, by the very end, I glided too far and found myself on a rock that didn't count as a walkable platform.
I couldn't play from the WebGL link, it said "uncaught exception: out of memory"
Overall, I liked the game a lot, but it needs more polishing. Also, which arm is Glatto? Left or right?
The theme interpretation is very original, and I liked the game mechanics as well, but it took me several tries to figure it out. And I'd like a list of organisations invited.
Graphics are good, but Z-ordering is messy sometimes. Al8o, "s" look8 like "8".
That was quite relaxing. The music is so calm, and I like the flipping people.
At first I was confused, I didn't know what does my mop do. I expected people to avoid walking on wet places, so I have to make a dry pathway for them, but I figured out it's the opposite.
People make quite some jams. I wish they weren't in such a haste.
Got 50 points on my first try, and ended up trapped inside the staff room. Cool game! It's short, but enjoyable.
Hi again! I forgot that this game has slippery movement and didn't notice it during the game at all. I also didn't have any problems with daemon path-finding.
The thing I like about this game is damage bar. It surprising that, instead of decreasing your health, enemies increase your damage.
The ending was great. Couldn't ask for a better story, except that you don't do anything epic.
As for graphics, they could be a bit more various. It's plain dungeon all the time.
Well, that's a great idea and a great implementation. I wish this game had more levels. And still, it lacks epicness.
Wow, an amazing job you've done! I spent some time just looking at the game and listening to the music, it's so charming! The only thing that felt questionable is being able to attack faster than the opponents.
Wow, I think this is the entry I found the most bugs and minor problems in!
* It's quite difficult to pick up drugs, they are small.
* They just fly through an enemy. Why not exploding upon colliding?
* Checkpoints don't save your angle, and you might respawn facing backwards.
* Some objects are not visible through glass sometimes, like enemies and drugs (including those in my hand).
* Seems like the "windows" key is also a hotkey for sniffing.
* You are caught when you barely touch an enemy. If you walk from behind, you get caught without getting noticed.
* I found some drugs just floating in the air, twice. For the first time, it was a red dose flying high somewhere after a big floorless room, I couldn't pick it up, maybe because it's too high. The second time, it was 3 flying blue doses in the last corridor, I could pick up them, but the cursor only changes when I hover over one of them, not over other 2.
* I can abuse checkpoints to lose/gain drugs I get when respawning, though I'm not sure how. I lost 1, then gained 2, then gained 2 more. It was by the last corridor.
* Seems like I got stuck in the ceiling just before the last room. I was able to move, but my field of view was jumping up and down.
Sorry for the wall of text. Also, another problem is that I don't feel my legs. I mean, jumping is difficult, I died on lasers so much! Like, seriously, maybe you wanted to make a game about how bad drugs are, but lasers seem a lot worse.
Other than that, the game is great. I liked the level design a lot, you seem to give many choices about how to pass a room. And it was quite atmospheric, though I wish you made the scenery more detailed and various.
Wow, such a classy game with such an old-school interface. It was fun playing it and discovering new mechanics, and I liked the ending! Many levels can be solved by brute force though.
The game felt kinda random. I liked graphics and music, I liked the idea (I'm surprised I didn't see a game like this yet), but it feels mashed together.
The protection from a certain color and color swapping wasn't very useful, maybe you could add a level with inevitable damage over time, or some super-duper color you'd like to store in your backpack.
Seems like this game is too big for the jam, so a post-compo is suggested. A further developed one.
And "Game over"? Who tells the winner it's "Game over"?
Wow, these sheep are so cute! That makes me even more eager to kill them all!
Such a simple game, like all other multiplayer LD games, but this one is the most enjoyable. The concept is unique, and it's only fun in multiplayer. Though I saw a similar game.
No complaints at all! Well done!
By the way, what do these points at the bottom mean? They seem to be 0 most of the time.
At first, I had completely no idea what to do. Where is my health bar? Why can't I do anything once I tilt a little bit? Why do I fall again as soon I regain my standing abilities? What does the head push do? Did I just hit the enemy or not?
I think your game would benefit from being simpler. And less physics-based, it can glitch so much the characters get stuck in the fence or swap places.
I think I understood the game eventually. Is it really "hold F and hope for the best"? I see a balance meter, but I couldn't find a way to stay upright.
OK, this game is funny, but not as fun. I wish I had better control over what's going on, and more information about what's going on.
Wow, great level design there! I respect puzzle games which have simple mechanics but difficult levels. I liked that the text above gives me concealed hints sometimes.
