Virus Leak by ionas619 2012-05-03T02:28:00
Nice game. Was confused when my mouse wasn't selecting things from the main menu... o_O And I never really figured out which way my grenades would launch... Still managed to finish the game though.
Foon → Ludum Dare Explorer → Users → Manax
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Mini-Max | compo | 2.00 | 2.00 | 2.00 | 2.00 | 2.00 | 2.00 | |||||
| 2017 | 38 | A Small World | Giant Robots | compo | 487 | 2.71 | 2.50 | 2.59 | 2.45 | 2.86 | 2.40 | 3.28 | 2.90 | ||
| 2016 | 37 | One room | One Room | compo | 631 | 2.21 | 2.38 | 1.88 | 3.29 | 2.63 | 2.50 | 2.25 | 51 | ||
| 2013 | 26 | Minimalism | Minimal Conquest | compo | 653 | 3.08 | 3.00 | 3.05 | 3.44 | 2.47 | 2.20 | 2.05 | 2.43 | 71 | |
| 2012 | 23 | Tiny World | snowglobe | compo | 793 | 2.33 | 1.85 | 3.03 | 3.85 | 2.82 | 1.38 | 2.32 | 2.28 | 61 |
Nice game. Was confused when my mouse wasn't selecting things from the main menu... o_O And I never really figured out which way my grenades would launch... Still managed to finish the game though.
A few more baddies would have been nice, I kept expecting to run into something on the next planet. Played pretty well.
Nice game, agree things were moving too fast at some points. Borders or a minimap would have helped, got lost in the void in one game. (Oh, and a "restart" button would have been nice. :) )
More content, a little faster movement, some sort of tradeoff digging (rather than just having to click and hold the mouse button over all the squares, which exposes all the tokens that I can then just run over and pick up)... would have made it more interesting overall.
@Puzzlem00n Yeah, me too, same as @Endurion. (I'm running on XP... although it's a modern cpu.) I have lua & love loaded on my other box (was thinking about using it for the compo too), I'll try it there if I think of it.
Spoiler: Here's a list of all the things that can happen:
o Animals move around
o People move
o Trees fall (when they get too old)
o When a person is near a deer, the person will chuck a spear at them.
o Snow accumulates on the ground, which can be shaken.
o Bubbles form when the globe is shaken
o Trees lean & fall over when shaken, bigger trees are more likely to fall over.
Stuff I really wanted to get to:
o People would build houses, then farms, then other structures.
o Wanted to make the snow swirl when shaken, but didn't come up with a clever algorithm for that.
o Want to allow you to tip the globe, and look at it from the top (actually started on that, you can see some frames from tha anim in the pngs).
Still didn't have any ideas for a good game mechanic. :)
Very nice looking game. I won't repeat the things everyone else has already commented on, and leave it at that. :)
World IS in turmoil, with propane dropping from the sky!
I loved kaboom! on the atari 2600 (back in the day), some similar feel. Like the cat balloon. :)
Very well done, one of the best games I've played in the compo. Nice animations all around. All the levels were interesting, even if there were a couple "imperfections", there's only so much time... ;)
Nice game. Played well. I had no problem with the controls, but an autorepeat would have been helpful.
Very nicely done. Minor bug where I could sometimes eat things that I shouldn't be able to, I think when I crashed diagonally into a large square.
Nice work, not sure if it's complete (based on comments) but I was able to grow the plant & fix the panel, but wasn't sure what to do beyond that...
It played fine for me, except a crash to desktop if I moved down, off the bottom of the screen.
It looks like you some plans to add more, since it identified ethanol as well. Would have been good to require the correct structure as well as the atoms.
Agree, volume problems, didn't even realize there WAS music during the game until reading here. Pretty good mechanic, took me 3 tries before I figured out a build order.
Repeating the call for source. Non-game, which is okay (since that's what I submitted, too). Music was good. A small change to the mechanic, like you can't move through existing squares would have helped with the "trapped" feeling.
No instructions and couldn't seem to get past second turn.
Just have a key indicating what those icons meant would have helped... I was rather confused.
Nice attention to detail with the story. Having some visual indication that the sword increased radius would have helped. (It's an odd mechanic, but could work fine.) The controls were a little funny, I felt like I bounced off the top edge sometimes.
Really well done! One minor bug, bombs can sorta be queued up, so if you fire a bomb, hit X again before it's exploded, you'll launch another right after it explodes.
Good physics, challenging puzzles, cute hint.
Well done. Great variety of level design, interesting collection of tools. Good polish. I like my plaid sheep!
Got a whole pile of "bit depth" exceptions, but it still ran. "Normal" was very difficult, but it seems like there are some collision bugs, so I didn't die so easily sometimes. I did get stuck below the bottom teeth at point as well. Innovative idea, but could use some bugfixes and some play balancing.
