Drone Supervisor by Jimbly 2017-08-08T21:44:41Z
My first 5-star overall vote - an incredible amount of work in 48 hours. A new benchmark to aim for in terms of depth and polish.
Foon → Ludum Dare Explorer → Users → Madbeagle
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Pollen Angel | compo | 29 | 4.02 | 3.86 | 3.97 | 4.19 | 4.13 | 3.77 | 3.47 | 4.07 | |
| 2022 | 51 | Every 10 seconds | Mike Quarter - Order Sorter | compo | 3.00 | 2.00 | 3.00 | 3.00 | 3.00 | 3.50 | 3.00 | 3.00 | ||
| 2022 | 50 | Delay the inevitable | Mike Quarter (The Kitchen Porter) | compo | 419 | 3.25 | 3.35 | 3.05 | 3.42 | 3.37 | 3.82 | 3.85 | 3.57 | |
| 2021 | 49 | Unstable | Balancing Act | compo | 3.55 | 3.38 | 3.38 | 4.00 | 3.25 | 3.61 | 3.27 | |||
| 2020 | 47 | Stuck in a loop | Infinite Space (C64) | jam | 784 | 3.50 | 3.28 | 2.18 | 2.36 | 3.57 | 1.64 | 3.22 | ||
| 2020 | 46 | Keep it alive | B.S.O.D | compo | 3.25 | 2.50 | 2.75 | 4.00 | 3.25 | 3.75 | 2.25 | |||
| 2019 | 45 | Start with nothing | Angry Words | compo | 188 | 3.55 | 3.18 | 3.50 | 3.71 | 3.47 | 3.39 | 3.47 | 3.16 | |
| 2019 | 44 | Your life is currency | Jack The Reaper | jam | 866 | 3.10 | 3.20 | 2.47 | 2.29 | 2.97 | 3.28 | 2.80 | 2.71 | |
| 2018 | 42 | Running out of space | Going Up! | compo | 437 | 3.25 | 2.83 | 3.48 | 3.11 | 3.47 | 3.25 | 2.98 | 3.19 | |
| 2017 | 40 | The more you have, the worse it is | Overdosed! | compo | 278 | 3.48 | 3.36 | 3.63 | 3.84 | 3.34 | 3.40 | 3.08 | 3.38 | |
| 2017 | 39 | Running out of Power | Powerhouse | compo | 80 | 3.83 | 3.95 | 3.16 | 3.62 | 3.62 | 3.66 |
My first 5-star overall vote - an incredible amount of work in 48 hours. A new benchmark to aim for in terms of depth and polish.
Nice use of the theme, would never have thought to do a platformer. Smooth animation, but maybe I'd have had the camera zoomed in a tiny bit more.
Really like the shooting mechanic, quite satisfying when you judge the distance from the centre to get the right angle for a direct hit. It wasn't super clear what the collectibles dropping at the edge of the screen were for - maybe I missed an instruction somewhere?
Thanks for the kind words so far! Yeah with a bit more time I'd have liked to have balanced the difficulty in terms of the time calculation a bit better. However if you get past level 15+ the towns get pretty big and you can get fairly lost!
Thanks Loktor. I was originally planning nodes that went in diagonals for more variety, but ran into a few problems that I didn't have time to fix. The main issue was if you rotate a line to 45 degrees, now it's not long enough to reach the neighbouring line....duh!
Those pieces are probably still in the asset folder somewhere so I might have another stab at it one day.
Thanks guys. @aggrathon - Yes, there's always a solution, it builds out from the source node in a tree-like fashion, until it runs out of space to place new nodes. Then it just shuffles all the rotations. When you get to the bigger levels it's quite possible there's multiple solutions and not just the one it generated.
Thanks - yeah I didn't have time to track down/address the slow down. Probably it was just having that many lights in the scene...
Agree, really nice mood to the graphics, impressive building models in the time available.
Wow that's tricky! Nice concept though, perhaps could do with the frequency of batteries being more spread out right at the start, so you can get the first one charged, packaged and generally figure out what the hell you're doing! I'm sure people who are more used to controlling games on a keyboard will do better though...
It's a shame you haven't rated other games, because this could have done well if you found enough players with an interest in ATC. Certainly I haven't got time to learn the ropes but it looks very impressive nonetheless.
Superb idea, could be a great little game if developed further. Good fun as it is though and top marks for innovation.