Controls are quite weird, especially colliding with closing doors. And jumping takes some time to get used to.
The mood is great, and I liked those strange wall tiles. Completed the game, but didn't find an extra level you mentioned. I guess I wasn't looking careful enough.
Usually I can't play LD multiplayer games because I don't have anyone to play with. But this is the first LD multiplayer game with bots I've seen! Congratulations on doing that!
The game is simple but fun. And funny. I liked the idea of animals (which are obviously sheep) eating grass. Its like a shepherd simulator, but once you are done you go on the rampage. Big sheep seem imbalanced though.
ESC to quit is annoying. You should've made it "If you are chatting, ESC cancels chatting". Otherwise, how can you stop chatting except for sending the message? And what if you are interrupted while typing?
Also, shooting seems to be too relying on physics. Usually, if you are close to an enemy, 'bullets' fly over him.
Other than that, I had much fun playing this game. Maybe you should add something to make it more replayable, like different animals (cows for melee) or obstacles.
Nice game! I had so much fun riding on a carpet of cats.
I would like more levels, I think you can find more interesting uses for this ability!
I didn't like cannons though, they rarely hurt you and destroying them takes too much time. Maybe you can make deadlier guns those can be destroying only by pushing them off the map.
That was done in a haste, for sure. So much little bugs spoiling the experience!
* The Z ordering is messed up. I find my sprite above/below walls I shouldn't be.
* Enemies can get stuck in a wall. You can even place them strategically so the AI tells them to go a certain way, but they can't.
* If you get spotted in two places and caught in one (you can get spotted but not caught using the previous bug), the spotted status doesn't go away for another place.
* When you control somebody, you can push the player with him. The player goes flying across the room.
* Oh, and I managed to get stuck inside a guard using the previous bug. Image ft. Z-ordering: http://puu.sh/hlyMp/b8de86d865.jpg
The gameplay was interesting at first, but I didn't like the level design. You know, stealth games tend to have a plenty of hiding spots, while your game has very long corridors in the beginning, with guards all over them. Couldn't pass through the first part. The game also needs a tutorial, or at least telling the controls in-game.
Graphics and sounds are amazing, but they aren't enough to make a game, are they?
I'd like to see a video walkthrough.
The idea is amazing, but there are some minor problems spoiling every thing. I've seen bullets pass through enemies. I've even seen bullets pass through blocks. And why is the sequence of tetraminoes the same every time? Or at least several first ones.
There are some more bugs. I've managed to rotate a shape and get it stuck inside the was. And if you drop a block on an enemy that's about to hit a tile, the tile moves up and gets overwritten by your block.
Anyway, I liked the game, especially graphics and music. But I didn't find myself playing it for a long time. Maybe because I player enough tetris.
That was quite difficult for me. I found a strategy of typing only long words for normal enemies, which I won't reuse against the boss, and typing words in groups for the boss (colors, animals, etc), but I couldn't complete the game anyway. I find it quite unfair that if you fail the level, you can't reuse words from it, it decreases the chances of winning with each fail.
I liked the game, but I think gameplay mechanics are pretty common.
What, really? A fox stole cheese from a crow? I see the reference...
As if slicing and dicing enemies isn't satisfying enough by itself. But no, you had to make everything twice as epic! It doesn't have enough variety though, flying enemies are pretty much the only ones you get to interact with. A post-compo, maybe? I wanna fight that fox!
Wow, the level design is great! At first I thought it will be just about making long tunnels and not messing up, but it actually makes you think of something else each level! The second from the end level is my favourite.
I noticed a bug: if you get crushed by a single block while standing on a gem, the block will fall down below you, and you'll become a weird blue tile.
Wow! I've seen some rhythm games, and this is a great addition. The idea is not too complicated, but it's fun and challenging. And I love animated backgrounds!
Seems like it's not your first rhythm game for LD. Consistency is good, but this game doesn't really fit the theme. You can just redraw all the sprites, and it'll be a completely different theme.
I found a bug in your post-LD version. Sometimes (I think when I pause and unpause with escape) the music stops for me, and I can't play any track at all. Even the lag calibration turns off. Well, I can play a level, but there is neither music nor enemies present. And if I munch, I get glued to the ground.
Also, it would be nice to have a downloadable version of the game. It takes too long to load.
The first impression was great. Nice graphics, fitting music, and the overall idea is funny and well-executed. Also, hook physics are flawless.
The hitbox is too vague though.