Nice work. I second @aaronsnoswell, really wanted tab completion, and "standard" infocom commands: I or INV, L, TAKE, and some shortened item names... But those are really minor quibbles.
No randomness. The 2-piece advantage is because the first player gets a significant advantage. (Although yes, 'easy' is still pretty challenging.)
Adding an "I give up" button would be good, but you should finish the game, even if you lose! *hint hint*
When you select a hex, all adjacent hexes are evaluated, and if there are more grey or red hexes around THAT, then they are flipped. More metaphorically, you attack a hex, neighbors are distracted, and so THEIR neighbors can take advantage.
The AI actually picks a move based on a randomness, so the difficulty setting is just a constant. I'll add a "very easy" setting in a few hours, disclosing that I don't think this violates the spirit of LD, and hoping others agree. I won't tweak anything other than the constant, so if that isn't enough to make it easy... I guess we'll have to live with it.
Oops, started work on another project and accidentally released it on top of my ld26 entry! Thanks!
@stqn Err, they're on the webpage, below the game...
I like these sorts of games. I think there was a lot of fun potential, but really needed a little more polish to make it really enjoyable. (Better mechanism for pipes, better mechanism for levels (they seemed to start automatically, without giving a chance to fix my factory), a way to move machines.)
Doesn't seem to work for me. Unity keeps asking for me to download the player, even though I've just used it for other games... Not sure what's going on.
Excellent concept & implementation. Clever backstory.
Nice gameplay idea. Although general angles seems like a good idea, it might have worked better with more regular angles (like 45 degree increments). Controls were a bit... surprising... at first.
I thought the shapes were pretty obvious!
Nice job on the intro and instructions. Nice detail on the text effects. Really did need a build queue though.
I was able to stomp the computer on every level, until the last one. Computer was able to build faster and give instructions more reliably than I was. Seemed to be some pathing problems too. I'd click somewhere, and my troops would wander away from the destination, before heading back towards it. This seemed to happen mostly near the base.
Fantastic level design. Nice work with so many levels. Some very nice puzzles.
It says "Data file is corrupt (not a unity web player file)" for me too. :(
Nicely done. Small bug with collision detection (I could often pass one cell into "doorways"). Agreed, could have used some arrow recharge mechanism. On every new level, I had to hunt for my character... Nice that it had a built in "tutorial".
Hmm, had problems unzipping on windows. Also tried cygwin unzip, which also didn't work.
I did that in ld23, linux game, thought about porting it, but instead tried LLVM to cross compile to javascript. Ran into a couple of difficult issues, ended up learning javascript AND porting the entire thing in about the same amount of time as my original entry took.
So, my suggestion? Learn javascript. :)
(I will try it, just not right now.)
Yeah, agree respawn was weird. 3rd area I was in was particularly difficult, kept hitting these stationary spikes and falling back a long ways, didn't see any way to get past...
Good concept though.
Not working for me. :(
Very nice. I was thinking about doing a minimal RPG, but I like your way better than what I was thinking. ;)
Couple minor bugs:
The attack button doesn't ungray, until you move the mouse away.
HP overlaps your MP, in town, when HP >= 1000.
Game balance could use some attention. Even at level 10, it seemed it was better for me to grind against the sewers than struggle with the much stronger monsters in the Dark Woods.
I think I spent WAY too much time playing this... ;)
Very cool concept. Well done. Cool that you even have a leaderboard. :)
The player starts a bit too high, hard to judge position when you're off-screen for most of the first several jumps. Agree with others, the controls are pretty unforgiving, and ground is too slippery.
Nice idea, loved the death splat (which is good, 'cause I died a LOT). Got frustrated and quit after about the 7th platform, so not very far into it...
Looks cool, interesting concept, but controls seemed really wacky to me.
Nice game, I didn't find the controls too difficult, except it seemed the grapple didn't always stick. I figured out how to fling myself, but that didn't seem very reproducible.
I seemed to have gotten lost after the 3rd message...
Music + colorscheme + text was very moody.
Boo, website is down. Can't play. :(
Nicely done. Good attention to details. Enjoyed it.
Buggy. Resetting to checkpoint doesn't always go back to the correct word, or even always the same checkpoint.
Got stuck near beginning, "virtue" and "honour". Not enough time when spawning at checkpoint...
Good idea, but kinda frustrating to play at this point. (Sorry.)
Nice game, kinda hard. Died several times. Seemed like the weight loss didn't quite match my expectations, might have helped to just give a calorie counter as well. (But from a gameplay standpoint, maybe it was fine as is.)
Someone should talk to the person doing the shopping! All that damn pie & icecream & pizza, and often not nearly enough carrots!
Well done. I love these sorts of machine/process puzzle games.