Nice twist on Tetris, I like the variation in pieces away from the normal shapes as you go along. Would have liked more polish given the basic mechanic isn't too tricky to implement, but overall a quality entry.
I think it could be better from a different perspective, you can't really judge the depth.
Good game, rather like trying to cross the road in Hanoi. Preferred first person mode, couldn't get on with the controls in third person - would rather the player just went in the direction you press as it's not always clear which was he's facing.
I like the look of the game, and I think it could be a work of genius - but I don't have the time tonight to learn how to play it! Will definitely revisit when I have time.
Cool idea, made me think of the ridiculous sequences they have in Bones or Criminal Minds where they hack into a network with 70,000 key presses a second, windows flying all over the place.
If all you had was 8 hours, this is about a good a game as you could make. I'd definitely convert it to mobile, it could be one of those viral hits with more secret sauce.
Have you done anything with this since the jam? I was thinking maybe it was worth you putting together a version to send to Ketchapp and Voodoo Games, who seem to be dominating the App Store with casual games like this.
That is a great concept, with more work it could be a great game. Trying to keep your tank tower balanced, while configuring it to deal with attacks from all sides is a great challenge, as others have said above there needs to be more jeopardy/reward other than the tower falling or killing the odd enemy. I can see it becoming quite tactical where certain items placed next to each other could combine to create greater weapons.
Nice, simple idea and well executed, good for a quick blast. A mobile version with levels increasing in difficulty would be cool.
Hey, thanks - exactly the same as the other treatments, the amount required will be shown in the green triangle next to the heart. For blood transfusions the amount is shown in the red blood drop next to the heart. I wanted to make it more clear but ran out of time!
If it's pain (blue) or infection (orange) medicine, the amount is shown on the clipboard. The bar shows the maximum value, so you have to do quite mental arithmetic to figure out roughly where to stop the bar.
For blood (red) and defib (green), the values required are shown next to the green heart.
Yeah I'd have liked to change the indicator, just ran out of time. It's intentional you're only allowed to treat patients from their right hand side, by standing in the box next to their bed.
@leof - The graphics look better on desktop build, were you playing WebGL?
Was also hoping to have the syringe plunge in and out but didn't have time for that either - all the pieces are there just not hooked up!
Yeah, it's funny how obvious the mechanics are when you developed them! Trying to get that across without a day to make a tutorial section is tricky! :-$
Yeah I really wanted to have a load of original music this time, but three hours salvaging a broken Unity project put paid to that!
Yeah, there is a 4-5 second delay before you can go back to the same patient to do more treatment. Ran out of time to put anything in to indicate this.
One of the best Compo games I've played, a simple idea well executed.
Nice retro-style arcade game. Would have been nice to have procedurally generated levels to give a lot more variety without having to design them.
Fun, but very hectic right from the start. I also kept clicking on the blocks rather than the house on them, so might have been good for that to be part of the button, or maybe I'm just an idiot...
Great minds think alike - check out my submission!
Nice little game, I went off the edge of the screen and was expected it to wrap round but I just kept going!
Not often you get AI in a compo game, nice work.
43 deaths! A nice idea and fun to play, although I learned quite quickly most levels involved basically jumping before the hexagon was even on screen. Would like to see more levels, maybe they could be procedurally generated with some simple machine learning code that checks whether levels are possible to complete. ;)
The game looks beautiful but that comes at a cost, runs at about 5-6 fps on my MacBook Pro and I just get a black screen on the HTML5 version.
I will give it another go when I get my GTX1060 laptop from the office.
Well.I.Never! That was dope. Y'know?
Great idea, my first 5/5 for innovation in LD42.
Thanks! Yeah, all good points. The actual gameplay loop only came together in the last few hours so there wasn't much time to balance it, especially as there was still the music and SFX to produce. I gave as many control options as possible because I couldn't decide which was the most intuitive.
Given more time I wanted the option for different numbers of floors/lifts and little icons next to the waiting bar showing where the lifts are - all you have to go on at the moment is the display above the lift.
Thanks @jackyjjc . Yeah, the lift has to be there for you to click on it, I didn't have time to make the lift shafts clickable or test any dead zones on the lifts themselves. You can also use the arrow keys or A-D to toggle between them.