The amount of things you can do with just two buttons... hooking to a wall, hooking twice to hang mid-air, cancelling hooks... Great, but too much maybe? It felt like the difficulty curve is too steep. Also, the fact that hooks are elastic and shooting a hook makes it release for some time make the game require more planning, and in this case it adds much difficulty.
Also, I'm stuck on a level where you begin under 3 lasers. I spent so much time there! How is it even possible?
I liked graphics and simplicity. It's very satisfying to watch the chain reaction. However, I expected a puzzle and was disappointed: it isn't challenging at all. Levels just get bigger and take more time to solve.
Also, resetting the whole configuration is frustrating. I made one mistake, do you want me to redo the whole thing?
That's a lot of levels for one LD. And the level design is not bad, too. A bit too hard, though.
There are, however, some things that make it more pleasant to play. Like enemies right at the start, or long falling time. Or the difficulty.
It can be scary, I understand... but why being difficult at the same time? Having an almost empty health bar is the worst part: you can still kinda play, but since there is no regeneration (or is it?), you know you will die very soon.
Astonishing. Even not considering that it's a two-button FPS. I don't even have much to say. The best part is reloading. Also, the music choice is funny.
I managed to survive a not ambush by running around in circles. With only a mouse in my control, running isn't even uncomfortable. But I couldn't pass the next fight.
By not being able to sleep I can play more LD games. Thank you for that.
The impression was great. Nice graphics and music (which reminded me of Abundant Music). I don't mind that the game is so short.
The beard seems glitchy indeed. It didn't get stuck for me (I made it stuck after), but physics are weird and unobvious. Works well, but not perfect.
Awesome music. Graphics are fine too. Controls are questionable, but still alright. In general, I enjoyed every aspect of the game. Especially music.
The plane needs an ability to barrel roll. Seriously. The game doesn't allow it to go directly upwards, which also makes turning backwards way more difficult. Why does it stop me from going up if there is no "up"?
I can never tell if I will collect an orb or not, I can't figure out the distance to anything. Might be me, might be camera.
That looks amazing. Like a finished game. I also like that this game, unlike other mouse-only LD games, doesn't fully use the mouse position, which makes it closer to the theme.
It doesn't play like a finished game though. Block stacking is weird, checkpoints don't register sometimes... Are those batteries even checkpoints? Because I found a spawn point without a battery. Also, if you roll onto a surface for rolling with mouse button held, you don't start rolling, you need to click again.
Hey, I got stuck! Can't do anything. http://puu.sh/m1oZx/1e33343bd4.jpg
By the way, that part is annoying. Stacking is hard to control.
Hi! It's Rodzos, remember? I was about to play with you on my stream, but you left. I was only able to play with myself by using several windows. So... um... I don't even think you have a second chance to play with me.
Still, a good game. The menu is complicated and messy, but the gameplay is interesting, and I liked the music, too. Also, there was no option to use 16:10 ratio for me.
That was great. Especially for 48 hours. Really, nothing to complain about. Pretty graphics and music, original gameplay. A bit difficult, but not too much.
The only thing that I'm wondering about: there are a lot of tall/open levels. What's above/beyond? Do tower walls/lava end eventually?
Adorable. Takes some practice, but rewards with a warm feeling of helping a penguin.
Surprisingly, two-button controls are smooth and intuitive. And the gameplay is not repetitive, with all these different kinds of fish.
Are rocks supposed to be insta-kills? I haven't survived a single rock.
Finally, a multiplayer game with AI. Thank you for making it.
It was very fun to play even against AI. Music and graphics fit each other, and the gameplay is well balanced between surviving and trying to mess up your opponents.
I was confused at first, since no controls are given. I didn't expect you to prefer spacebar over enter. Also, the fact that only moustaches (of course they are moustaches!) have hitboxes is unclear.
The gameplay is very fun, it's surprising how simple can a good tower defence game be. I enjoyed graphics and music, too. And nice use of the theme, though one can argue if mouse + 2 mouse buttons counts as 2 buttons.
But, glitched monsters. Monsters on top of walls. Monsters on top of turrets. 10 glitched monsters out of 10.
"to improve your chances of female bunnies" - did you mean "male bunnies"?
I came here from your post about the mechaincs not being understood. I read the description for your game and understood everything. However, not everybody does it. It happens to my games, too: whenever I add something unusual, it comes with a lot of text explaining how to use it, and somebody won't read it. It can be solved by in-game turorials, but they take additional time to make. So, I would recommend not making complicated mechanics for LD games. If you worry about your innovation rating, it's possible to make an innovative yet simple game.