Did run into a case which seemed unsolvable: The only 1/2 machine that produced the necessary result, created 2 shapes...
AI would have been nice (although I know that's... involved).
Looked nice. I had to re-read instructions a couple times, still wasn't quite sure what the heck was going on.
Interesting game. Agree with other commenter, collision detection could have been better, got "wrongly" killed a couple times. ;)
I was confused by the inventory, took a little while to realize it was cycling through them. I assumed there was another key to control it, which I kept looking for... but now I assume there isn't. Still not quite sure what the timer was for, nor what the green globs were for.
Good concept, with a bit of refining, you'd have something quite fun.
Pretty well done game. Some weird interface issues (text was hard to read in UI, wasn't sure how to "defend" (if that's what that other button was).
Color coding/mouse over the enemies strength would have helped. Also, "beat" the game, but didn't realize I was fighting the main bad guy until I suddenly won.
Enjoyed it enough I played it all the way through. ;)
Nice idea, captured the essence of space trading games. Clever victory condition. :)
Yes, a Buy All would have been nice. It took me a bit to figure out the interface, didn't realize the "Shop" button meant "buy a ship". Took a bit to figure out that I could click on the cargo types, to configure the ship. For a while I had several ships flying around with all cargo types... until I realized.
Writing this as a comment, to not take away from the game itself...
It was intended that there was a child you were defending, that there would be waves of zombies, and as you'd clear a wave, you'd move to a new room. The tie-in to the theme would be, you consoling your child "Just one more room" as you together flee to the next room.
Nicely done. Good concept.
Agree with another that a slightly long music loop would have been nice. The lamps were a good addition.
Dimensions of my display cut off part of instructions, and although I prefer full screen, I guess that's a benefit of windowed mode. ;)
Is it possible to actually "win"?
Fun game, very fast paced (took me a few rounds before I understood what I was even doing). Nicely done.
Very well done. The old raster style monitor was a nice touch. I could not figure out the manual firing solution, it wasn't clear where the heck it was aiming... keyboard controls would have been nice.
Good little game, nice idea. Reloading was awkward, took a long time and hard to tell when it was done while dodging monsters... Good idea with the TV & light.
Good idea, but kinda clunky. Can't eat unless completely hungry, can't sleep except during certain narrow window of time. Not very clear when you were too unhappy to work. Could have used a few more instructions around sleeping, took me about 5-6 weeks before I started to understand the clock...
Going from a good idea, to something actually fun is often hard... but a bit more time on tuning and some minor tweaks might have made this a lot more fun.
I don't mean to be too harsh, it is hard to do this in 48 hours...
Here's a different take on the same idea: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=124546
Seems pretty well tuned difficulty. Only removing towers between levels made things difficult, which was fine. Nice work.
Very well done. Very polished.
Good idea. Seemed like the first stage worked well, up until the fastest beats. I would have put more effort into the music, since this is a rhythm game. Good that you put instructions into the game.
Nicely done. Plays well. Difficulty ramps up pretty quick. And sometimes when playing (e.g. Tuesday) I took care of all orders quickly, but still didn't make enough to pass. Seems like there weren't enough complicated/expensive orders.
A little odd, you must do the burgers in the right order (i.e. bacon + cheese, NOT cheese + bacon).
Crashes to desktop when clicking bacon, when already have bacon in hand.
Solid game. Beat it first run, second run overwhelmed from very beginning...
Exploding blood was a nice effect. Music was good. Interesting game concept. Nice that music became quiet when menu was up. ;)
Good work. Including a way to defeat the enemy (bounce bullets off shield into enemy?) would have made this more satisfying.
Shield rotation was way too slow to be useful. I was expecting/hoping to use the mouse for shield direction.
Nicely done. Music was pleasant. A left & right rotation would have been nice. The puzzles were effective and interesting. It was a little awkward around the conveyor machine, it looked like I should be able to walk between it and the stairs, but wasn't able to. Key music played every time you moved through it.
Well done!
It was a interesting collection of minigames for the levels. Good idea. I particularly liked the chopped mushrooms, particle effect. :)
Nicely done. Good plinking sounds. Agree with others more symbolic shapes would have been helpful, but didn't take long to figure out either.
Nice concept, interesting mechanic. I like the Big Trouble reference. Typing seemed hit and miss, maybe buggy?
Nice game. A comment in the description about the depth of the goal would have been helpful. Turns out I was able to beat the game by only taking candies that were near me. If they were more than a couple blocks away, it's more efficient to ignore them...
It's a fun mechanic, just needed some way to take advantage of the multi-block thing, and a couple more text messages and it'd be a pretty well polished game.
Moderately fun, nice trade mechanic.
