CENTIFEED 2042 by jchaplin 2018-08-15T08:02:57Z
I actually really liked the controls and instantly got used to them, it felt super nice to control the snake this way
Foon → Ludum Dare Explorer → Users → Maksim Chugunov
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Shaded Flowers | compo | 319 | 2.82 | 2.50 | 3.56 | 3.28 | 3.80 | ||||
| 2022 | 51 | Every 10 seconds | Every 10 seconds we flip | compo | 21 | 4.09 | 4.00 | 4.26 | 4.46 | 4.20 | 4.08 | 2.47 | 3.54 | |
| 2021 | 49 | Unstable | Unstable Speed | compo | 299 | 3.42 | 3.23 | 3.13 | 3.52 | 3.84 | 3.55 | 3.44 | ||
| 2020 | 46 | Keep it alive | Keep It Alive, Keep Enemies Dead | compo | 917 | 2.94 | 2.73 | 3.76 | 3.47 | 2.79 | 3.25 | 1.81 | 2.65 | |
| 2019 | 45 | Start with nothing | Start with a Click | compo | 142 | 3.63 | 3.41 | 3.84 | 4.02 | 2.84 | 2.56 | 2.71 | ||
| 2018 | 43 | Sacrifices must be made | Spaceships Must Explode | compo | 235 | 3.45 | 3.29 | 4.07 | 3.57 | 2.90 | ||||
| 2018 | 42 | Running out of space | Running out of Squares | compo | 74 | 3.89 | 3.82 | 3.89 | 4.28 |
I actually really liked the controls and instantly got used to them, it felt super nice to control the snake this way
Visuals are just amazing! Really cool gameplay mechanics, except it's kinda upsetting when you get stabbed in the back, so maybe add some kind of minimap to see where enemies are?
@randytayler thanks! I was also thinking about finishing it and releasing on mobile, the concept turned out kinda catchy
@mao yeah, I didn't implement any logic to make sure that level even possible to complete, that task is not very easy, but I will do that for sure if I keep working on the game
@william-corrin when I was playing I alson noticed a need to swap pieces or store one, so will think about that definitely :)
The game sets the tone so well. I really enjoyed the music and how it fits everything. In terms of "mood" this is the best game I've seen on this ld. The idea seems neat, too bad you didn't have time to make something of it, but it for sure has great potential, so please keep working on it!
Really great idea! Getting items to explode feels super nice, so the core mechanics are already fun. The only thing I would think about is how to make gameplay more different and not just "move all the items to the pit and hope for the best" :)
The visuals are awesome and it feel really good to smash those notes :) Except I didn't really feel any challenge, I just kept pressing LMB and never even got hit. Maybe it would be better if I had to charge not only to heal, but to be able to attack, so I cant spam it?
Wow, really solid work! Game looks super polished and core mechanics are really fun and innovative! I wonder how did you make the trail, is it just a bunch of circles created next to each other? :)
The game looks really cool, but the gameplay lacks strategy I think. Is there anything I can do besides just standing and waving my sword? The concept of sacrificing combat abilities is great though, but there should be a tooltip in the selection screen, it's hard to tell which one does what
@erendelous well I didn't make a game over screen, but basically it's over when your main module (the one with blue circle) is destroyed
@xesenix thanks! Will sure try to work on sounds and music in future jams, thanks for advice. And yeah, I should've kept graphics rating, but I don't think I can now.
@sun-wukong asteroids never change direction, only a little bit right before they hit the ship (if any module is in path of asteroid movement). In general they move in direction of arrow-like projection that is shown.
@velvetlobster thanks! it's compo, so I've done it all myself :)
@huvaakoodia thank you for a great feedback!
I see now that my biggest mistake was not working on level design as much as I should, I just threw in some random generation of asteroids and modules, thinking that people only need to understand the concept of the game, but most of them don't even get a situation where you would need to sacrifice a module.
And yeah, for some reason I thought that realistic movements of asteroid would work better, even though I spent some time working on that algorithm and in the end it kind of confuses the player when asteroid actually hits the ship. Also, in future jams I will for sure work on sound :)
Again, thank you for an awesome detailed feedback, I really appreciate it!