As for the gameplay, the two button controls are awful. Sorry, but they are. Did you want to follow the theme so badly you risked the fun? I expect the theme to be in the core, in this case you can change controls without making any impact to the game.
I liked how detailed the game is, though. Especially the fact that all rabbits have names. And the strategical "more carrots - more males" mechanic works well. Except I never have enough carrots to use it.
That's quite a cliche plot...
The game is moderately fun and moderately beautiful. Except that I murdered a ton of snails.
At first I had 6 workers and it was stressful. Then I fired 4 and it became relaxing. The productivity didn't go down.
So, I liked graphics and sounds a lot, they fit each other well. I liked that I could see my games as they are being developed. But I didn't really like the gameplay. The two-button theme just adds more stress, not fun. And the difficulty doesn't seem to increase a lot.
Originally I didn't want to write a comment, because I couldn't find any words to say except for praise. But then, I found a bug: if you crush yourself on the level where you get the stakes, you keep them, but you can collect them again. This way, you can have 12 stakes on screen at once. It's amazing that that's the only bug I could find in the whole game.
I liked the graphics and the fact that everything you set up is displayed on your tank.
I didn't quite like the idea of mines, which make it a guessing game. I don't think you'd lose much if you made them visible.
The gameplay is pretty fun though. I enjoy the fact that precise calculations are not required, as you can complete the game via trial-and-error if you prefer doing so.
Controls are very frustrating (maybe I'll even give you a trophy for that). Every time I'm about to pull off a sick trick, I mix up "X" and "C"! Why would you set the jump key to anything but "Up"? More than that, you could make the butterfly auto-activate when you try to double jump.
Also, it's a bit annoying that you can't do anything without you butterfly form. Every time you need to climb something, it's just high enough to make you unable to jump yourself, and you need to wait for shifting to recharge. (My game has similar mechanic of rechargeable shifting, but I made it optional, you can complete most of my game in any form)
Other than that, I thoroughly enjoyed the game. It is very fun to play from beginning to end. The 1UP system felt a bit awkward, but it didn't spoil the gameplay at all. I also liked that you can skip some platforming with careful fluttering, whether you intended it or not.
That was very fun. The game is balanced and it never gives you too big obstacles: you can always choose to skip a certain monster.
I liked the graphics a lot, especially going up/down slopes and rotating in 8 directions. And the different combinations of body parts can be very funny.
Great work. A game polished in every aspect.
Well, that was fun while it lasted. The music is great. I also liked the weapon: when you stand still, it shoots more bullets. The only downside of this game is no replayability, once you learn the fire pattern it becomes easy. Well, controls get some tries to get used to, too.
Speaking of controls, why would you even want to jump in this game? You can't even fire mid-air. I use the Up key all the time to fire upwards, and it's annoying to make a tiny hop each time you accidentally press Up before Spacebar.
Well that was fun. The puzzles were sometimes obvious, sometimes not, but interesting and not difficult anyway. The ground shaking animation was annoying. Also, I'd like to be able to skip through text when I click something for the second time.
Graphics were excellent. Animation doesn't look smooth, but drawing so many things in 3 days is respectable already.
By the way, I got electrocuted be clicking wires in water after I cut the wires.
I like the obscurity of this game. When it said "play a note", I expected everything but what actually happened. I like the simplistic graphics and special effects. And this game can be really addicting. I got a score of 173.
However, there are things that can be improved. Controls and collisions feel a bit weird. Character not stopping upon releasing left and right keys got me off guard, and it makes landing on vertical pillars extremely difficult. Restoring double jumps isn't perfect; sometimes you stay on the very edge of a block and you can't jump at all, other times you dash into a pillar and you can double jump again. Also, I think there are too much different buttons; I miss some button presses because there is so much finger coordination required.
The music is kinda weak. Games like this, based on skill and speed, need an energetic soundtrack that keeps your attention up.
The slow motion at each milestone is annoying. It can be helpful, but it needs to disable on its own, not after a jump. I often find myself dashing against a pillar and wondering why does it take so much time to disappear, and I already used my double jump, so I can't stop that slow-mo. By the way, repeatedly dashing towards a vertical pillar makes you hover.
I don't think I like "Game will restart in 3.. 2.. 1..", I think you should've made a "Restart" button instead.
Finally, the lava seems to lose its waves when it chases you down at great heights.