I took a different strategy than others playing, I ended up populating all islands with 99 people (so they wouldn't continue to grow), consumed all the agriculture, and let the home island starve. Once the agriculture had been consumed, everyone switched to mines. I'm not sure if that was an optimal strategy, but was gaining 500 per month.
A total wealth stat on screen somewhere would have been nice. I'm assuming the game didn't require all the money on the main island to win...
Overall, good job.
Fun game. Graphics are reasonable, gameplay is enjoyable.
Ran into the lag issue that others have mentioned. I was okay losing all the upgrades, although keeping my stockpile of wood, would have been nice. But to give more incentive to expand the planet, there should be some benefit. I never found myself NEEDING a bigger world...
Also agree with others that the workers needed some more balancing, to make them worthwhile. It would take a LONG time to recoup the costs of those upgrades (125 wood for 3x house + workshop + hammer) at the rate they chop.
Like others have mentioned, I like the expanding planet mechanic, just wish there was a little more to it.
Overall, good job.
@aggrathon Yeah, thought about putting in some stats, but ran short on time. And I really wanted to put in some strategy, with being able to target specific weapons vs body... but ya know, time. ;)
@ithildin in ld37 I used Caustic for the music. I did have a little music for this (also written using Caustic), but didn't get it finished enough to include this time. The sound effects were done with bfxr. I don't love the sounds it produces, but it's helpful here. ;)
Good work, fun to play.
Agree with other posters that the physics simulation timestep isn't small enough. On level 7 particularly, the world would sometimes go entirely through a spring mat, and once it got stuck inside it... I eventually figured out how to solve it without so much force, but still.
Even though I couldn't see the whole level for a few of them, camera following made it enjoyable to solve anyway.
web player didn't work for me, from the console: ``` [.Offscreen-For-WebGL-05608610]RENDER WARNING: texture bound to texture unit 2 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. ```
As everyone has said, it's a good game with a lot done. The intro selections and story are nice for a compo game. The combat system was enjoyable.
Also as others have said, the style didn't fit together very well, but that's "just" polish. Bug with "Heal" on others, it always heals yourself. It did seem like there were some balance issues, but again "polish".
Overall, nicely done, excellent that you have a plot, and some good gameplay.
@luthwyhn The save file is in %USER%\AppData\Roaming\PocketWorlds\save.ini, easy to edit. Figured that out when I wanted to see the other ending. :)
This is an amazingly well done card/board game in such a short amount of time. Country names were a little small/hard to read. When I first played, I wasn't sure who I was, I thought the red card boarders indicated I was the red player... turned out not.
I played quite a few turns, but it's a long way to go to win... :)
Very hard, but looks awesome, and plays well. I'm okay with it being unforgiving, but as @csanyk said, having a reference (e.g. a star background) would help a lot. There were times I was being gentle, escaped a planet, nothing on screen, and then suddenly I'm falling back to the planet. In other cases, I was being "gentle", escaped a planet, nothing on screen and then smash face first into another planet...
Good work. Nice that it has a bunch of levels. I didn't really understand that it was minigolf until I got through the first level. The black holes were a good idea, but felt too strong. A few of the middle levels felt very unbalanced. Both of those are just polish, which is always difficult to spend time on for LD...
It was fun to play.
Good gameplay, kinda fun, little frustrating.
There's a bit of a bug with jumping, sometimes player "bounces" along floor, rather than really walking on it, so jump doesn't work. That was particularly frustrating.
I didn't get through the multi-colored spike area either, got frustrated with jump not working and gave up.
Don't feel like this is too related to theme.
But it plays pretty well, and you've got a decent game. The first several checkpoints progress well, difficulty-wise.
Good work.
Nice start. Having more tiers of construction, or an actual goal would have made it a better game. Also encountered bug with not dying even though I was at -55 health... It wasn't clear what the goal was. Initially I thought I wanted to consume all the 'bits', but later realized I want some of them on surface. The spinning mechanic is a good idea, but needed a bit more depth to make it fun.
Enjoyable game. Would have been nice to have a score of some sort, to make creating more probes more "meaningful". It would have been helpful if Z/X rotated tool selection left/right, rather than both going right.
Overall, very well done, and more polished than most.
Very nicely done. I really liked the variety of characters. Good idea to fade the music during the main game.
It wasn't particularly difficult, and I don't have any suggestions on how to make it more challenging. As @michaelb suggests, with a little tweaking it would be a good game for kids. (I game mine to a nephew and he really enjoyed it, he's 11. So...)
Graphics were nicely done, very solid game idea.
There is always a lot of polishing that can be done, you'll figure out as you participate more. :wink:
Adding multiple levels with increasing difficulty would have made this much more fun, where the first level you only need to remember one friend, second level another friend, etc. And then it'd be okay to randomize the friends' outfits each play-through... You could have then added a bit of humor by adding why you were avoiding this or that person.
Good work on first entry!