You're right it's pretty tricky. Right off the bat it was built to handle variable numbers of floors and lifts, but time got so tight in the end everything was being hard-coded with 10 and 3 to save valuable seconds!
@mike-inprinciple All the lifts are available right from the start, you just need to select them either by clicking on them or using the arrow keys/A/D. This allows you to keep on top of thing by loading a lift up with passengers for different floors, and programming it to drop them all off, while you concentrate on sending a different lift to collect more guests.
I wanted to put more stuff in, like lifts requiring regular maintenance so they don't break down, but there just wasn't time. Due to travelling back from a wedding and football I couldn't really start properly until 5PM on Saturday :-$
@levidsmith thought about having the passengers get on automatically, but then they might get in a lift you intended for other passengers.
The doors close automatically after 6 seconds. You can leave a programmed lift to it, but if time is tight you can close the doors manually.
I tried the camera following the lift. It nearly made me sick and have to stop development, there was no elegant way to cycle floors in and out of view as the lift moved!
Very inventive take on the 'running out of disk space' idea, also very tricky! But if the five levels were easy it wouldn't be much of a game!
Great work, one of the best-looking compo games I've seen. I wish Blender was in my skill-set, it's Unity primitives or 3Dpaint for me!
Seemed like an insane amount of work in two days, but I see you used Playmaker which would leave a lot more time for the great graphics and level design.
By the way, you included Playmaker (a paid library) in your source code download, I'm not sure they'll be happy about that...
Stunning graphics. I think you've inspired me to try pixel art next time, it looks so cool when done well.
I really struggled with the theme and as soon as I saw this I thought 'OF COURSE!', while cursing myself. Your life definitely is currency when you're a piggy bank.
....and the game's a belter too. First time I've ever given 5's across the board. Superb work, so annoyed! :)
Experienced quite a few glitches, timer keeps going to -1.59 so the game never ends, and when the game went back to the menu it flashed on and off for about five seconds. When the game restarts the controls don't respond (maybe a bool not reset?)
Wasn't immediately obvious I had to find the entrance to the supermarket. How do you know where to find the items? Is it just random?
Thanks for the kind comments, I'm no artist or 3D modeller so Paint 3D comes to the rescue!
@danidev Fixed the sound balance while building the Windows and Mac versions :)
@borys Know what you mean about the controls, I removed the smoothing on the input axis to fix a bug where the Reaper doesn't turn to face the direction he's going. In the end something else broke that so he still doesn't turn....meh.
@trevor-shoe Yeah, I ran out of time to implement the invincibility period after enemies re-spawn.
When you're floating upwards, you just need to hit jump again and you'll start to float back down....by pressing again you can slow your fall either to avoid enemies, or by pressing repeatedly float almost horizontally.
Can you set the quality lower on the WebGL version, really lagging for me?
Yeah it's strange. My game is pretty unoptimised, some very expensive 3d models but still seems to run smoothly in Safari.
Interesting game, but I too got the bug where after a few deaths I couldn't put a heart in the family section to get started there.
Well done on just getting an entry done. Most people would never be able to do that, never mind at 12. If you want to do this for a living one day you're off to a great start.
I really like this, a nice idea, although not necessarily hugely relevant to the (terrible) theme. It would be nice if the game could recognise when you're trapped and trigger game over.
Liked the fighting mechanic, although I'm not usually a PC gamer so WASD is always a nightmare!
@game-mon @bernhard @lumos @brokenmirrormedia Thanks guys, yeah a level reset would be cool. Maybe I'll put that in as I just noticed the game starts at level two....the old 'forget to remove debug flag'?
@lumos Did you solve level 10 in the end or did you get that from the source? No-one should look at that, couldn't even be bothered to tidy the project folder and it's all basically in one script. :D
Very nice idea. Maybe without the input cooldown the numbers could take the number of hits they start at to kill, i.e. a 4 takes 4 hits, the number reducing with each hit. Would have to slow the speed down a little, though.
Fantastic, if there were more levels it would have been a top contender. Wonder if there would be a way to procedurally generate levels.
Nice idea, there's the seed of something potentially big here. Had to play in Chrome, wouldn't work in Safari for me.
A simple idea (those are often the best) well executed, bang on the theme.
@frodewin Thanks a lot - yeah as you can see I've been addicted to C64 development for the last year :D
Highest ratings I've given to an LD game, 5 across the board except sound as some music would have been nice. Superb. Would translate well to a mobile game.