In conclusion, it's a very fun game, but a portion of that fun is lost to aforementioned overlooked details.
As simple as this game is, it was fun to play. I liked the graphics, too: even though there aren't a lot of drawings, there are cool looking effects of blocks shaking and shuffling.
The game was short, but it's a common thing for puzzle games in LD. I think later, bigger shapes wouldn't be useful, I completed most of the game as mouse. Also, looks like the wolf shape didn't make it into the final product, did it?
I found a bug in level 5: The top-left corner tile is actually(?) a solid block.
That was a fun game. Never ever I wanted to kill people with wizzard hats so badly.
At first I was confused by so much controls, but turns out it's a pretty simple game. However, it got pretty repetitive by the end: hide -> look for your victim -> kill -> repeat.
By the way, where exactly does it tell you your points? Did I get 300ish + 100 - 200ish? Or just the first 300ish?
I expected a difficult fast-paced game, but it turned out to be very relaxing and satisfying. Graphics are a great example of how can you make a beautiful game without drawing a lot. Music... music is just awesome. Maybe this game could benefit from being longer of harder, but it's fun even like that.
I had no idea what am I doing for the entire game. I can understand that I need these flight and dash abilities, but what about switches? Powerups help me overcome obstacles that I couldn't go through before, but switches help me overcome... walls, I guess? It would be way better if you showed an inaccessible path first, and then said that a switch had opened it. Now it's just "Something changed outside" - "Oh great I have no idea what used to be outside anyway but OK I'll go there"
Other than that and slopes eating my jumps, it's an absolutely beautiful game that's very atmospheric even without the music.
This game is funny in many ways: story, graphics and especially physics. There seem to be some complex mechanics behind the cat's movement which I couldn't quite figure out. I guess, if you don't lag as much as I do, it can be an enjoyable and challenging game. (I don't see a lot of lagging people in the comments...)
This is incredibly funny, especially making animals with wrong proportions. Who needs a giraffe when you can make a living table out of it?
Another think I liked a lot is how simple this game is. The graphics, the game mechanics, the dialogue windows fit each other very well and make it a really fun game without over-complicating it.
That's a fun game, and I like the graphics as well, especially the different parts of the level having a specific theme. The gameplay gets kinda repetitive however once you know the level layout and all the robot types, but when you don't know them all, it's fun to explore.
10/10 best moonwalking simulator ever.
Seriously, this game is epic. Even considering glitchy physics and unfair gameplay, it was incredibly fun to play.
But there are some thing I just don't understand: why melee enemies are weaker than the ranged ones? Why the level 2 robots are the strongest enemies with their 100% accuracy?
The graphics caught my eye from the moment I saw this page, but I'm afraid if you weren't here to tell me to stay strong and endure the first moments, I might've quit before even completing the first level.
Anyway, this is the greatest game I've seen in LD in a while. Well, well, well done. I hope you'll find time to at least rebalance the game and release a post-compo.
What seemed like a cute game about human-and-alien friendship, turned out to be a brutal game about giant jellyfish knocking you into pits of murderous blobs. Other than that sudden change, graphics and music were still cute and pleasant.
As ALobker said, you can bypass some of the puzzles. I took it further, and, well... At this point this game is pretty much a sandbox. I was able to complete the game with only switching your form once, in the beginning.
I like the idea of this game, especially how, when your shape is fixed, opposite shapes talk trash to you. However, you can skip the trigger and be able to shapeshift during that part. I guess, this is what causes you to be unable to shift in the 3rd part, as ALobker mentioned.
I like the puzzles, but even without going out of bounds, some of them can be cheated.
However, all these bugs don't affect the normal gameplay at all. It was a fun game to play and a fun game to break.
Btw, this game is totally about racism.
The game is visually appealing, but wasn't really fun to play. The difficulty is high, if I'm thrown into a room with two enemies right in front of me, I die. And if I don't, there are the same enemies in the next room. But if they just didn't happen to notice me, I can shoot them in the back as many times as I want. I understand that the reason of such difficulty is me not playing well, but that might apply to everybody who will play your game.
Controls are fine, but climbing ladders is awkward. Also, I think jumping should be with W.
I liked the idea of different props with different powers, but they are so far away from each other. If you don't like the prop you just picked up, you have to backtrack.
In conclusion, it looks like a fun idea, but I couldn't experience the whole game because of difficulty. And if I were to guess what did I miss, I would guess "just more ghost hunters". But for a first LD, it's a good game.