This game is super fun! Abused my whole way with just one trampoline, of course. And yes, grappling hook MAKES YOU FEEL LIKE SPIDERMAN. Got 3/4 secrets, does the last one even exists? Spent like 10 min looking for it, flying around on my grappling hook, your friendly neighborhood Spider-Man
So yeah, great game, but once you figured out how it works, it's really hard to lose Screen Shot 2018-12-05 at 02.08.01.png
@nkrim I actually had a mental timer, because I've played for so long, I wanted to challenge myself and finally lose, so I gave myself only like 2 seconds for a decision. It was around 100 points I think :)
Ok this game is actually really great, I've been playing it for way to long lol. It's super fun, the most fun I had with a game from LD. But the are a lot of issues with balance and bugs: on my 3rd run I god mirror+parasite and holy shit that is an OP combo. I basically could in 2 turns flood the board with minions to the point when they could not fit on screen! It also caused some bugs, spiders remaind visually on screen on the next battle, but didn't seem to fight, just visually were there. And after I got mirror, I didn't had to think, I just always played all my cards on one minion and placed it on board, this way I finished the game. But after last enemy I got "YOU LOSE" screen, lol. I think it will not be easy to fix balance issues and make a gameplay more strategic. But maybe it's ok, I really enjoyed deck building aspect. I mean it was REALLY fun, I even forgot that it was a Ludum Dare game made in 48 hours!
One of the most polished games I've seen, great job! I really like platformers and playing this game was super satisfying! The controls felt tight and level design is just awesome.
@decappoolla for some reason I didn't even think to change the cursor on hover, thanks for the idea :) Not sure if it can be done on webgl, but if not, a hint on a cursor would do the job I think
the link doesn't seem to work
@maxflav damn, you're right, enemies strength doesn't reset. I wornder if it's okay for me to fix (it's like 1 line of code)
edit: okay i fixed it, would be too bad to leave it like that
@rjerez192 no, you can only wait. I thought about making player able to rotate it but it would add more controls and make game less intuitive, also I didn't have time to implement it (surprisingly hard to make tetris shapes rotate haha)
Wow! Awesome entry, controls feel very tight and each lose felt like my own fault (still didn't make it feel any less frustrating haha). Really enjoyed the voiceover and music, real getting over it vibe
@niterich well you know, I was kinda going for Getting Over It vibe, where controls are a challenge by themselves
Radioactive dr. Mario! I like the concept, feels very UNSTABLE. I think few things could make the game way better: * make rotation only on button down so it doesn't spin every frame when the button is held, screwed me up a few times * some visual feedback when blocks disappear would make the game feel _way_ better. Maybe some flyings particles or a simple white flash. Feedback is everything
Other than that great job!
The game felt weird at first, but once I got the hang of the movement and inertia it was really fun to execute quick completions of a level. Has kinda Hotline Miami vibe to it where you rehearse playthrough of a level and then at some point execute it perfectly and it feels really nice. Also I liked that I could kill guys by throwing my gun (also like Hotline Miami). Movements could be more precise, but later I saw it more as a feature. Got really frustrated when I couldn't see my score at the end screen, couldn't find where I could see it after that. But overall I had fun!
@rincs thank you! Everyone seems to want to rotate pieces, and initially I thought it would be part of the challenge, but mostly it's just WAY easier to not give this ability at all haha. It would just create many bugs and in jam setting it's not really what I want.
If I ever was to make it into a full game, I'd have to remake it from scratch since it's a PICO-8 game. But who knows, maybe if I decide I can pull it off in a week, I'll do it, maybe even stream the whole process, could be a fun challenge and content. I'll keep that in mind for sure
Very funny game I did the haha :)
chrome_2022-10-10_21-46-27.png
Someone probably pointed it out, but the only thing that kept screwing me is when new numbers appear, like I have a bunch of 3's and I start getting 4's and cant match anything and just can't play basically. Before that game was too easy. Despite that was very fun to combine numbers and make big spells, only wish it was more difficult
Hey guys! Sorry about the build, I felt really burned out right after I published the game and really didn't expect any interest in my unfinished project haha
So, I've added builds for linux and windows, configured them through github actions, should work.
@steffo thanks for the linux build!
@kodingnights @angryrubberducky @joel-davis @tolmera @pazzi please check out new builds!
Couldn't play it. It runs fullscreen and I can't see my cursor, but I could see it in OBS for some reason?
Didn't understand the controls, space was "eat" but no other buttons seemed to work, so I just got killed
The music and visuals are very nice. I liked the theme and narrative too, was well presented.
Platforming game feel felt weird. Wall jumps were just buggy, most of the times you can just press jump up a wall and you get yeeted upwards.
Didn't really understand why you have to take the spheres twice and why after some time you just can't pick them up and have to wait until you lose.
I think some tweaking with platforming physics would make the game much better. In platformers it's all about game feel and feedback.
Overall well done! Especially considering it's a compo game
@kelvin-mulungu yeah, with platformers it's mostly about experience, because there are a lot of small tweaks that you can do with physics and stuff that makes the game feel way better. I went through it all when making on of my first game which also was a platformer. It just takes awhile until you see the problems and then figure out how to fix them. But pretty sure there are a lot of videos and stuff with tips and tricks on how to make good feeling platformer, in case you wanna make another one :)