Ah, I got as far as the 'while do, end' premise and couldn't think how to make that into a game, nice one! I recognise you from the Corona forums (nick sherman), I haven't really been over to the Solar forums much, mostly been doing C64 games for the last year! :D
Good take on the theme, nicely done
Really nice game, as others have said there's not much link to the theme here, but who am I to talk :D
Looks great - I can play any VR game and not feel sick at all but unfortunately ten seconds of this I was more than enough! Good job the ability to switch the camera mode is there, but I wasn't even 100% comfortable with that.
Very close to being brilliant. Just didn't feel the speed ramped up quickly enough so never felt in danger of losing, and got a little bored making enough 3-letter words to keep things under control. Maybe there could be some pigs that keep getting bigger until they explode, a bit like when you need to quickly get rid of burning tiles in Bookworm.
Only thing I would change is to make the world take up more of the screen, and make the traffic lights bigger. I had to play full-screen on a huge monitor to be able to see what I was doing, as in the browser each traffic light is just a few pixels. Very good idea to make the playing area a sphere as opposed to a flat map, brings (literally) another dimension.
Fire is actually the 'Z' key....I've got so used to making C64 games where 'Z' for fire is a standard in the browser emulator I forgot to mention it....
As others have said the only major improvement I can see is to be able to rotate the ship like Asteroids. Also the level objective graphic looks very similar to the multi-fire powerup, it's only really the 'get this' text that makes it obvious it's not just another power-up. Really good fun though, I got 590,400 before accidentally running out of time to get back to base because I was having fun blasting asteroids.
We used to play a game in the pub like this, we called it Pub Chess. After several rounds of drinks and some food there'd be a lot of stuff to pile up, we took turns to find something from the table and add it to the structure, whoever knocked it over bought a round of shots. It was not popular with pub landlords.
At last, a proper old-school arcade game - I was getting tired of all the turn-based farming games where we have to know the back-story and motivation of the farmer and his estranged daughter.
Nice game - like Columns it takes a while to get going but then ramps right up. Congrats on the top-15 finish.
Screenshot_20230129_091700.png
Every now and again I port a jam game to C64 for the ZZAP! 64 magazine coverdisk, this seems like a good candidate!
@clyde Thanks! Hoping to add some more levels, better sound and tune the collision detection when I get some time.
@fabdynamic Level 6 is very impressive!
For working with the hardware I found this pdf the most useful. I obviously had a head-start because I've been making C64, 2600, and Channel F games for three years so a lot of the same principles apply.
https://www.lomont.org/software/games/pacman/PacmanEmulation.pdf
I first got the idea for writing games for Pacman hardware from this video:
https://www.youtube.com/watch?v=bOm_Wk6xqDA
...which also included source code, so I ripped out all the game code and used that to get a basic skeleton for the startup vector, vblank etc. By using the same assembler I could take advantage of the 'savebin' commands which takes your code and splits it up neatly into the correct roms. If I get time I'll put together a hello world example.
https://drive.google.com/file/d/0B12mPLloTZFKNl9vMUV4VWRsSzA/view?resourcekey=0-gFaJl_1EuZ_YfKHXQ5UejQ
As for graphics, I got lucky that I had an acquaintance from the C64 community who had previously made a game for Pacman and asked them what they used, they had a script to take NES CHR roms and convert them into Pacman tile & sprite formats. So that gave me the choice of loads of powerful gfx editors to use for the project.
In the end I had a make file that on pressing F7 would create the Pacman GFX roms from the saved Chr file, assemble the code and launch it in Mame.
Sound was a crapshoot that I just about got some bleeps out of with minutes to spare, but I've since implemented the Pacman sound driver into my next project and can now create custom SFX and tunes.
@philstrahl Thanks for the kind words....yes it's quite hard, gotta keep those quarters coming in - although with a little more time I'd have made the collision detection a little fairer.
At least you'll be quite good at it if it gets chosen for the next stream on Sunday!
What a coincidence that we both have LD games with the same pretty unusual name, although mine was from a few years ago: https://arlagames.itch.io/jack-the-reaper
The best compo game I've played so far, polished in all aspects. Only minor complaint is as a non-PC gamer the keyboard & mouse controls were tying me up in knots, a version with dual thumb-stick gamepad controls would be even more fun.